SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-15-20, 06:37 PM   #2011
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,893
Downloads: 431
Uploads: 26


Default

Quote:
Originally Posted by torpedobait View Post
See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!
i see that effect all the time.
at what kind of damage effect do you have your Mk14's set?
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is online   Reply With Quote
Old 10-15-20, 08:11 PM   #2012
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

Quote:
Originally Posted by Gray Lensman View Post
Okay... What I meant by "temporary deletion" of the Users/Name/Documents/SH4/ folder was to Cut and Paste it elsewhere on the hard drive so that Silent Hunter would create a new one in its place. When that was done, I reentered the game and just temporarily started a new career to see if the "sonar" UI bug described previously persisted. It didn't, which indicated that the bug was in a corrupted file in the SH4 folder that I had pasted aside. When I had confirmed that the "new" /SH4 folder was not corrupted, I deleted that new /SH4 folder and copy/pasted the bugged /SH4 folder back in place, restarted the game, loaded up a previously saved game and checked it one more time and the sonar UI bug was back. So "Yes" you can temporarily delete the folder for testing purposes and restore it when done testing. I just didn't "advance" the game beyond retesting the saved games for this "sonar" bug to isolate where the corrupted file might be located. (Basically, since it was affecting ALL the previously saved games, I wanted to know if a file in the Steam installation folder had been corrupted or the /SH4 folder)

This "mouse" UI sonar bug, once introduced affected all the half dozen or so saved games that I had previously made "that had been just fine" until the bug was introduced, so it wasn't the actual saved game files themselves. It had to be in one of the other files in the /SH4 folder itself that had been written to and corrupted such that it universally affected ALL the previously saved games, not just the last one. I've had saved game corruption errors before, but only rarely and it usually only affected the one particular saved game and maybe persisted in those that follow, NOT those made before the corruption took place.

1. SH4 installed in the Steam folder (Not in Program Files AND neither is Steam. I've been running SH4 in Steam for at least 5 years or more with no problems.
2. My OS is Windows 10 64-bit AND I'm running the LAA SH4 executable. Again, no problems for 5 years playing TMO.
3. Each time I encounter these corruption bugs. I totally uninstall/reinstall SH4, Wolves update, and recreate the Mod folder from scratch. I also delete the /Users/Name/Document/SH4 folder.
4. I was attempting to use the 100_FalloftheRisingSun_UltimateEdition_v1.24_EN version.
5. Circumstances described above in previous post.


Not trying to "dis" on FOTRS. It looks and feels fantastic compared to TMO, and the additional content is fabulous, but it gets very aggravating uninstalling/reinstalling after corruption bugs which seem more numerous in FOTRS than TMO. My 2 cents, and I could be wrong, but it appears this MOD may be attempting to actually do too much in regards to data writes to the /SH4 folder, maybe a timing issue when the sub status data gets written/rewritten/overwritten.


edit> Trying to decide if I really want to continue with FOTRS or not. I could mitigate the corruption issues by literally copying the entire /SH4 folder and renaming and date/time stamping elsewhere each time I saved but that might be more trouble than it's worth. I really like the added content and graphics.... Hmmm... decisions, decisions... ah ha, .bat file(s) may be useful.
OK, the sonar bug is different from what is usually found in a broken "Stock" game, and is definitely not part of FotRSU... You have the install in what looks to be a good location, and all other descriptions seem to be correct. All I can suggest to try is to make certain that the LAA did indeed set correctly on SH4.exe. The SH4.exe file cannot be write-protected. If you load it back into LAA once again, and see if it is indeed "True". Beyond that, cross-contamination in the Save folder is about the only way I can think that you are getting this trouble...


Quote:
Originally Posted by Macgregor the Hammer View Post
I'm up and running! 2 items may be responsible:

1. I MAY NOT have run the basic SH4 install before I installed the mods. I'm pretty sure I did though.

2. One of the mods was corrupted and may have mucked up the works.

This time, I installed 1.24 tested then the patch and tested, then each mod. Kind of long way around but the only sure way.

Thanks!
I have trouble with the "camera" mod on my Win10 laptop, but not on the desktop - which I do not understand...


Quote:
Originally Posted by torpedobait View Post
See Thumbnail - skin on this torpedoed Aux Transport is the weirdest I've ever see in any version of SH3 or SH4!

Patrol History: USS Gato (SS-212) left Brisbane on 05/24/1943 to patrol the Bismarck Sea for 5 days. Arrived in Patrol Area and on 06/04/1943 at approximately 0700 encountered 2 enemy vessels, a Medium Modern Composite Freighter and an Aux Transport, travelling side by side in stead of in trail as I would have expected. No escort. Location was 149-00E; 01-34S.

Set up at 90 degrees to their course and let them each have one Mk14, low speed, contact detonator. Both were hit and exploded. The freighter blew up normally and started sinking. The Aux Transport gave out a truly massive blast so big the normal explosion effects were greyed out by an apparent round ball of gas. After the explosion cleared I could see the remarkable skin that was left. Looks like a drunken circus clown tried to paint it to look like a long Rubic's Cube.

There's no harm done, except it does not look right. Perhaps one of the Skin Guys could look it over and find something to fix, in their copious free time, of course!

Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
That is an old damage model on your Auxiliary Transport... Here is what I get when I run a mission with it:


3rd Torp hits amidships on Auxiliary Transport, one dud on bow, one exploded on rudder




Damage on hull below the water line on Auxiliary Transport.




Traveling companion Medium Modern last gasp after 3rd hit, 2 of which exploded




Looking back at Auxiliary Transport as it plummets beneath the waves




After all is said and gone



I am not 100% certain, but when you get finished with your campaign, I would do a full fresh SH4, v1.24 & 1.26p, and the mods you'll use, empty the Save folder, and then do a new career. The only way I have been able to corrupt my game, and thus far it is with little visual "glitches", is by doing Discord with s7rikeback while testing (lots of shelling-out to Windows), and by adding mods, such as 301_MoreDifficultAI01 or 399c_NoScrollNavMap - Same Sized Dials, while on patrol and not in the office...

My one piece of advice is to only apply mods while in the Captain's Office, and I'm not even certain about that anymore... We've been experimenting with a flag mod, changing mod configurations while underway, and changing something as simple as the flag while on patrol can apparently cause issues under certain situations...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 10-15-20, 08:45 PM   #2013
WH4K
Frogman
 
Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
Default Testing 1.26p on 1.24

Not surprisingly, none of my last dozen or so savegames (made under 1.24) will load with the 1.2 -> 1.26p patch applied.


With the long loading time of the game, I'm not going to test absolutely every old save.


I don't know of any way to be reliably offered a Balao upgrade, without starting over and playing the war again from the beginning. Guess I'll try that. Perhaps after a fresh install of SH4, then 1.24, then 1.2 -> 1.26p.
__________________
Windows 10 Pro (x64)
WH4K is offline   Reply With Quote
Old 10-15-20, 10:24 PM   #2014
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

That is one of several situations where I have done all sorts of testing. I do not have long loading times though. Maybe two minutes tops, with a bit over a minute for the game to load, and then another 45 seconds for the Save to Load... I have tested v1.2 to v1.21, to v1.23, to v1.24, to v1.26p, and several in-between steps, and tested and Saved between each, generally without issue. I did have some of the "poof explosions" way out on the horizon to either side of the field-of-view one time, and I have had the throttle re-set back to All Stop more than a few times, but other than those little anomalies, I have not had bad Saves or a failed boat upgrade, and the only way I have gotten the graphics issues is when I change the mod load-out of the game when in mid-patrol after a Save and exit. If I instead set things up and then test without changing the mod load-out, I do not have troubels (yet - knock on wood)... I just finished with another session, and I'm going to call it a night, and will be back on the Midway patrol early tomorrow morning before getting to work around the house.

s7rikeback and I were then trying to share my screen on Discord so I could show him the storm I was in, and all I could get to him was a pixelated mess, or a crash at my end while doing that (rotten bandwidth). But those crashes were all from improper use of Discord and the game. I am currently off Tateyama late December 1941 in the Gudgeon, one Medium Modern to my credit, and a close call with a DD on patrol prior to that, with a couple of zeroes having tried to chip away some of my paint a few days east of Sagami Nada. The usual stuff, but no issues. I'll keep shootin' and Savin' on the five different test careers I have going (different OSes, different computers, different boats, different locations), one of which includes a "seeded" career, where I get a really high score just for showing up (Midway), and I should go from a Tambor to a Gato to a Balao all within a year, so we'll see what happens with all of that.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 10-16-20, 08:39 AM   #2015
torpedobait
Ace of the Deep
 
Join Date: Feb 2004
Location: Colorado
Posts: 1,057
Downloads: 397
Uploads: 0
Default

Quote:
Originally Posted by KaleunMarco View Post
i see that effect all the time.
at what kind of damage effect do you have your Mk14's set?
Whatever the game and /or mod has it set to. I've never changed that or used one of the "nuclear" mods.
__________________




Run Silent, Run Deep, and Sink 'em All
torpedobait is offline   Reply With Quote
Old 10-16-20, 08:54 AM   #2016
torpedobait
Ace of the Deep
 
Join Date: Feb 2004
Location: Colorado
Posts: 1,057
Downloads: 397
Uploads: 0
Default

Quote:
Originally Posted by propbeanie View Post
I am not 100% certain, but when you get finished with your campaign, I would do a full fresh SH4, v1.24 & 1.26p, and the mods you'll use, empty the Save folder, and then do a new career. The only way I have been able to corrupt my game, and thus far it is with little visual "glitches", is by doing Discord with s7rikeback while testing (lots of shelling-out to Windows), and by adding mods, such as 301_MoreDifficultAI01 or 399c_NoScrollNavMap - Same Sized Dials, while on patrol and not in the office...

My one piece of advice is to only apply mods while in the Captain's Office, and I'm not even certain about that anymore... We've been experimenting with a flag mod, changing mod configurations while underway, and changing something as simple as the flag while on patrol can apparently cause issues under certain situations...
For the record, I am running from full reinstall after deleting the previous version and the entire SH4 folder from Documents. I do not shell out to Windows except from the Office or Main Menu. I have not added Mods mid-career.

Also, I have encountered perhaps a dozen or so Auxiliary Transports since going to the latest version of FOTRS-U; all sank, usually after two hits but sometimes just one was needed. None of them produced the color scheme like the one I posted. I have no idea how an anomaly could have been introduced.

One more thing: after declining two upgrades to a new boat from my old Gato, I kept going into 1945 hoping for AA upgrades. I never got beyond the twin 20mm gun. Everything else seemed to progress normally. No conning tower refit; no 40mm. The 20mm proved to be ineffective against a Betty, whose guns punched so many holes in my boat that we sank with a loss of all hands.

That pissed me off, so I deleted my saved games back to the patrol prior to the first new boat offer, reran the patrol amassing 79,000 tons of shipping and warships (hit some big ones). On our return to Brisbane was offered a new boat, which this time I accepted (the Balao). All was good until I looked at the deck gun. I had none, and no crew slots, something you have discussed before. So I closed the game and will restart it this morning to see if anything changes.
Generic Mod Enabler - v2.5.0.150
[G:\Ubisoft\Silent_Hunter_IV\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.24_EN
101_Patch_v1.2To_v1.26p
399_NoScrollNavMap
450_Lite Fog v2 + 300' Underwater Visability
452_MoonlightzSonarLines
801_UMark Invisible
901_strategic_map_symbols
__________________




Run Silent, Run Deep, and Sink 'em All
torpedobait is offline   Reply With Quote
Old 10-16-20, 12:43 PM   #2017
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

Very similar mod list to what I have, other than I do not have the lite fog... but there is no way that would interfere... I do not have that much tonnage in any of my attempts yet, but doing this "hot-wired" test career, I should be able to amass a high-tonnage total, and get that Balao later today... Were you at Midway again, and what was the date of the Balao "upgrade" this time?

Edit: I take that back... it does have a new Scene.dat file from 2009 in all versions... we'll talk this over, and see what we come up with - or has your version already been run through for FotRSU combatibility?...
__________________

"...and bollocks to the naysayer/s" - Jimbuna

Last edited by propbeanie; 10-16-20 at 02:51 PM. Reason: I take that back...
propbeanie is offline   Reply With Quote
Old 10-16-20, 04:18 PM   #2018
WH4K
Frogman
 
Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
Default

Two minutes sitting at the title screen before I can do anything sounds about right. That's a long loading time.


I tried again and found a pre-upgrade save that would load. Went back to Midway, received upgrade to Balao...no deck gun.


Now I'll try 1.26p with a fresh install of 1.24.
__________________
Windows 10 Pro (x64)
WH4K is offline   Reply With Quote
Old 10-16-20, 07:45 PM   #2019
Orffen
Mate
 
Orffen's Avatar
 
Join Date: Feb 2008
Location: Queensland, Australia
Posts: 54
Downloads: 214
Uploads: 0
Default

I'm getting a message that seas are too heavy to man the deck gun, but then the crew mans it and fires it anyway. I can't recall if this is a vanilla issue - been a long time since I played without any mods.

Also, thank you for this mod! It's a nice change of pace from TMO.
__________________
Can't help coming back to SH3!
Orffen is offline   Reply With Quote
Old 10-16-20, 10:53 PM   #2020
Mad Mardigan
Admiral
 
Mad Mardigan's Avatar
 
Join Date: Sep 2016
Location: Grand Rapids, Mi.
Posts: 2,327
Downloads: 491
Uploads: 0


SHO Re: MODS folder question...

Ahoy..

Am considering redoing SH4 with the main mod (v1.24) with the v1.2 to v1.26p, and just want to make sure I am correct in My assessment of setting the MODS folder to desktop & being able to drop the mods from that folder back into the fresh MODS folder, created when I run JSGME anew in the new folder.

I know about what to do to start a new set up, just not 100% sure on reusing the mods in the MODS folder old set up, if that can be done or if I need to recopy the mods where I have them stored away on a different drive.

I have a 2 disk set up C: the main drive, D; which is My dvd rom drive & the 2nd hd being tagged as E: which is where I download mods into. I have a very meticulous file system set up there..

Just need to know if it is safe to reuse the mods or not that is in the current set up MODS folder for FotRSU now, or do I need to get rid of them as well before setting up the fresh SH4 install & do a fresh copy of them (the mods)?
__________________
Mad Mardigan is offline   Reply With Quote
Old 10-17-20, 09:33 AM   #2021
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

If you are referring to the add-in mods Mad Mardigan, other than adding to them recently, they have not changed since combining a few into "399" mods for the ones that change the menu_1024_768.ini file. If you have a v1.24 in your mods folder, that would also be the same. The v1.26p patch file can take v1.2 or v1.24, or any in-between, to v1.26p, which is why the patch is named "v1.2To_v1.26p".

As a heads-up, we are now recommending to NOT use the add-in mods, found in the Extras folder, at this time. We are trying to track-down where things are going amiss in the "update" process, and suspect one or more of the add-in mods.

@ Orffen: that is a stock game issue, and I do not recall off the top of my head what the wind setting is where the player is not allowed to man the deck gun, but 12ms winds comes to mind. However, even in 10ms winds, you might have a wave wash over the deck at the deck gun site, and if that happens, your gun crew gets dumped back into the sub. Better than overboard, I suppose... but the wind speed is what determines whether you can or cannot man the gun, and when you are on the "borderline", you will at times be allowed outside to play, but it might only be for a little while...

@ WH4K: 2 minutes is about normal for the game, Stock or modded. FotRSU is one of the bigger mods, so would take longer to load, though it is more "efficient" than Stock and most mods in its use of resources. The Museum load time is about 4 minutes, which is much longer than stock, and that is fully because of the number of vessels in the mod.
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 10-17-20, 07:07 PM   #2022
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

OK, I am finished with testing out of Pearl. Once again, I received a Balao, and all was fine. I had been in a Gato, which was an upgrade from a Tambor. I was NOT expecting to get the Balao when I did, since I had just received a new cut conning tower for my Gato in February 1943, and was expecting to have to go at least 2, if not 3 more patrols before being allowed another upgrade, but instead, I did receive the Balao March 28, 1943, and in spite of its early arrival, all systems were time-appropriately in-place, and fully functional. This was using v1.24 patched to v1.26p, with no extra mods. I will do a Midway test career next, and hopefully won't take more than a day, but this is about the 3rd time of getting the Balao, but earliest I've ever gotten one, but I did bump my renown points awarded up a good bit on purpose, to see what would happen...
















We'll see how it goes at Midway...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 10-18-20, 04:31 PM   #2023
WH4K
Frogman
 
Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
Default Another Balao upgrade report

I got lazy & couldn't be bothered with a full clean reinstall. So I started a new career in mid-1943 out of Midway in a Gato. Remember, I have FotRS:UE 1.24 with the 1.26 patch applied, no other mods.



After 3 very successful patrols, I was offered a Balao on the return to Midway. I accepted, it's 2 October 1943, and I have a brand-new Balao. My new boat does have an aft deck gun. So that's nice.


It must have been something about playing from the beginning of the war that broke the upgrades as I reported previously. I had originally started in a Narwhal out of Pearl (IIRC).
__________________
Windows 10 Pro (x64)
WH4K is offline   Reply With Quote
Old 10-18-20, 05:11 PM   #2024
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

I just concluded a January 11, 1943 start at Midway with a Gato to start, as a test career, with my "seeded" results where I get at least 800 renown points just for getting on the boat, and then have "sitting ducks" peppered about the place for sinking, to the point that I will run out of torpedoes each run if it takes more than one torpedo on some ships, so I managed to "tie" my record of March 28th 1943 in receiving a Balao boat, and it has 2x 20mm twin AA, 1x 4"50cal deck gun, 1x SJ Radar, 1x SD radar with an Improved SD Radar available for 200 renown points (no upgrade for the Improved SJ), and all systems function as intended.

It would be January 1944 before the 5"25cal is available, and Aug 1943 before Improved SJ is "free"... I did have graphics anomalies on my first patrol, which did have me worried, but never had further issues after that. It looked like it was lightening (static electricity), the U-Mark got out of whack, and I did see the T07B tanker flash green railings, which we'll look into, but after a Save and on the 2nd patrol, did not have either of those...

As for the Narwhal start WH4K, there are two deck guns on the sub, and maybe the game gets confused by that. I'll look closer at its assignments, and maybe the guns are placed or manned with the same configuration as the fleet boats... I might try that for a next test career, and start with a narwhal, upgrade and transfer to Midway, move some deck guns around etc., and really try to break it... but I don't know how to explain torpedobait's experience, unless its one or more of the add-in mods... More tomorrow!
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 10-19-20, 08:02 AM   #2025
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,719
Downloads: 439
Uploads: 2


Default

OK WH4K, I started at Pearl mid 1942 in the Narwhal, and did 3 patrols in it, with the super-scoring test mission assignments I have, and was upgraded to the Tambor after the 3rd patrol. I then transferred to Midway, and have just gotten back from a 1st patrol in it from Midway. I am about to go out on a 2nd patrol with it, my 5th overall. We'll see if I go to the Gato after two or three, and then maybe to the Balao, and what happens with the deck guns. However, I did change the deck gun on the Tambor, from a 3" to a 4" with a 500 renown points payment, and all went well with that. No anomalies at all yet. I have to head to the hardware store to pick-up a few things for the house, and then utilize said purchases... - I'll do another patrol during my lunch break, which might actually be long enough for two patrols... lol - Update to follow, roughly 1300 hours my time, of which it is 0902 hours right now... That would be EDST currently...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:03 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.