UBOAT
[WIP 2025.1] U-Boat Expanded
Lupus Oct 20, 2021 @ 8:57pm
Ideas to help with performance hits from integrating mods
I'm familiar with JSGME. I use it consistently with Silent Hunter and other games. Even other Steam games. What I hate about workshop mods is I can't see or mod the files. Would you consider posting your mod (in a JSGME usable format) on Subsim? I'd really like to trim down the convoy's and shipping that's being tracked by the game to try and improve performance, but when I tried the lite version of your mod, I found it lacked most of the features I really liked about your main mod.

Thank you for your consideration.
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Showing 1-8 of 8 comments
link  [developer] Oct 21, 2021 @ 6:14am 
Problem with jsgme is that it can't add subcomponents to a Excel file at least not to my knowledge a mod is compromised of only one sandbox xlsx file one entities file, etc. Not multiples of each

So in order to have a mod that is moderately built you would have to be able to selectively add and remove data from an Excel file via an external tool.

This was the intent of the component mods of Ube at one time where mods like expanded ports would only add a specific portion of Ube expanded convoys and shipping would add another expanded missions another however the main drawback to this is that development becomes exceptionally harder to trace down issues with the data sheets and calculating relationships between the data sheets even more so. Furthermore players often faced more issues and figuring out load order conflicts and ensuring all required mods were enabled and loaded properly.

If you do know of a way to use an external utility to build out one Excel file into a mod deployment folder I could look into it however migrating to a utility like this would be exceptionally difficult and take a large amount of time you are free however to look at the workshop data from Ube and attempt a integration with an external tool if you find a path to do this please post it here with some instructions on how this might be accomplished. You prove it to be viable I could consider it and it would benefit being able to selectively add and remove features of uve as players see fit especially in regards to performance.
Last edited by link; Oct 21, 2021 @ 6:14am
Lupus Oct 21, 2021 @ 7:26pm 
I can modify excel files. I have Microsoft Excel. I was only looking for an opportunity to build out something that may be easier to run but still give us a chance to enjoy the features you created with the rest of your mod. I'm not familiar with the mod system. Is there a program I can download so I can 'open up' a mod package to take a look at the raw file components?
link  [developer] Oct 21, 2021 @ 8:30pm 
What features of the main mod do you feel are missing from Ube?

all of the mod data is in the steam workshop directory <game Id>/<mod Id>

I will look into recompiling ube lite for the next version of UBE. The primary reason it wasn't compiled to the recent version was the massive bug hunts that had to occur for b129. However these are built using a large database of WW2 data using Google Earth, Google sheets, and scripts.
Lupus Oct 23, 2021 @ 8:43am 
Finding the mod id is part of where I get lost. While I know where the mods are saved, I don't know how to identify the mod id. What software do you use to 'unpack' a mod?

I just took another look at UBE Lite, I thought it had to do with starting time for the game, but maybe that was messed up in my load order at the time.
link  [developer] Oct 23, 2021 @ 9:48am 
The mod id is in the URL in the workshop page.
Nothing is needed to unpack Ube it is all in a flat text format in Excel files.

Not sure I fully understand the second part of your statement. Also load order for Ube should be the highest priority in the mod list always. There have been other mods that have been identified to conflict with Ube and cause serious bugs and/or performance issues
Last edited by link; Oct 23, 2021 @ 9:52am
Lupus Oct 23, 2021 @ 5:34pm 
Thanks. That helped a ton. My problem was that I'm always accessing the workshop through the Steam App and with that there is no URL displayed for the mods.
link  [developer] Oct 23, 2021 @ 6:00pm 
I am working on updating ube LITE for the next update of ube. So hopefully that helps.
immunetou Oct 27, 2021 @ 9:19pm 
@Lupus, to view the URL in Steam, go to the menu and select the 'Settings' menu -> 'Interface' -> click "Display web address bars when available".

The workshop item ID is at the end of the URL for the workshop item you have open. That ID corresponds to the folder in your Steam Workshop folder. Usually in "C:\Program Files (x86)\Steam\steamapps\workshop\content\494840" unless you installed Steam to another hard drive in your system.

Hope that helps bud. If you already figured all this out or already knew and I misunderstood, disregard.
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