SH5 Popular Mods, Tools, Technical advice & Tactical tips (2024)

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.

Much of this thread is from sh4 and some from sh3 so you may see tips or guides not designed for sh5 that still work or are close enough to help you solve your sh5 problems using methods from the other games.

I will try to edit and adapt them as i can so it avoids confusion as much as possible.

Please use the correct location for Readme files
http://www.subsim.com/radioroom/showthread.php?t=163015

Thread Prefix Guidelines
http://www.subsim.com/radioroom/showthread.php?t=162048

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

The Complete Idiots Guide to Goblin Editor(large image warning)
http://www.subsim.com/radioroom/showthread.php?t=165805

Note - Go straight to post #2 for the mods list - Here

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

Quote:

Originally Posted by Gizzmoe

--- 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

Mods Not Working? Check These Threads

[TEC] How to Fix Mod Soup Issues

Step by step MOD installation

Technical Help

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 mapsHigh Realism Tutorial Advanced Firing Solution using Sonar only Tutorial for 100% realism manual targetingWazoo's manual charting & targetting tutorial (for sh3 but also works for sh4)[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 installsMission 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 EnablerPaint.NetWinMergeHex-Editor XVI32GIMP7-zip

3D Mod Tools

Misfit Model 3DTruespace 7.6gmax 1.2Blender (takes some time to get used to)

SH5 Popular Mods, Tools, Technical advice & Tactical tips (2024)
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