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02-04-15, 05:10 PM | #11446 |
Stowaway
Posts: n/a
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Help with darkwraith Heading rudder compass
Hi and thx for letting me join your super awesome community and use those awesome mods to make this game whole, i have a minor problem i hope you can help me with, i have stormy sound BDSM and Dark wraith 7.4.2 tdc ui installed, and when i use hotkey C to crashdive, "his" compass/heading rudder, comes up, and i would really like to know how to disable this as i dont use it for my game style, and i dont seem to be able to get rid of it unless i press c again?
Best regards |
02-04-15, 06:30 PM | #11447 |
Gefallen Engel U-666
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welcome aboard
Samuelbbrandt!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
02-04-15, 06:51 PM | #11448 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community > Samuelbbrandt
You Will Always Find Someone Here To Help You Link To My > SH3 – SH4 – SH5 > Posts Step By Step Tutorials & How To Do It. Also Included Are Some Useful Download Links http://www.subsim.com/radioroom/showthread.php?t=211804 If You Are New To Subsim or Silent Hunter My Thread Link Might Save You Some Time. Subsim <> How To Donate <> See The Benefits <> Support The Community http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119 You need TDW’s Options File Editor Viewer (OFEV) See my Tutorial Post #6 For the OFEV to take affect TDW’s 7-4-2- that you are using must be disabled before making any changes in the OFEV. The easiest way to do this is to make a mep file of your enabled mod list. See my Tutorial Post #5 When the OFEV has been installed Go to the Crash Dive Tab Look for ‘Hot Key For Crash Diving.’ You will notice that the ‘Default Key is C’ hence your problem as it clashes with activating the Compass and Rudder. You need to select another spare key that is not being used. You may need to go into your game and press the ‘F! Key’ to see what Stormy’s Keyboard setup looks like. For example you may be able to use a setup using the Shift + C key as your new Crash Dive Key. Make sure you have ‘True’ showing a blue colour when you accept any changes. Back on the Tab if you press Hotkey it should show you what you have chosen. Peter
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02-05-15, 12:47 PM | #11449 |
Chief of the Boat
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Welcome
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Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
02-16-15, 12:21 PM | #11450 |
Sailor man
Join Date: Feb 2014
Location: Ростов-на-Дону РФ
Posts: 45
Downloads: 300
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Russian Patch
Dear submariners I did a complete translation mod NewUIs_TDC_7_5_0_ByTheDarkWraith (there came the translation of a single mission, tables and books and automation scripts) If it is not nothing breaks, I can put your creation.
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02-25-15, 10:53 PM | #11451 |
Nub
Join Date: Nov 2014
Location: Moscow
Posts: 2
Downloads: 86
Uploads: 0
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I noticed that when the option DebugScripts = Yes in main.cfg and use filter in the SOAN recognition book there is an error.
Was trying to solve a few hours. |
02-28-15, 05:00 AM | #11452 |
Nub
Join Date: Feb 2015
Posts: 4
Downloads: 3
Uploads: 0
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This mod definatly is a great improvement to the game
One minor (aesthetic) issue I am experiencing is that the torpedo tubes aren't opening on the submarine model when I use the external camera. ie. the sub is launching torps from closed tubes. Is there a known solution to this? |
03-07-15, 02:41 PM | #11453 |
Convicted Ship Killer
Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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No SUNK icon and no colored lines?
I am using the NewUIs_TDC_7_5_0_ByTheDarkWraith and made sure nothing overwrote NewUIs_TDC_7_5_0_ByTheDarkWraith files unless it was one of those add-on mods approved in post #1 of this discussion. Also employed the TDW_GenericPatcher_v_1_0_168_0. My issue is this - I am not seeing any SUNK icons and my navigation lines on chart keep reverting to the default grey. I made all mod changes in port - but did not start a new campaign... trying to keep the current campaign going. Has anyone had a similar experience? Any insight is a huge help and greatly appreciated.
Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] A Fistful of Emblems v1.51 German U-Boat Internal Routine SFX U-Boat Watch Crew Routine SFX Accurate German Flags No Logo Intro Menu_Animation v. 01.00 by AvM MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 3.a Enhanced Visibility (medium) DynEnv v2.9 - 6. Sleet for Winter Campaigns DynEnv v2.9 - 9. Sobers Best Ever Tweaks DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) DynEnv v2.9 - 12. Sounds Capthelms Audio+SV Touch Ups Compatible Conus00's Graphic Mod+SV's work SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch Dark_Interior_V1 Dark_Interior_additional_Sounds Targor's SH5 Wooden Lifeboats ver. 0.4 Shadow Improvement ModLR SH5_7A_Conning_Fix sobers smoke screen V1 SH5 (DynEnv compatible) WHF-FUC_We Have Flooding-Flooding Under Control_Fix smaller flags for Warships 1_0b Shallow Waters Voice Be Gone sobers no footstep sound mod EUF_UBoat_FX_v0_0_3_ byTheBeast IRAI_0_0_41_ByTheDarkWraith NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke IO_StrategicMap_7_5_0_for_TDWv750 IO_StrategicMap_7_5_0_for_TDWv750 Grid Req Fix Change days in bunker Church's Compass Dials Mod v2.2 - Option Three OPEN HORIZONS II v2.5 OH II v2.5 Grid Request fix Patch SH5 Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Sub_Exhaust_1_0_5_byTheDarkWraith sobers better terrain v4 SH5 Grossdeutscher Rundfunk SH5 External Cargo 1.0 Krauters Automated Scripts (v5_0_0 compatible)
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Akula4745 "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
03-07-15, 06:11 PM | #11454 |
Growing Old Disgracefully
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Hi Akula
You need to activate the 'New game destroyed marks' patch in TDW's Generic File Patcher for 7-5-0 It is in patcher 4 Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
03-07-15, 09:47 PM | #11455 |
Convicted Ship Killer
Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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That is the killer. I do have the New game destroyed marks activated. Most everything else from the patcher is working - tho I am concerned because the hydro still flickers when identifying a target (warship, merchant) and never seems to lock on. Plus there a couple of other quirks... but small ones.
If it is not a mod conflict then maybe something went glitchy when I patched the EXE? Thanks for any insight, Peter!! Jim
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Akula4745 "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
03-08-15, 06:37 AM | #11456 |
Growing Old Disgracefully
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Hi Akula
Then it is a mod conflict. You have are using some unusual mods that may not know be compatible with the current mods. May or may not be a problem. SH5 External Cargo 1.0 Sub_Exhaust_1_0_5_byTheDarkWraith You also may have conflicting interior mods. Did you ever read Steel Vikings Readme and realize just how much this mod and it's patch changes? There are some mod order issues as well. You are also missing a lot of mods that fix things. Have a look at my tutorial post# 23 and post #35 http://www.subsim.com/radioroom/showthread.php?t=211804 The mods are all in the correct order afaik. If you know the basics work then it is just a question of adding and testing. This can easily be done using one of the Historical Missions. No Logo Intro Menu_Animation v. 01.00 by AvM < not needed if using TDW’s GF patcher Accurate German Flags SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 3.a Enhanced Visibility (medium) DynEnv v2.9 - 6. Sleet for Winter Campaigns DynEnv v2.9 - 9. Sobers Best Ever Tweaks DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) sobers smoke screen V1 SH5 (DynEnv compatible) sobers better terrain v4 SH5 Water reflections intensity varied by available sunlight by TheDarkWraith http://www.subsim.com/radioroom/showthread.php?t=208307 SH5_7A_Conning_Fix Equipment_Upgrades_Fix_v1_4_byTheBeast http://www.subsim.com/radioroom/downloads.php?do=file&id=3126 Equipment_Upgrades_Fix_v1_4_Patch_1 http://www.subsim.com/radioroom/showthread.php?t=182194 #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix http://www.subsim.com/radioroom/showthread.php?t=182194 Choose only 1 of the 3 * Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober * http://www.subsim.com/radioroom/downloads.php?do=file&id=3683 Equipment_Upgrades_Fix_v1_4_Patch_1_Hotfix_2 (without date) * In Folder 2 Equipment_Upgrades_Fix_v1_4_Patch_1_Hotfix_2 (With Date) * In Folder 1 http://www.subsim.com/radioroom/downloads.php?do=file&id=4540 EUF_UBoat_FX_v0_0_3_ byTheBeast MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible FX_Update_0_0_22_ByTheDarkWraith FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) Folder 1 and folder 3 are inside a Folder called Mods. Select the Base Folder and only 1 Patch Folder http://www.subsim.com/radioroom/showthread.php?t=174511 FXU_0_0_22_Ship zon Files http://www.subsim.com/radioroom/downloads.php?do=file&id=4249 NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke IO_StrategicMap_7_5_0_for_TDWv750 IO_StrategicMap_7_5_0_for_TDWv750 Grid Req Fix Manos Scopes – patch for 16x9 IRAI_0_0_41_ByTheDarkWraith R.E.M_by_Xrundel_TheBeast_1.2 Folder 3 R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible Folder 4 http://www.subsim.com/radioroom/downloads.php?do=file&id=4002 Church's Compass Dials Mod v2.2 - Option Three OPEN HORIZONS II v2.5 sobers OH2.5 Kiel Lite mod v4 SH5 http://www.subsim.com/radioroom/downloads.php?do=file&id=4541 OH II v2.5 Flag_Wind_Patch https://www.dropbox.com/s/rlnfw4lzg279m3o/OH%20II%20v2.5%20Flag_Wind_Patch.rar OH II v2.5 Grid Request fix Patch SH5 Targor's SH5 Wooden Lifeboats ver. 0.4 < Position ? SH5 External Cargo 1.0 < Position ? A Fistful of Emblems v1.51 < Position ? smaller flags for Warships 1_0b < Position ? Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Krauters Automated Scripts (v5_0_0 compatible) sobers no footstep sound mod Shadow Improvement ModLR EQuaTool 01.01 by AvM - Large Style Comes with 14 excellent mods (See Post #117) Recommend Large Style in Folder 12 for Real Navigation http://www.subsim.com/radioroom/downloads.php?do=file&id=2819 WHF-FUC_We Have Flooding-Flooding Under Control_Fix Shallow Waters Voice Be Gone Gap - HD 1 deg Scope Bearing v 1.0 http://www.subsim.com/radioroom/showthread.php?t=182912 Change days in bunker DynEnv v2.9 - 12. Sounds Grossdeutscher Rundfunk Cannot place these, no idea. German U-Boat Internal Routine SFX U-Boat Watch Crew Routine SFX Capthelms Audio+SV Touch Ups Compatible Conus00's Graphic Mod+SV's work Dark_Interior_V1 Dark_Interior_additional_Sounds Sub_Exhaust_1_0_5_byTheDarkWraith Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
03-08-15, 10:00 PM | #11457 |
Convicted Ship Killer
Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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Peter,
First off - thank you very very much for all your help and guidance. Let me catch you up on what I have done since we last communicated. I installed the mod list you so graciously suggested, and thought I had been able to continue my current career - but the existing career actually did not load (I won't bore you with the exact details of my own stupidity, my bad for telling you it did work). So then I started looking into why I could not continue my current career and discovered a couple of those mods we implemented clearly state you must start a new career. So I pulled single mods one at a time until I could load a saved game and continue my career. That is how I ended up with the list I presented below... trial and error until the save loaded successfully. I will certainly restructure the stack to follow your suggested order. At the end of your post you had a short list which you said "Cannot place these, no idea." German U-Boat Internal Routine SFX U-Boat Watch Crew Routine SFX Capthelms Audio+SV Touch Ups Compatible Conus00's Graphic Mod+SV's work Dark_Interior_V1 Dark_Interior_additional_Sounds Sub_Exhaust_1_0_5_byTheDarkWraith 1) Does this mean that even if a mod does NOT overwrite a component of a major mod (OH, NEW_UI, etc), the new mod could still cause a conflict if installed? Of the files listed above - 1,2,3, and 6 are all sound files?? 2) I did not think TDW had yet incorporated the sub exhaust into OH 2.5 yet - and so we had to install that separately. I'd love to know your thoughts.Thanks again!! Jim
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Akula4745 "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
03-09-15, 07:09 AM | #11458 |
Growing Old Disgracefully
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Hi Jim
the reason I could not place them was that I had no experience with these mods so there is no point in me guessing and maybe cocking it up. The sub exhaust mod is not included in the NewUI mod. I have seen previous posts where it was advised to remove it as it can cause problems. Also this is quite an old mod. My suggestion would be to put it last and see what it overwrites and test. If it is the cause of problems then it is easy to remove. It is always a good idea to have a look around and see if anyone is using it. sober and vdr do not so look at fifi and Sjizzle's mod lists. If they do not use certain mods then there is usually a good reason. With sound mods you can still have problems with one sound mod over writing another with some quite bizare results. It is better to have 1 that does not get over written. Raven was using 3 SFX routines back in 2013 with OH2.3.1 and then 2.4 in 2014. He was also having ctd problems with around 80 mods. German U-Boat Internal Routine SFX U-Boat Watch Crew Routine SFX and also German U-Boat Hydrophone SFX His positioning for these compared to your list would be after Targor's SH5 Wooden Lifeboats ver. 0.4 Peter
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03-10-15, 06:46 PM | #11459 |
Convicted Ship Killer
Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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Peter,
I loaded your suggested mod stack and the mission would not start from the bunker - CTD. The game won't let me in now even with my original mod stack. I can load into the bunker - but not start mission, or load in-mission saves. This is going to take some trial and error. Will post back when I know more. Thanks again for your assistance. Jim
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Akula4745 "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
03-10-15, 07:10 PM | #11460 |
Growing Old Disgracefully
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Hi Jim
This will be down to the odd ball mods. Use mep files to move your mod testing. See my tutorial post #5 if you do not know how to do it. Save the mod profile and call it Mep 1 (Original) Make a copy and rename it Mep 2 Make sure there is no space under the last mod. The curser must be on the end of the last digit before you save it other wise you will get an error message when you load the mep. Delete these from mep 2 Load profile 2 Targor's SH5 Wooden Lifeboats ver. 0.4 < Position ? SH5 External Cargo 1.0 < Position ? A Fistful of Emblems v1.51 < Position ? smaller flags for Warships 1_0b < Position ? If you still have a problem make a copy of mep 2 and call it mep 3 Delete these from mep 3 Load profile 3 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch It will be quicker for testing if you can load a historical mission like Bullet Spark Test. Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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dbrn, favorite, new ui |
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