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Old 02-04-15, 05:10 PM   #11446
Samuelbbrandt
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Default 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
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Old 02-04-15, 06:30 PM   #11447
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Old 02-04-15, 06:51 PM   #11448
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A Warm Welcome To The Subsim Community > Samuelbbrandt


You Will Always Find Someone Here To Help You


Link To My > SH3SH4 – 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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Old 02-05-15, 12:47 PM   #11449
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Welcome
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Old 02-16-15, 12:21 PM   #11450
vladimir bondarenko
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Default 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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Old 02-25-15, 10:53 PM   #11451
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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.

Attached Images
File Type: jpg error.jpg (21.0 KB, 229 views)
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Old 02-28-15, 05:00 AM   #11452
malcheus
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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?
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Old 03-07-15, 02:41 PM   #11453
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Default 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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Old 03-07-15, 06:11 PM   #11454
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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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Old 03-07-15, 09:47 PM   #11455
Akula4745
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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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Old 03-08-15, 06:37 AM   #11456
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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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Old 03-08-15, 10:00 PM   #11457
Akula4745
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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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Old 03-09-15, 07:09 AM   #11458
THEBERBSTER
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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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Old 03-10-15, 06:46 PM   #11459
Akula4745
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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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Old 03-10-15, 07:10 PM   #11460
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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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