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Old 04-19-13, 08:27 PM   #241
gap
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Quote:
Originally Posted by Bathrone View Post
1. Can I run Atlantic Med and Coral sea plants at the same time? Will it appear in different parts of the world or does one overwrite the other two?
Unfortunately no; unlike tree, terrain, seabottom, etc. textures, there is no way to set different seaweed textures to be used in different locations. Nonetheless, you can enable the sea plants mod which suits better your current location any time during campaign

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Originally Posted by Bathrone View Post
2. With the wave mechanics in section 8, how does this relate to Sobers Wave Mod?
They are mutually excluding, but you can enable sober's wave mod over DynEnv base mod with no problem. I suggest you to try different wave mods, and to keep the one you like more
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Old 04-19-13, 10:57 PM   #242
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Many thanks for the reply Gap. I'm enjoying the new seafloor and plant options awesome stuff.

Last edited by Bathrone; 04-21-13 at 02:41 AM.
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Old 04-21-13, 10:31 PM   #243
Bathrone
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Gday. So doing some testing Ive found a graphics corruption problem with certain configurations of this mod.

This works:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
sobers game loading tips V5 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
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

This doesnt:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
sobers game loading tips V5 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 7. Clear Water Surface
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
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

What happens in the second configuration when going to external camera and moving underwater, the display becomes corrupted. The game doesnr crash, it just displays a mess on the screen.

I have all the eye candy in the game set to high.

Cheers
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Old 04-22-13, 05:29 AM   #244
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Quote:
Originally Posted by Bathrone View Post
What happens in the second configuration when going to external camera and moving underwater, the display becomes corrupted. The game doesnr crash, it just displays a mess on the screen.
Try to look at the post #1 of the thread, sometimes it helps.. also useful to look at the last few pages.. your problem has been discussed and a solution for it already is..

cut of the post #1 -

Quote:
Originally Posted by gap View Post
DynEnv v2.9 - No Underwater Impurity Patch

Removes underwater impurity particles. Enable it after the Main Mod and either of the Enhanced Visibility optional mods, if used.
N.B: required by the Enhanced Visibility submod high version, to fix a bug which makes impurity to be rendered as solid white squares.

DynEnv v2.9 - No Underwater FX Patch

Removes underwater diffraction effects. Enable it after the Main Mod and the Enhanced Visibility (medium) optional mod, if used.
You don't need it if you are using the Enhanced Visibility (high) submod.
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Old 04-22-13, 06:55 AM   #245
Bathrone
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Thanks for that Ill try, like I all of us sometimes my work is bugged
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Old 04-22-13, 07:28 AM   #246
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Quote:
Originally Posted by Bathrone View Post
What happens in the second configuration when going to external camera and moving underwater, the display becomes corrupted. The game doesnr crash, it just displays a mess on the screen.
It is not a corruption, but more banally an error on my part (IIRC, a wrong alpha channel in the texture used for underwater particles)

Quote:
Originally Posted by volodya61 View Post
Try to look at the post #1 of the thread, sometimes it helps.. also useful to look at the last few pages.. your problem has been discussed and a solution for it already is..
Exactly: enable DynEnv v2.9 - No Underwater Impurity Patch on top of DynEnv v2.9 - 3.b Enhanced Visibility (high)
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Old 04-22-13, 01:01 PM   #247
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I was wondering, has the problem of stars seen through overcast been addressed? If not, is there a way to address this by completely disabling stars in the program whenever the nav reports overcast skies? Then again, if it was that simple somebody probably would have already done this.
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Old 04-22-13, 01:22 PM   #248
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I was wondering, has the problem of stars seen through overcast been addressed? If not, is there a way to address this by completely disabling stars in the program whenever the nav reports overcast skies? Then again, if it was that simple somebody probably would have already done this.


You self-answered your own question

I have been looking into scene.dat for a setting which might affect stars visibility on stormy weather, but with no joy. I have no idea where else to look for it, but I suspect that it is another hardcoded feature
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Old 04-22-13, 02:36 PM   #249
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Quote:
Originally Posted by gap View Post


You self-answered your own question

I have been looking into scene.dat for a setting which might affect stars visibility on stormy weather, but with no joy. I have no idea where else to look for it, but I suspect that it is another hardcoded feature
That's what I was afraid of. I figured with all the expert modders in this community somebody would have fixed such a blatant flaw in the weather modelling, if it were possible. Sometimes though the simplest way to achieve a desired result is overlooked so I thought the idea of disabling the stars altogether upon overcast or fog reports was worth a shot.
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Old 04-22-13, 03:03 PM   #250
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I think, things like stars shining through the fog and clouds, heavy fog after reload etc. are in the TDW's to do list.. at least I hope so ..
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Old 04-22-13, 03:24 PM   #251
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Lighthouses and buoys used to shine through stuff - I think this was fixed be Sober or TDW
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Old 04-22-13, 03:56 PM   #252
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Lighthouses and buoys used to shine through stuff - I think this was fixed be Sober or TDW
Yes, indeed.. TDW has fixed lighthouse's lights in the FX Update
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Old 04-22-13, 05:08 PM   #253
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Great mod, now I can believe that the merchant crews aren't blind at night
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Old 04-22-13, 05:45 PM   #254
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Quote:
Originally Posted by Trevally. View Post
Lighthouses and buoys used to shine through stuff - I think this was fixed be Sober or TDW
Quote:
Originally Posted by volodya61 View Post
Yes, indeed.. TDW has fixed lighthouse's lights in the FX Update
I don't get it

buoys don't have any special light controller. If anything prevents their lights from shining through fog, it got to be a material property and/or a global setting (camera or shader settings ). As for lighthouses, I need still to locate the file(s) were they reside, but again, the visibility through objects of their lights could be controlled by a global setting.
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Old 04-25-13, 02:10 AM   #255
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Is there a mod which adds shine and reflection of the water?
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climate, dynamic environment, environment, environmental mod, fog, weather


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