MODs

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Thaine
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MODs

Post by Thaine » Thu Oct 09, 2014 8:49 am

I put together my mod list yesterday but was unfortunate enough to crash my game everytime I was starting a mission. However, this seems not to be related to the mods itself but rather the generic patcher. I have to give it some more work, bear with me.

Here's a topic that I find rather helpful and I try to follow it:
http://www.subsim.com/radioroom/showthread.php?t=190656

I'll post my mod list as soon as it's running stable. Until then, there's some mods that are a must in my opinion that you might have a look at already. Prepare to abandon the Arcade SH5, it's becoming a Simulation from this point.

Mighty Fine Crew Mod
http://www.subsim.com/radioroom/showthr ... yd_fix_SH5
This is a mod for the crew AI to make them behave more realistically. Currently, it addresses only the bridge watch and control room crew. Future versions will include changes for other crew members for surface and submerged cruising, surfaced and submerged battle stations, being attacked and/or damaged, and damage control.

More Crew Commands by Dialog
http://www.subsim.com/radioroom//downlo ... le&id=1671
MCCD is a mod to add some (missing) commands by dialog and animations to our officers. Like : returning to course, depth under keel, stop batteries recharging, ...

Multiple UIs with TDC for SH5 by TheDarkWraith (single most important mod in my opinion)
http://www.subsim.com/radioroom/showthread.php?t=166093
To much in the mod to put it into a Description. To give you some insight, it includes this amongst a lot of other things this:

-Real Navigation (Never without anymore)
No more realtime subsimbols and cartoonish arrows on your map. Your navigator will give you a singel cross of your estimated postition on the map every two hours, every 5 minutes during combat. He does that by using automation scripts. You do not point on the map and say I want to go there anymore, you give a course. Watch out arriving shore during fog. You might help out the watch with spotting land ;).
http://www.subsim.com/radioroom/showthread.php?t=178277

-Attack Disk plus Manual how to use it (This one is especially for you Bubi, I'm certain you'll love it)
attackdisk.jpg

That's it for now. I'll report back as soon as my SH5 is running with the mods. Will as well try to make some tutorials on how to sink ships the Thaine way. For any other questions consult Subsim.
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Thaine
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Re: MODs

Post by Thaine » Thu Oct 09, 2014 11:13 pm

Good news.

I got it stable and running so far. Will post instructions on my mod setup tomorrow or the next days.
KptLtn Alois "Thaine" Dimpflmoser. U-27 Dieselkatze
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Bubi
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Re: MODs

Post by Bubi » Fri Oct 10, 2014 4:05 pm

Perfect THAINE,

I will d/l these this weekend.

Then we should try to connect in MP with a mission I'll post.
I envision us having a wolf pack attack meeting, say monthly at a time to be hammered out
"Train as you fight, fight as you train"

Thaine
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Joined: Thu Oct 31, 2013 10:09 pm
Location: Tromsø, Norway

Re: MODs

Post by Thaine » Fri Oct 10, 2014 10:47 pm

Ok, here we go...
Concerning Mods and Patches, Silent Hunter 5 is a bitch. The most important thing is to keep the mods in the right order. I think my mod-setup will work, but there's no guarantee. If you experience problems, consult Subsim or come back to me. However I might be of limited help.

It's best to start from a unmoded and unpatched version. Better a clean install. The game has to updated to version 1.2. Uplay will do that automatically. If you like to play the introductory mission, do that without mods or patches and start working with your game after you have returned to the pen.
If you have a steam version. The generic patcher won't work. Please consult Subsim for your possibilities. The mods should work however.

The generic patcher is the first thing you should install:
http://www.subsim.com/radioroom/showthread.php?t=181433
You find a good tutorial on how to install it here: http://www.subsim.com/radioroom/showthread.php?t=205620

Before you patch your SH5, make a backup copy of these files:
sh5.exe
SHCollisions.act
SHSim.act
SHSound.act
SH_NClient.dll
SimData.dll
CameraManager.act

Note: I had problems by employing the same patches in as described in the tutorial. My game wouldn't start a mission anymore. So I created a lighter setup that seems to work. You can follow the pictures or load my Snapshot with the generic patcher; download here:
https://www.dropbox.com/s/mxdk8ikxr9066 ... e.gps?dl=0

Image
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Now to the Mods:
I mainly followed this thread: http://www.subsim.com/radioroom/showthread.php?t=190656
It is best and easiest if you install the JSGME mod enabler. Otherwise modding is pain in the ass, with it it's done in 2 minutes. http://www.subsim.com/radioroom/showthread.php?t=171237
After installation JSGME will create a MODS folder in your SH5 directory. Simply move the contents of each mod into this folder and enable it with JSGME. It's very easy. Look into the link above if something is unclear. Install the mods in the order I present them here. Some mods are optional, those are mainly language mods. I like the game to be in german but you might want another language. Those mods you would not need to install.

-Mighty Fine Crew Mode New Version 1.2.1 (MFCM)
-Mighty Fine Crew Mode New Version 1.2.1 optional crash-dive workaround
http://www.subsim.com/radioroom/showthr ... yd_fix_SH5

-More Crew Commands by Dialog for MFCM 1.04
http://www.subsim.com/radioroom//downlo ... le&id=1671

-Dynamic Environment SH5-V2.1
-Dynamic Environment SH5 Shallow Waters V2.1 Patch
http://www.subsim.com/radioroom/showthread.php?t=182377

-Equipment Upgrades Fix v1.4 by TheBeast
-Equipment Upgrades Fix v1.4 by TheBeast Patch 1
-Equipment Upgrades Fix v1.4 by TheBeast Patch 1 HotFix
http://www.subsim.com/radioroom/showthread.php?t=182194

FX Update for SH5 by TheDarkWraith version 0.0.22
http://www.subsim.com/radioroom/showthread.php?t=174511

EUF_UBoat_FX_v0_0_5_byTheBeast (3D Deck Splash FX)
http://www.subsim.com/radioroom/showthread.php?t=197676

Intelligent Random AI (IRAI) for SH5 by TheDarkWraith version 0.0.41
http://www.subsim.com/radioroom/showthread.php?t=171973

-NewUIs with TDC for SH5 by TheDarkWraith version 7.4.2
http://www.subsim.com/radioroom/showthread.php?t=166093

-Trevally Auto Scripts v0.6
http://www.subsim.com/radioroom/showthread.php?t=174400

-Trevally Harbour & Kiel Canal Pilot Scripts v3.1
http://www.subsim.com/radioroom/showthread.php?t=174525

Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3b_For_All
http://www.subsim.com/radioroom/showthread.php?t=192938

-Open Horizons II v2.5
-MQK Gradient_IO
-MQK LocationMaps_IO
-MQK ShapeTextures_NO
-OH II v2.5 Grid Request fix Patch SH5
http://www.subsim.com/radioroom/showthread.php?t=189818

-R.S.D.- Reworked Submarine Damage
http://www.subsim.com/radioroom/showthread.php?t=207093

-NewUIs with TDC for SH5 by TheDarkWraith version 7.4.2 Real Navigation
Comes with NewUIs with TDC for SH5 by TheDarkWraith version 7.4.2

Here's my Setup:
Image

That's about it... I hope you get it all working fine.
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Bubi
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Re: MODs

Post by Bubi » Sat Oct 11, 2014 4:40 pm

THAINE,

Jolly good shew ole chap! Expected nothing less from ya mate.
I will give your methodology a shot. How did you decide on what to include, I'm curious.

My biggest concern is getting an install configuration and flow that will work online.
As soon as I get your configuration loaded, we should test it online together.
I'm thinking that we should that test fail that we test vanilla installs as a known working baseline.

Then as we get more success...
Have you looked into these all-in-one "mega mod" methodologies compared to yours?
Reason I ask, not to confuse matters, rather in the hope to simplify it for those to follow.

New Silent Hunter 5 All in One Mods
http://www.subsim.com/radioroom/showthread.php?t=207362

The Wolves of Steel - SH5 Megamod
http://www.subsim.com/radioroom/showthread.php?t=210703

My thoughts are thus:
A. Patching must be easy to follow, else others won't
B. All MP players must be patched identically, except skins
C. We should pick a method that has proven already to work in MP

From a testing perspective, I assume its best to:
1. keep a "vanilla" clean unmodded SH5-v1.2 install on our systems as the baseline.
2. Make separate installs of mod versions which are built over a copy of the vanilla base install
Similiar as to how IL2-COD TF Mod patcher deals with its vanilla and v4.x TF mod updates
3. We can switch through different mod installs by renaming their folder and using the default folder name for the active version

I've been around software, gaming, patches and multiplayer to know that having identical host and client installs is key to MP success. Only minor things like skins or user options can vary. Config file changes should also be similar. I'm betting that the reason people might be having trouble online is that there are too many mod and patching combinations that are incompatible and not tested for MP use. Also, my money is on that most SH5 gamers are solo and not MP. We are going to have to be selective to be successful.
"Train as you fight, fight as you train"

Thaine
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Location: Tromsø, Norway

Re: MODs

Post by Thaine » Sat Oct 11, 2014 6:39 pm

I did my mod-collection based on this thread: http://www.subsim.com/radioroom/showthread.php?t=190656 My main goal is to have it as realistic as possible. I'm not a big fan of pictures or sound taken from "Das Boot" movie. Not because of the movie itself, I love that one, but rather because I think the generic sounds and pictures suit me better in most of situations. I was using a lot of those mods before and did some try and error. Keeping the mod-list short was another goal I had in mind.

I agree with you that we should keep it simple if others like to join in. The Wolves of Steel - SH5 Megamod looks ok to me and we might give it a try. I had some bad experience with other Megamods in SH5. The game would crash or not start. Therefore I did my own mod-list. Normally I would go for a megamod since I'm a lazy bastard.

Testing is quite easy. You can save several setups with JSGME and load/unload them as you like.
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Bubi
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Re: MODs

Post by Bubi » Sat Oct 11, 2014 6:50 pm

REVISION CONTROL METHODOLOGY:
I call this multiple install revision control methodology the "shell game", swapping folders in and out of the OEM install path.
Rather than making backups of individual files, and possibly making mistakes;I just make a backup copy of SH5 itself:
"E:\SIMS\Steam\SteamApps\common\Silent Hunter 5" (as installed by Steam, I dont put them in default C drive)
-> I copy it to a backup called:
"E:\SIMS\Steam\SteamApps\common\Silent Hunter 5-v12vanilla" (OEM or "vanilla" install)

-> then I can mod the regular installation SH5 as desired. I can then copy and rename it in case I want to swap it out:
"E:\SIMS\Steam\SteamApps\common\Silent Hunter 5-v12Thaine" (OEM or "vanilla" install)

-> but always the currently active install version must be called what the game expect
"E:\SIMS\Steam\SteamApps\common\Silent Hunter 5"

So the "shell game" is moving the version of the game you want to use to the original install folder/path, and moving the original version folder to a backup and renamed appropriately. And visa-versa. Thusly, different versions can be easily switched around to the active path using copy and rename functions. Takes 6 plus GB per install, but if you have the hard drive space, its a logical and safe way to manage revision control.

Note too, that SH5 puts user data here:
"C:\Users\AV8R\Documents\SH5"
I do not know for sure if we have to worry about a different copy of these for each mod version. It wouldnt hurt to do so, but Im not clear that its necessary yet.

PS... @Thaine,
Are you doing this with the mod installer:
http://www.subsim.com/radioroom/showthread.php?t=171237
You can install the JoneSoft Generic Mod Enabler (JSGME) to a central location and point it to each of your games through creating shortcuts. To do this:
install JSGME to a central location (for example, “C:\Games\Generic Mod Enabler”). Keep the “Create a desktop icon” option selected in the installer
once installed, DO NOT RUN! Copy and paste the newly created JSGME desktop shortcut as many times as you have games and change the “Start in” folder of each shortcut to point to each game’s base folder. To change the “Start in” folder, right-click the shortcut, select “Properties” and then the “Shortcut” tab.
rename each shortcut to something meaningful, such as “JSGME - GameName1”, “JSGME - GameName2”, “JSGME - GameName3” and so on. To rename a shortcut, simply right-click the shortcut and select “Rename”
Using JSGME with subsequently installed games is simply a matter of copying, pasting and editing an existing shortcut (steps 2 and 3 above). And whenever JSGME is updated, you only need to install it once.

==2. SEPARATE INSTALLATION==
If you prefer, you can install separate copies of JSGME into each of your games. To do this, simply install JSGME to the base folder of the game that you would like to mod. The base folder usually contains the game’s main executable file and usually has a name unique to the game. If in doubt, consult the game’s online community. If you keep the “Create a desktop icon” option selected, the installer will add a uniquely named shortcut to your desktop.

EDIT
Looks like I hit the 15 d/l per day limit at SubSim.com. Cant finish today unless I figure out another way.
"Train as you fight, fight as you train"

Bubi
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Re: MODs

Post by Bubi » Sat Oct 11, 2014 10:26 pm

Being I couldnt download any more mods/patches today, I guess I hit the limit for regular users, I paid the $5 First Officers level access to see what that was about. It gave me access to these: (Ill see if they contain those I couldnt download separately that make up your mod choices Thaine). First of these is 2.2GB and does have a good 6MB/Sec d/l rate. 6 minutes and 13 seconds. Thats what the 5 bucks is for, bandwidth costs.

Oh cool, my gamble paid off. I can download more files now and am continuing down the Thaine patch list. I think it caps at 25 or 30 d/l per day at this entry level "upgrade" donation. I do understand bandwidth costs, which is why donating to ACG is also important IMHO.
SUBSIM BONUS MODS



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volodya61 SH5 Mega Pack ( Sept 2013 ) - - by volodya61. A combo pack of all the favorite Silent Hunter 5 mods. This is not a Stand-alone Mega-Mod, but rather a collection of individual mods including MightyFine Crew Mod, Accurate German Flags, Church's Compass Dials Mod, Expanded Navies, NewUIs_TDC, Cerberus62 Corrected Depth Charge Projector, and many more. Mods are modifications designed to improve a game, rather to increase it's realism or fun. When enabled together, this collection of mods will turn your Silent Hunter 5 into a super-subsim. Note: some of the mods are part of the SUBSIM SH5 Mods Mega-Pack , mix and match with care.

Sober Silent Hunter 5 Mega Mod (October 2014 Version) - - by Sjizzle. A huge collection on the best and latest SH5 mods, including German U-Boat Internal Routine SFX, Stormys DBSM SH5, EQuaTool - Elite Quality Map Tools for SH5 by AvM, OPEN HORIZONS II base parts v2.2, MightyFine Crew Mod, Reworked Morale and Abilities v.1.1, and many more. Note: some of the mods are part of the Sober's Silent Hunter 5 Mega Mod, mix and match with care.
"Train as you fight, fight as you train"

Thaine
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Location: Tromsø, Norway

Re: MODs

Post by Thaine » Sat Oct 11, 2014 11:33 pm

I used different installs for JSGME, so the second option. But the only other game I ever modded was Kerbal Space Program and I haven't played that in ages. JSGME does a fine and clean job with modding and unmodding, so I think we simply could take use of that. Your technique seems fine as well so it doesn't really matter in the end. Maybe a bit if one is limited by space.

I think we could give it a shot first with my mod setup or The Wolves of Steel mod and see if that works. If not, try to get it running stable on vanilla and work our way up.

I think we could even run a single player campaign. I intend to do that and would recommend it to you as well. Subsims are still games that are more suitable for single player due to the length of the missions. I'm really wondering how you could scale something like that into a mass-multiplayer-game.

We could simply make a scoreboard and write ship-logs and post them here in the forum. Maybe have a certain ruleset: Realism settings, only one life, campaign setup, etc... What do you think?
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Bubi
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Re: MODs

Post by Bubi » Sat Oct 11, 2014 11:47 pm

Thaine wrote:I used different installs for JSGME, so the second option. But the only other game I ever modded was Kerbal Space Program and I haven't played that in ages. JSGME does a fine and clean job with modding and unmodding, so I think we simply could take use of that. Your technique seems fine as well so it doesn't really matter in the end. Maybe a bit if one is limited by space.

I think we could give it a shot first with my mod setup or The Wolves of Steel mod and see if that works. If not, try to get it running stable on vanilla and work our way up.
Ideally, try MP with vanilla, then yours and then Wolves of Steel.
I think we could even run a single player campaign. I intend to do that and would recommend it to you as well. Subsims are still games that are more suitable for single player due to the length of the missions. I'm really wondering how you could scale something like that into a mass-multiplayer-game.
I guess we can make two areas for folks to chooes from: Multiplayer and Singleplayer forum areas.
For singleplayer, you be the boss of that area. Maybe me for multiplayer, as thats my primary focus with all gaming.
ONly problem would be duplication where common. So maybe just for the mission and scoring aspects.
We could simply make a scoreboard and write ship-logs and post them here in the forum. Maybe have a certain ruleset: Realism settings, only one life, campaign setup, etc... What do you think?
For MP, I think just online single missions, similar as we do IL2 COD. I wonder if a SP Camp can be unpeeled into a series of MP single missions. Ive made another Forum area for MULTIPLAYER, and in it are settings to get it to work (again, I assume identical patching for host/clients).

For SP, campaigns make sense. How that is monitored and scored, beats me. Sounds like the honor system on gross tonnage. But how do you keep track of Full Realism vs assisted TDC users? Maybe we can glean ideas from Subsim?



Patching wise, I got all the ones you listed but couldnt find these if they are separate patches:
-MQK Gradent_IO
-MQK LocationMaps_IO
-MQK ShapeTextures_NO

So the order of installation matters if youre using JSGME?
If there is an order dependance, please give me a list by number, and if I add one at a time in the JSGME GUI.
"Train as you fight, fight as you train"

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