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Old 09-03-09, 06:59 PM   #1
Onkel Neal
Born to Run Silent
 
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Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 21,276
Downloads: 534
Uploads: 224


SH4 Master Thread: Popular Mods, Tools, Technical advice & Tactical tips

To cut back on some of the sticky congestion, this thread will have links to the popular SH4 mods that were stickied before. These are very popular threads, so they will probably stay on the front page, but if you cannot find it easily, you can find it here.

[FIX] SH4 crash-to-desktop fix (memory issue)



Subsim's recommended modding etiquette (please read these guidelines)


Quote:
Originally Posted by Gizzmoe View Post
--- SUBSIM'S RECOMMENDED MODDING ETIQUETTE GUIDELINES ----

The following guidelines are the result of a thread opened publically to receive feedback and suggestions about what kind of behaviours and practices are unanimously approved and wished by people involved in modding games. We have collected all of them and made a sum-up of all those who were accepted explicitely by EVERYONE who posted, and implicitely by all users who silently witnessed and did not disagree. After careful examination, Subsim.com recommends these guidelines as standard practice for everyone involved in its forums. They are not a legal system, nor is Subsim.com a court to enforce them. Yet, considering the major benefits for everyone that following them will bring, we strongly encourage to respect them.


A) PERMISSIONS

#1 If you are going to make a mod based on the work created by another guy, ask permission first unless the readme of the original mod stated already that it could be freely reworked and modified.

#2 Asking for permission means using all reasonable methods of locating the author, and at least includes:

a) E-mail to the address stated in the mod readme, if any
b) Private Messaging in the forums frequented by that modder,
c) Public post calling the guy in the forums, if all else fails.

#3 If the author of an old mod has dissapeared and the above methods of contacting him were unsuccesful, you can use his mod provided:

a) The readme of it did not explicitely forbid any further use,

b) You give proper credit to the original work and specify clearly
b1) What you modified, and
b2) Which means you used to try to contact the author, and when/where did you post or mail him,

c) The original author has been away from subsim's forums more than 6 months, which you can check in his public profile. Keeping a screen capture of that could be worth in case of doubts.

#4 If the mod's readme indicates that further use or rework of it is not allowed, accept it. Your only alternative is to contact the author and convince him to allow you modifying it.

#5 If you are contacted by the original author to correct the credits, that is no offence. Just do it.

#6 Overlays or tweek packs for existing mods or supermods do not require previous permission unless:

a) You are not just including stuff created entirely by you, but also using parts of the original one (E.g. you change only the crosshair of the periscope but keep the original artwork of the rest of the screen, created by someone else), or
b) You are including also the whole base-mod in yours.

#7 If you receive permission from the author of a mod that also includes other third party mods, you must contact the authors of ALL of them, as per the above #1-4. Sometimes a modder gives permission to use his work in a specific pack, but will not allow it for others. Respect that.



B) CREDITS & DOCUMENTATION

Once permission is received according to the above guidelines, give proper credit as follows:

#1 Always give credit to any third party mod you legitimately included or reworked in your own one.

#2 It is nice to credit also people who post giving information and ideas in the forums but who later do not create mods from it. If your mod was based upon data or ideas suggested by others, crediting them is always good.

#3 Include in the documentation provided with your mod the original readme of the third party mod/s you are using.



c) YOUR OWN README

Relating to the part created by you, it is of interest for everyone that you include what follows:

#1 Your name, and a valid contact address (E-Mail, a website or a Forum)

#2 Wether your own work might or not be further modified without your permission and/or knowledge.


Do you have a mod you want to upload?

Are you a mod maker or mission designer? To get access to upload your mods, click here to become one of the Modmen!

After getting permission from neal you will be able to upload, edit and update your mods at anytime.

Please remember that all mods should be in zip format and the free open source 7-zip utility is a good choice to use for this.

If your mod is an oversized mod larger than the maximum size allowed then you need to upload it in a special way as neal will explain how or you can contact member Laufen zum Ziel who will upload oversized mods here for you and then he will turn control of it back over to you.

All mods should include a read me for them to explain what the mod does and how it should be used.

It is strongly recommended that every new mod have its own thread so the mod can be discussed and any mod issues can be resolved there.



Thread Prefix Guidelines:



These prefixes should be used when posting a new thread.

If your thread doesn't fall into any of the catagories below then dont use any prefix.


If you are posting a "tutorial" or "technical info" thread then start the thread title with - [TEC]

If you are posting a "work in progress" thread then start the thread title with - [WIP]

If you are posting a "mod release" thread then start the thread title with - [REL]

If you are posting a "request" thread then start the thread title with - [REQ]


NOTE - when you are starting a mod thread it is recommended that the "version" number should NOT be used as part of thread title but instead please put any mod version number in the first line of the thread text so you can go back anytime and edit or update it as you see fit.



Commonly Asked Questions

NeonSamurai's most commonly asked questions (see post #2) (for sh3 but still works for sh4)

helpful hints and information

Where is My Home Port, Why Can't I Dock?



Game Not Working? Check These Threads

[TEC] How to re-install SH4

SH4 and Vista Installation

[FIX] SH4 crash-to-desktop fix (memmory issue)




Mods Not Working? Check These Threads


[TEC] How to Fix Mod Soup Issues

Step by step MOD installation



Technical Help

Do you want to learn how to mod sh4?

[TEC] Adjusting the AI - cliff notes version

[TEC] Large Address Aware (32bit OS RAM Usage Fix) (memmory CTD fix)

[TEC] Adjusting the AI

Guides and Trainings: TDC, Radar, Sonar and More....

Sub Skipper's Bag of Tricks--Techniques, tactics, tutorials, videos

Tutorial : adding playable units (basics)

Simple Text Modding Tutorial

Sub skinning tutorial

Bump mapping for SH4 in GFX Suites

SH4 models and texture maps

High Realism Tutorial

Advanced Firing Solution using Sonar only

Tutorial for 100% realism manual targeting

Wazoo's manual charting & targetting tutorial (for sh3 but also works for sh4)

Real Submarine Technology & History Q&A

[TEC] Shells.dat + Shells.zon Node Numbers in 1.5 v1.1 (shows which gun is which for modding them)

Step by step MOD installation

[TEC] How to make multiple sh4 installs

Mission Building Tips, Tricks, and Advice

[TEC] Import/export 3D models to/from game using S3D


Mod Tools

[REL] S3D - Silent 3ditor

[REL] JSGME Generic Mod Enabler

Paint.Net

WinMerge

Hex-Editor XVI32

GIMP

7-zip


3D Mod Tools

Misfit Model 3D

Truespace 7.6

gmax 1.2

Blender (takes some time to get used to)


v1.5 Large Super Mods


[REL] Trigger Maru Overhauled (TMO)

[REL] Real Fleet Boat (RFB)

[REL] Fall of the rising Sun (FOTRS)

[REL] The Game Fixes Only Mod (GFO)

[REL] Operation Monsun (OM)

[WIP] Japanese Campaign

[WIP] Wolves of the Kaiser:1914-1918 Mod (WW1 Mod)

[REL] The Battle for the Baltic (WW1 Mod)

1.4 Compatible Mega-Mods





v1.5 Campaign Mods

[REL] Run Silent, Run Deep - The Campaign (RSRDC)



v1.5 Environmental Mods


[REL] Improved Stock Environment (ISE)

[REL] Real Environment mod (RE)

[REL] Environment 5.0 (Env 5.0)

[REL] Pacific environment 4 (PE 4)



v1.5 Sound Mods


[REL] Radio Stations and Music Mods

Das Boot Sound Mod

Radio Station Manager

SonarTargetFix2

Webster's Missing Voices

EAX Sound Simulation



v1.5 Playable Ships

Playable Surface Ships Mods List



v1.5 Playable Subs


Playable Submarine Mods List



v1.5 Popular Mods


[REL] Easy AOB

[REL] AOB Solution Solver

[REL] Real Insignia and Uniform Mod (RIUM)

[REL] Kill Flags Mod

[REL] Carotio Truk Corals Harbours Cities Locations

[REL] Historical Prop Rotation Mod

[REL] WEBSTER's Mods

[REL] Jyunsen B, Kaichu and kaidai IJN mod

[REL] sh4speech - voice command for SH4

[REL] FooBor's High-res skins (clean & weathered)

[REL] Ship_Centered_Accuracy_Fix

[REL] Rising/Lowering SD antenna

[REL] Eye Patch for Missing Eyes and Staring Crew

[REL] Historically accurate 4-Bladed propellers for all Subs

[REL] tench class mod with midway base start option

[REL] AI launched torpedoes

[REL] Linerkiller's Merchant Pack

[REL] Ship Pack 1

Keltos' submarines, mods, links, and more

SweetScape 010 Editor



Many More Mods Can Be Found Here: SUBSIM downloads section
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Last edited by Onkel Neal; 06-01-22 at 07:14 AM.
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