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Old 10-14-14, 09:01 PM   #1
scrapser
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Default List of Mods used by SubSim Members

SH3 is over 10 years old now and there are a lot of Mods out there. I have been away for many years but have come here several times in the past couple years to restart SH3 on my computer only to be overwhelmed by what is available and get burned out trying to digest what I should use, what to avoid, what conflicts with other mods, what works but still has noteworthy issues, etc.

The stickies provide a categorized list of mods and what they do but they can't really be expected to have a cross-reference with all the other mods. So I have an idea that I think may help those of us who are rummaging through the pile of goodies. How about each member listing what mods they use and give a synopsis of what they wanted and what they achieved with the combination they selected?

I think this would really help clarify what goes with what and even what can go with what. By reading each member's synopsis it should be an efficient approach to finding something that comes close to what is being sought. I hope the forum finds this to be a useful suggestion. If it works, perhaps it can even become a sticky! What say you?
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Old 10-15-14, 09:59 PM   #2
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Hmmm, a day later with lots of views and not a single comment...not even a negative one. I'm genuinely surprised.
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Old 10-16-14, 12:05 AM   #3
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GWX with the Merchant Fleet mod. And the Das Boot crew uniforms.
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Old 10-16-14, 05:20 AM   #4
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Quote:
Originally Posted by scrapser View Post
Hmmm, a day later with lots of views and not a single comment...not even a negative one. I'm genuinely surprised.
Ahoy Scrapser!!
If you didn't read it, I strongly strongly racommed you to consult this stickied thread, I think you will find it really helpfull!!!
[S3G] The Silent Hunter III Guide - Not Only For Beginners of [SH3]
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Old 10-16-14, 06:45 AM   #5
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Simply put, there is a lot of stuff. Very few mods have any intrinsic problems. Mod conflicts are frequent, but seldom fatal and always visible with JSGME. And most mods have documentation ranging from acceptable to excellent that will alert you to potential conflicts. The subject is vast and fuels two forums on this site just about fulltime, which is probably why you didn't get an immediate response.

I can post my mod list, but it's very idiosyncratic. Works for me, may not work for you. It also involves some tweaking, which is hidden behind the curtain, to allow some mods to work together. The last mod, my homebrew called BW On-Top, contains tweaks, merged files, and assorted fiddles which make everything play nice together. Withoout it, you could experience funnies. Caveat ludius.

Generic Mod Enabler - v2.6.0.157
[C:\SH3-WYGM\MODS]

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6D
NYGM Tonnage War Minefield Mod
NYGM HiRes Submarines
NYGM 3.6D zigzag campaign layer
Merchant_Fleet_Mod_3.2
Harbor Traffic Add-In
AllAirTorpedoes
Scirè-Tikigod- repeated order
BritishAsdicMkIFinal
EAX_Sound_Sim_SH3
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
Carotio_SH3_ClothesHatsFacesSkilledCrew
NeuUZO&PeriV.2
Capt. Teach's SH3 Color Icons for GWX 3.0 (Standard)
TorpedoTubesFfireFinal vStock
Spirit of machines
Bearded faces
M.E.P v4.2
M.E.P v4.2 to v4.3
Optional - FSF for MEP v4.2
Optional - ShipVanishingHull for MEP v4.3
M.E.P v4.2 - VisualSensors for NYGM 3.6b
New _hydrophone _layers for SH3 v2.0_NYGM
Rbs1_SH4_Effects_GWX_21_204f
Thomsen Ship Param Mod (MFM)
DeckKannon
Red Night Map
Seenot-Leuchtrakete - Do it yourself
Hitman_GUI_NYGM3_1.1
Van1920x1080 v1.1
Supplement to V16B1 - NYGM
Stiebler4B_Addon_for_V16B1 - NYGM
O2-Gauges v2
BW On-Top Mod WYGM v1.0.71
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Old 10-16-14, 10:13 AM   #6
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Quote:
Originally Posted by scrapser View Post
Hmmm, a day later with lots of views and not a single comment...not even a negative one. I'm genuinely surprised.
I didn't respond at first because the question has been asked several times before, and I got tired of typing out all those mods. My latest one is in here:
http://www.subsim.com/radioroom/showthread.php?t=185228
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Old 10-16-14, 10:54 AM   #7
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Thanks to all of you for posting. I know this subject is brought up a lot. The idea of members posting a brief summary of what they use and why seemed like a good way to showcase what's possible from the many mods and save people some time. That really is the gist of it.

I have read the SH3 Guide (Not Only for Beginners) and continue research everywhere else. It was in the midst of doing this and thinking about my prior forays into the available mods that the idea popped into my head. I do appreciate that most people have done the hard work of trying out many mods to arrive at works best. I'm not looking to ride on other people's coat-tails. I just think the number of mods has reached a point where coming up with some streamlining is a genuine need at this point.

I will certainly post what I end up with once I get settled on some configurations.

But please continue to post summaries here if you would like to contribute and see if this idea takes a constructive direction.
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Old 10-16-14, 11:34 AM   #8
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Quote:
Originally Posted by Sailor Steve View Post
I didn't respond at first because the question has been asked several times before, and I got tired of typing out all those mods. My latest one is in here:
http://www.subsim.com/radioroom/showthread.php?t=185228
Steve, there's no need to type out your list. (Thanks to Jscones for that! The way I type, I'd never do it!) On the JSGME Tasks... popup menu, the last entry is Export activated mods list to, with a choice of Clipboard or Text file. That's it! No retyping ever.
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Old 10-28-14, 07:55 PM   #9
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Quote:
Originally Posted by Sailor Steve View Post
I didn't respond at first because the question has been asked several times before, and I got tired of typing out all those mods. My latest one is in here:
http://www.subsim.com/radioroom/showthread.php?t=185228
Hehe, I think situation calls for devils advocate or some such..
Both the thread you linked and the mod listing of your own is three years old. New or returning player in 2014 finds it a little..scary to refer to three year old threads. Mods get updated with new versions, old versions disappear, compatibility issues arise and die.

I realize question original poster asks is a pretty common one. However,when it comes to keeping SH3 community vibrant and us newbloods coming in, it is, IMHO, also by far the most important question you could possibly ask in these forums. Good, up to date answers to this question are always very valuable things to have. I'd like to think their value goes beyond fresh/returning skippers as well.

I played SH3 rather heavily around 2010 or so. I managed to assemble a pretty good, functioning mod soup. I've forgotten much of it, and some of the things I used to use have kinda stopped getting updates or lost compatibility. Or disappeared all together. Technically, I know the ropes to some degree. Yet, even I, as returning player, find the idea of modding SH3 little confusing and very indimitating. I can't even imagine how large headache it is for a brand new player in 2014. Documentation on several of the very good mods goes anywhere between hardly any- confusing -excellent. In 2014, as someone who hasn't looked into this wonderful game in few years..it feels VERY difficult to know what works great together and what doesn't. This is why having wealth of Up-to-date mod listings including up-to-date versions of this mod or that is incredibly valuable.

Imho it would be awesome to have a thread just like this one (= "List-Your-FUNCTIONING-Mod soup" ) as a sticky.
" Which mods do you use? What is your load order?" < - - For a new or returning player, can you think of better and more important questions to ask here?


So yeah, I'm in similar situation with OP. I look and see all these mods.. I wonder of compatibility and feel confused and lost;p I would really appreciate seeing some more functioning load orders.

Last edited by LTD_; 10-28-14 at 08:07 PM.
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Old 10-28-14, 08:10 PM   #10
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My list with GWX:

Generic Mod Enabler - v2.6.0.157
[F:\SH3\MODS]

GWX - Merged Campaign
GWX - Integrated Orders
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v6 for GWX
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Pascal_Port_People
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Merchant_Fleet_Mod_3.2
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Q Ship mod GWX3.0
Combat Radio Frequency
Thomsen's Sound Pack V3.2cg
GWX Speech
Rbs1_SH4_Effects_GWX_30_71
Rbs2withbuoyance
Rbs3withlifeboat
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
b25_SF_Grass_Full_V2
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Scirè-Tikigod- repeated order
Real Depth Charge
TiefeMkI(German)
TorpedoTubesFfireFinal vGW
_LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5.1_SLS_Spezialeffekte-Gross
pascal_map
DD_VisibleMines_V1.0
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
Ultimate ObjectView Camerav1.0
Diesel Startup Sequence for FM Engine Room beta 1
OLC's Modified Searchlight Beams for GWX3
Flags_enlighten
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Wooden_Lifeboats_Mod_1.1
Rubini´s Chief Helsman stress behaviour fix
Rubini´s Underwater dust&plancton v1
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Dunkle_Torpedos
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Combined SH3.SDL Files v4
Aces' Modified Headphones
Moon_light_mod
From Aces Try This
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat)
MFM3.2 displacement correction mod
External Cargo from SH5
Adamantas
Andes
M.E.P v5
Optional - FSF for MEP v5
Optional - ShipVanishingHull for MEP v5
Optional - Zoomable Free Camera
Files for Atmospheres
M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod
Ahnenerbe WideGui 1920 x 1080 Final
Optional NavMapTable
Optional UzoBkgr
Rapt0r's Das Boot Skin
Wolfehunter_VIIB_U83_Decks
Supplement to V16B1 (JSGME)
Optional - Stock Reflections for MEP v5
Torpedo_HAHD_1024_GWX

Regards.

Fitzcarraldo
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Old 10-29-14, 04:45 AM   #11
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yeah, please. im totaly new to sh3 and the mods. im testing mods and reading like crazy for 3 weeks now... no real gaming till now so much to discover...
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Old 10-29-14, 05:32 AM   #12
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A warm welcome ‘kobiwaldi’ to the Subsim family.

You will always find someone here to help you.

Link to my SH3 – SH4 – SH5 posts:

Step By Step Tutorials & How To Do It.

Also Included Are Some Useful Download Links

http://www.subsim.com/radioroom/showthread.php?t=211804
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Old 10-29-14, 09:16 AM   #13
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Welcome to SubSim kobiwaldi
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Old 10-31-14, 11:40 AM   #14
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thank you.

so im done with everthing and testing bla bla.

h.sie hardcode fixes
Lsh 5.1
Mep 5
thomsen sound pack

and it's looking + feeling soooo good

Last edited by kobiwaldi; 10-31-14 at 11:59 AM.
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Old 11-02-14, 02:57 AM   #15
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Quote:
Originally Posted by scrapser View Post
How about each member listing what mods they use and give a synopsis of what they wanted and what they achieved with the combination they selected?


This is a big job, so I'll keep it short:

mods 1 - 3: NYGM - installed in search of difficulty
4 more ships for realism and difficulty of correct recognition
5 added 3rd Flotilla for a new base
6 hi-resolution skins for the boats
7 eye candy icons
8 plotting tools for ease of use and accuracy
9 - 11 MaGui for a polished, versatile and good looking GUI
13 h.sie's mod for added realism and difficulty
14 eyecandy realism: no ranking on clothing
15 ditto: more versatility on clothing
16 ear candy realism: real gun sounds
17 ditto: the one mod I could not live without - the diesel sound really takes you inside the U-boat
18 eye candy realism: lifeboats added
19 added chance of getting wounded people - so far in my careers I never have wounded people though, I either make with no dead or wounded, or the whole crew dies
20 ear candy: more engine sounds
21 a fix for the dimensions of the ships in NYGM, IIRC
22 the coolest skin for my boat - I feel that the pattern makes it impossible for the enemy to estimate my distance
24 a technical addition, supposedly lessens lag
25 menu tools from a mod for SH5, made by gap, copied by me for personal use, not released
26 - 29 eye candy: better looking environment, ships' hulls not seen at long distances
30 eye candy: dust and plancton drift around when underwater
31 ease of use: all the little info papers on this and that I used to clutter my table with are now availabe in the game screens for easy access
32 eye candy: a loading screen made by feuerfrei and modified by me for personal use, not released
33 eye candy: more ships for NYGM's harbours
34 accurate and realistic compass. Very accurate, very easy to use
35 Just Follow Orders mod, modified by me for personal use, not released. Gives you the orders BdU actually gave during the war, making it easier to try to follow historically correct procedures
37 a tool for getting targeting info via ship sightings. Helps when manually targeting with no U-boat or ship positions updated to the navigation room map. Made by Hitman IIRC, modified by me for personal use, not released
38 modified weather aiming for constant, but small step weather changing, not released, as the development is not ready
23a sublynxmap a personalized map that clears up some of the "dirt" visible in the map and adds a maneuvering board for manual targeting
23a brown grey map takes the colors off the map so that it looks more authentic
36 more radio traffic for a more historical feeling to the game, modified by me for personal use, not released
SH3 volumetric clouds for more realistic looking sky
Raptor's uniforms for more realistic clothing

The thing I have aimed for is a historical feeling. I feel that the mix works pretty well, but it's a very personalized complicated mod soup, that makes it difficult to try new things. When I get more time to actually play some more I'm looking forward to try LGN1's log system that forces one to guess how the sinkings went, instead of how it goes now (you always know exactly what you sank and what not)
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