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Old 04-15-12, 11:15 AM   #136
Mailman
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Originally Posted by sober View Post
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers Lights Cfg SH5
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Hi Sober,

Managed to load most of your MOD soup via the 'load mod profile....' function within JSGME.

Couple of things I noticed:

(1) Is Stormys DBSM SH5 v1.3 Basemod not in your list? I see no reference to its non-inclusion or perhaps I have missed that.
(2) The 'smaller flags for warships' version I used is 1_0b and my MOD profile reflects that.
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Old 04-15-12, 03:40 PM   #137
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Quote:
Originally Posted by Mailman View Post
Hi Sober,

Managed to load most of your MOD soup via the 'load mod profile....' function within JSGME.

Couple of things I noticed:

(1) Is Stormys DBSM SH5 v1.3 Basemod not in your list? I see no reference to its non-inclusion or perhaps I have missed that.
(2) The 'smaller flags for warships' version I used is 1_0b and my MOD profile reflects that.
If anyone knows where in my list it can go then use it , its a great mod .
I will look at the smaller flags mod name .
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Old 04-15-12, 05:28 PM   #138
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I'm little bit confused now. I was experiencing ctd's with MMM so I thought I'll give a try to your mod soup. It is very good actually - thank you very much. But I have a slight problem with it. I installed the mods at EXACTLY same order as suggested by you. And the AI in the game is totally useless just like if there was no IRAI installed... Any suggestions please? Otherwise great mod soup.
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Old 04-15-12, 05:43 PM   #139
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Quote:
Originally Posted by Swat View Post
I'm little bit confused now. I was experiencing ctd's with MMM so I thought I'll give a try to your mod soup. It is very good actually - thank you very much. But I have a slight problem with it. I installed the mods at EXACTLY same order as suggested by you. And the AI in the game is totally useless just like if there was no IRAI installed... Any suggestions please? Otherwise great mod soup.
See how it goes without the TDW water disturbances , take out anytime . I adjusted it with the S3D editor .Check the bottom of this post http://www.subsim.com/radioroom/show...79&postcount=4
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Old 04-15-12, 05:57 PM   #140
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I also just put in my special abilities mod instead . Requires a career restart .

Last edited by THE_MASK; 04-15-12 at 07:38 PM.
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Old 04-15-12, 06:06 PM   #141
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Thank you for the reply, I'll give it a try.
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Old 04-16-12, 05:26 PM   #142
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Busted my d/l limit on Subsim, trying to start from a fresh install.

I've taken a long hiatus from SH5, 'til the mods settled down. Sober's list seems like a good place to start. Having expected to start tonight, however, I think I'll be going through some withdrawal until my d/l limt resets. Darn this "Gotta have it now!" society that I've grown to hate, 'cause I resemble it way too much.
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Old 04-16-12, 05:40 PM   #143
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Ok. I loaded all the mods again. Haven't encountered any destroyers yet, because I've only completed the first mission in Baltic so I can not yet tell how does the AI behave. Anyway-so far so good, but one minor issue. What's this please and is there any way how to get rid of that? Otherwise it feels like a decent mod soup. Thank you Sober.

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Old 04-16-12, 06:39 PM   #144
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I think it has something to do with the default camera but you will just have to put up with it for the moment . The only other thing is the resetting smoke from the ship stacks but i put up with it because TDW smoke is the only one that moves the correct way . You can tell which way the ship is heading and how fast by the way the smoke is blowing .
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Old 04-16-12, 06:48 PM   #145
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Quote:
Originally Posted by sober View Post
I think it has something to do with the default camera but you will just have to put up with it for the moment . The only other thing is the resetting smoke from the ship stacks but i put up with it because TDW smoke is the only one that moves the correct way . You can tell which way the ship is heading and how fast by the way the smoke is blowing .
the smoke is resetting? I didn't know this How long has this been a problem?
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Old 04-16-12, 06:58 PM   #146
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Originally Posted by TheDarkWraith View Post
the smoke is resetting? I didn't know this How long has this been a problem?
I dont think its the smoke itself TDW , thats why i havnt worried about it . I think it has something to do with when the water drops or streaks

C:\Ubisoft\Silent Hunter 5\data\Misc\WaterStreaks
C:\Ubisoft\Silent Hunter 5\data\Misc\WaterDroplets_NM

appear on the screen the game display is resetting rather than the smoke . I have never found where this water drops/streaks animation comes from .
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Old 04-16-12, 07:06 PM   #147
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Interesting is that I've never encountered that when trying pedrobas MMM. Can it be due to using 'enhanced funnel smoke' mod in MMM?
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Old 04-16-12, 07:24 PM   #148
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Oh, and one more thing actually. When I opened torpedo tubes they were not animated. They simply remained closed however firing procedure went correctly...
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Old 04-16-12, 08:08 PM   #149
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Quote:
Originally Posted by TheDarkWraith View Post
the smoke is resetting? I didn't know this How long has this been a problem?
The only other theory i have is that the game doesnt like the TDW_ XXX files for some reason that are found in the FX mod . I really dont know , but i noticed that any problems like the skipping smoke and the explosions slowing my computer all have to do with the TDW_ files . Maybe the game just doesnt like Dat files . I think the problem is with the game and not the files .
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Old 04-20-12, 05:54 PM   #150
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Default Thanks for a great Mod

sobers, thank you so much for putting together the great Mod list. You have saved me so much time (and Ctd's). Keep up the good work
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