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Old 02-15-22, 09:15 AM   #1
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   #2
John Pancoast
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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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Old 02-15-22, 02:51 PM   #3
yagura
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Originally Posted by John Pancoast View Post
Also, in general you will always want to apply H.sie's patch last.
Hello John. I reinstalled the game and the mods. It has run OK once already (will be testing some more right now) but I am a little uncertain about the mod list and its order. I tried to do everything via JSGME now; I followed the instructions as well as I could (it is a bit confusing with all the patched .exe that you need to copy and place in specific locations) and tried to activate everything via JSGME instead of the copy-and-replace I did earlier.

This time around I also had the newer Option Selector, with Stiebler's fixes available as its own button (previous attempt did not have this.) In it I had everything else checked, including Stiebler's, except: Realistic Repair Time(documentation says incompatible with NYGM, which has its own) and Bad Weather Fix(I think this needs to be off for some of Stiebler's fixes, right?). Additionally there was an option that was turned off by default named Diesel Damage Fix which I turned on, not sure if that is OK but I found nothing stating otherwise. I also set both Oxygen meters to 2.0, one being 2.5 initially.

I have some confusion about the order especially due to some documentation:

Quote:
Originally Posted by EnvSimAct_v10_Readme.txt
The mod that copies last is the one that is used.

This EnvSim_10 mod folder should always be the LAST mod installed with JSGME.

For example if you have Stiebler_4C_Revised hard-code package installed on top of the H.sie patch (it must always be installed after the H.sie patch), then the EnvSim_10 mod MUST follow after the Stiebler_4C_Revised mod
Quote:
Originally Posted by V16B1-Patch-Kit/Readme_V16B1.pdf
a. Copy your individualized Supplement-Mod into the MODS folder of your sh3-
installation

b. Activate it using JSGME as the last one - after all other Mods. File conflicts regarding files de_menu.txt, en_menu.txt and Campaign_SCR.mis can be ignored.
So is my activated mods list ok then, with EnvSimAct_10 after Stiebler4C? How about the Supplement to V16B1 (JSGME) which comes with the H.Sie patch if I recall correctly?

If it is of any use I noted that the "Smoke on the horizon!" modification mentioned in Stiebler4C documentation worked, I heard/saw that message for the first time (that 4C was not in use a day or two ago.) I have not tested the messages and wolfpacks yet.

Current JSGME activated mods, once crashed on loading, once played OK:
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Stiebler4C_Addon_for_V16B1
Supplement to V16B1 (JSGME)
EnvSimAct_10
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Old 02-15-22, 03:08 PM   #4
John Pancoast
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Originally Posted by yagura View Post
Hello John. I reinstalled the game and the mods. It has run OK once already (will be testing some more right now) but I am a little uncertain about the mod list and its order. I tried to do everything via JSGME now; I followed the instructions as well as I could (it is a bit confusing with all the patched .exe that you need to copy and place in specific locations) and tried to activate everything via JSGME instead of the copy-and-replace I did earlier.

This time around I also had the newer Option Selector, with Stiebler's fixes available as its own button (previous attempt did not have this.) In it I had everything else checked, including Stiebler's, except: Realistic Repair Time(documentation says incompatible with NYGM, which has its own) and Bad Weather Fix(I think this needs to be off for some of Stiebler's fixes, right?). Additionally there was an option that was turned off by default named Diesel Damage Fix which I turned on, not sure if that is OK but I found nothing stating otherwise. I also set both Oxygen meters to 2.0, one being 2.5 initially.

I have some confusion about the order especially due to some documentation:





So is my activated mods list ok then, with EnvSimAct_10 after Stiebler4C? How about the Supplement to V16B1 (JSGME) which comes with the H.Sie patch if I recall correctly?

If it is of any use I noted that the "Smoke on the horizon!" modification mentioned in Stiebler4C documentation worked, I heard/saw that message for the first time (that 4C was not in use a day or two ago.) I have not tested the messages and wolfpacks yet.

Current JSGME activated mods, once crashed on loading, once played OK:
NYGM Tonnage War V2.5 - Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
Stiebler4C_Addon_for_V16B1
Supplement to V16B1 (JSGME)
EnvSimAct_10

Hello;
- Use the "Bad Weather Fix" option only if you want to use H.sie's weather file instead of Stiebler's. Either weather file will work but with a 16k environment such as NYGM, you MUST use one or the other; no others. Reason being is because only these two weather files are coded to make the night vision fix work correctly. No others are.
Which one to use is strictly personal preference. They both do the job weather-wise.
But H.sie's supplement folder includes his EnvSim file and Stiebler's folder has an older EnvSim file (that does not have the night vision code). So if you want to use Stiebler's EnvSim 10 file you must install it after both H.sie's supplement folder and Stiebler's so it will overwrite their files.
That is what Stiebler is meaning in his documentation.
- The diesel damage mod is optional. Some like it, some not. I like it myself.
- The recommened O2 settings are left to right, 3.5 and 1.
- Your install order is correct except for the Stiebler and H.sie folders. Their order should be reversed with H.sie's applied first. Your patched .exe should be in Stiebler's folder.
Be sure to read the documentation with both H.sie's and Stiebler's mods. If the items there are not done correctly, etc. you will have game problems.
- In your JSGME options, BE SURE to enable the automatic rollback function.
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Old 02-15-22, 05:59 PM   #5
yagura
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Quote:
Originally Posted by John Pancoast View Post
But H.sie's supplement folder includes his EnvSim file and Stiebler's folder has an older EnvSim file (that does not have the night vision code). So if you want to use Stiebler's EnvSim 10 file you must install it after both H.sie's supplement folder and Stiebler's so it will overwrite their files.

Your install order is correct except for the Stiebler and H.sie folders. Their order should be reversed with H.sie's applied first. Your patched .exe should be in Stiebler's folder. Be sure to read the documentation with both H.sie's and Stiebler's mods. If the items there are not done correctly, etc. you will have game problems.
So provided I change the order to.. :
NYGM Tonnage War V2.5 - Stand Alone Version
(...)
IABLShipsforNYGM_New_Thomsen
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1

EnvSimAct_10


.. and the items are done correctly in H.sie/Stiebler mods, then both the weather and night vision code should be OK?

Quote:
Originally Posted by John Pancoast View Post
The recommened O2 settings are left to right, 3.5 and 1.

In your JSGME options, BE SURE to enable the automatic rollback function.
Argh! Using the Options Selector would mean a redo of a bunch of the items, or am I mistaken? At least one different .exe, if not more down the line that I do not remember by heart.

Did you mean the SH3 Commander automatic rollback? I have turned it on.
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Old 02-15-22, 06:11 PM   #6
John Pancoast
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Quote:
Originally Posted by yagura View Post
So provided I change the order to.. :
NYGM Tonnage War V2.5 - Stand Alone Version
(...)
IABLShipsforNYGM_New_Thomsen
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1

EnvSimAct_10


.. and the items are done correctly in H.sie/Stiebler mods, then both the weather and night vision code should be OK?



Argh! Using the Options Selector would mean a redo of a bunch of the items, or am I mistaken? At least one different .exe, if not more down the line that I do not remember by heart.

Did you mean the SH3 Commander automatic rollback? I have turned it on.

- Yes, your install order looks good and there should be no problem if the mods were put together correctly.
- No, you can use the option selector over and over if desired. I.e, you do a patrol and don't like a certain patch or do want one, just change it.
Simply copy the .exe file in your Stiebler folder (that is the only one you should be using to start the game) to where you have the options selector, make whatever change(s) you wish, and then copy the .exe again and put it back in the Stiebler folder and also the main game directory (which is where the Stiebler folder places it via JSGME).
Note; the options selector will remember whatever you had checked for whatever .exe file you use it with. In other words, you'll only have to change the O2 settings vs. rechecking everything all over again if you use the same .exe file as before.
- Correct, the Commander rollback. Sounds like you're all set in that regard.
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Old 02-15-22, 06:27 PM   #7
yagura
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Quote:
Originally Posted by John Pancoast View Post
Simply copy the .exe file in your Stiebler folder (that is the only one you should be using to start the game) to where you have the options selector, make whatever change(s) you wish, and then copy the .exe again and put it back in the Stiebler folder and also the main game directory (which is where the Stiebler folder places it via JSGME).
As far as I know I have patched and moved the .exe's as required by the documentations, but I am sure I did not replace that vanilla sh3.exe myself in the main game directory. Should I? Or does JSGME take care of it for me completely (perhaps that is what you meant all along)? I always use SH3Commander to launch the game.

Just making sure I understand, I am very thankful for your help!
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