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Old 02-14-22, 04:50 PM   #1
yagura
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Quote:
Originally Posted by John Pancoast View Post
Almost everytime one has the problems you're describing, it is because of conflicts/overwriting with the menu_1024_768.ini file. It is what controls a large part of what you see in the game and where on the screen it is.

If when activating your mods you notice it being written over, that needs to be looked at.
As said earlier, I can guarantee you that the Hitman's Optics and WYGM mods conflict with each other, i.e.
A good test you can do is apply each mod ONE AT A TIME, starting and trying the game each time.
When the problems you list start, that tells you what mod is the problem.
Alright! Simply removed both WYGM and Hitman's Optics, fantastic! It looks great and the chronometer is there, the game feels much more like how I remember vanilla being. The periscope & map views and such all scale nice and large. Thanks!

Quote:
Originally Posted by Jeff-Groves View Post
That link don't work.
Takes me to the page but can't download the Commander files.
I downloaded most of the needed stuff from there successfully, but I needed to right-click the link and select 'Copy link (address?)' and manually paste that copied address into a new tab in my browser to make the download start. For some reason, left-clicking the links did not work for me. I downloaded all those files ~2 days ago so it should still be all OK!
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Old 02-14-22, 04:57 PM   #2
John Pancoast
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Quote:
Originally Posted by yagura View Post
Alright! Simply removed both WYGM and Hitman's Optics, fantastic! It looks great and the chronometer is there, the game feels much more like how I remember vanilla being. The periscope & map views and such all scale nice and large. Thanks!



I downloaded most of the needed stuff from there successfully, but I needed to right-click the link and select 'Copy link (address?)' and manually paste that copied address into a new tab in my browser to make the download start. For some reason, left-clicking the links did not work for me. I downloaded all those files ~2 days ago so it should still be all OK!

Glad to hear it. You can use Hitman's Optics (one of my favorites) OR the WYGM mod.
You just CANNOT use both.
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Old 02-14-22, 05:00 PM   #3
John Pancoast
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I just noticed this in your mods list: Supplement to V16B1 (I am using h.sie & Stiebler's fixes)
If this means you enabled some of Stiebler's patches via the options selector then that is incomplete too.
Let me know if you are using some of Stiebler's patches per options selector and I'll list what else you need to do to make them work correctly in the game.
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Old 02-14-22, 07:59 PM   #4
yagura
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Originally Posted by John Pancoast View Post
Let me know if you are using some of Stiebler's patches per options selector and I'll list what else you need to do to make them work correctly in the game.
When I used Hsie Option Selector I had everything checked on except Wolfpk less contact reports & Bad Weather Fix. I followed these instructions:

Quote:
Originally Posted by EnvSimAct_v10_Readme.txt
2. If you ARE using H.sie's hardware fix.
You will need to activate the correct EnvSim file as follows:

a) Use the Options Selector provided with the H.sie V16B1 package to switch OFF H.sie's Bad Weather Fix in your SH3.exe file. Place your newly created SH3.exe file in this folder (EnvSimAct_10), where you can see the two envsim files mentioned above.

b) Rename EnvSim.act to EnvSim.acx (this means it will not be recognised by Silent Hunter III.).
c) Rename EnvSim_HsieFix.acx to EnvSim.act

d) ... Alternatively, copy across both the new EnvSim.act file and your new SH3.exe into your folder \Ubisoft\SilentHunterIII\, where it will replace the original version.
Note that, as per instruction d), I decided to copy and replace the .act and .exe files, instead of activating them via JSGME. The Supplement to V16B1 in my JSGME activated mods list is done according to the related documentation (Readme_V16B1.pdf) and the tests contained within that document (menu version number, new messages, wolfpack communications) were all OK. Weather has seemed normal/good too. Sorry if any of the info was confusing.

As for Hitman's Optics, I might be interested in getting that to work still but it seemed like both it and WYGM were giving me trouble with the views. But I will test that some more later on. Sound mods and some visual things might be nice too; an attack disc seems like a must-have for me.
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Old 02-15-22, 04:29 AM   #5
John Pancoast
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Quote:
Originally Posted by yagura View Post
When I used Hsie Option Selector I had everything checked on except Wolfpk less contact reports & Bad Weather Fix. I followed these instructions:



Note that, as per instruction d), I decided to copy and replace the .act and .exe files, instead of activating them via JSGME. The Supplement to V16B1 in my JSGME activated mods list is done according to the related documentation (Readme_V16B1.pdf) and the tests contained within that document (menu version number, new messages, wolfpack communications) were all OK. Weather has seemed normal/good too. Sorry if any of the info was confusing.

As for Hitman's Optics, I might be interested in getting that to work still but it seemed like both it and WYGM were giving me trouble with the views. But I will test that some more later on. Sound mods and some visual things might be nice too; an attack disc seems like a must-have for me.

Ok as long as you didn't apply any of the patches from Stiebler's section of the option selector you should be alright.
However, you really should always use JSGME to apply any mod and I also would recommend using the Wolfpack less contact reports option.
It can take a long time to get a pack sorted out even with this option, let alone without it.
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Old 02-15-22, 09:15 AM   #6
yagura
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Quote:
Originally Posted by John Pancoast View Post
you really should always use JSGME to apply any mod and I also would recommend using the Wolfpack less contact reports option.
It can take a long time to get a pack sorted out even with this option, let alone without it.
Alright, I am planning on uninstalling all the mods and the game (SH3Commander is rollbacked) and redoing it all via JSGME + with the Wolfpack less contact reports. While making sure I did not miss some uninstallation instructions I noticed this in the NYGM3_6F documentation:

Quote:
Originally Posted by NYGM3_6_Manual.pdf
IMPORTANT NOTE FOR NYGM USERS: the latest Stiebler hard-code fix, version 4C, provides special Anvart-made turms that also mount both fixed and rotatable radars correctly. Owing to the impossibility of maintaining mod compatibility across NYGM and other super-mods, players of NYGM SHOULD NOT NOW USE the Anvart-Stiebler patch provided with the Stiebler hard-code fix 4C. Instead, download and install from the NYGM website at SubSim this patch: Stiebler4C_SubsFlag (put together by Tycho).
Do you have any knowledge about that?

I am also probably going to try out "Makman's Final GUI" (not sure if this is the correct name) mainly due to a specific periscope sight and the attack disc that should be contained within it. Do you think most of the mods related to that will be activated in JSGME after the NYGM and IABL mods?

Also if you have any general knowledge about the order of activating sound mods or mods that alter e.g. crew clothes, interiors, and other visuals I would be thankful for any notes.
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Old 02-15-22, 11:00 AM   #7
John Pancoast
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Quote:
Originally Posted by yagura View Post
Alright, I am planning on uninstalling all the mods and the game (SH3Commander is rollbacked) and redoing it all via JSGME + with the Wolfpack less contact reports. While making sure I did not miss some uninstallation instructions I noticed this in the NYGM3_6F documentation:



Do you have any knowledge about that?

I am also probably going to try out "Makman's Final GUI" (not sure if this is the correct name) mainly due to a specific periscope sight and the attack disc that should be contained within it. Do you think most of the mods related to that will be activated in JSGME after the NYGM and IABL mods?

Also if you have any general knowledge about the order of activating sound mods or mods that alter e.g. crew clothes, interiors, and other visuals I would be thankful for any notes.

- You may disregard the 3_6f reference as all that is mentioned in it was incorporated into a later version(s) of NYGM which you already have. I.e., notice that info. has a 3_6 heading but it is a found in version 3_6f documentation. You can control the flag via shift-f and ctrl-f but a watch officer must be on the bridge to do so.
I never use radar but search the commands*.cfg file for what keys control that. Found in path game\data\cfg

- I've never used that GUI but *any* mods you add should be added *after* the NYGM and IABL mods. See the GUI's instructions for specifics on how to appy it.
Also, in general you will always want to apply H.sie's patch last.

- In general you can apply sound, etc. mods in any order you wish. Just look for conflicts with each other/other mods when applying them with JSGME.
When there is a conflict between mods when using JSGME you will get a dialog box with a notice of it, asking you if you want to continue.
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