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Old 07-11-11, 12:32 PM   #676
Zedi
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Quote:
Originally Posted by Trevally. View Post
...
NSS_Uboat2a - Note: im not sure with this one. I would use TDWs version.

...
This is the file moded by Obelix for the AI type2 sub and as far as I know is not compatible with TDW UI. OH2 should be installed last, will do no harm to other mods.
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Old 07-11-11, 12:40 PM   #677
Trevally.
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Quote:
Originally Posted by Zedi View Post
This is the file moded by Obelix for the AI type2 sub and as far as I know is not compatible with TDW UI. OH2 should be installed last, will do no harm to other mods.
When you compare these files you can see a very slight diff in one line.
Im pretty sure this will not effect the mod.

Obelix - edited with goblin (panther not sure what this is)
TDW - edited with hex editor

Perhaps either Obelix or TDW can clear this up - but im sure this will not matter.
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Old 07-11-11, 12:44 PM   #678
Trevally.
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For people who use TDWs mods (I am one) we know how often he updates them.
For mod lists it is important that we try and get OH II near the top of the mod list.
We do not want to be installing/un-installing this mod every time TDW updates
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Old 07-11-11, 01:09 PM   #679
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Default Frozen flags

Quote:
Originally Posted by Rongel View Post
I was hoping that TDW's fixes would take away the "frozen flag" problem, but it seems that it's not... This seems to be totally random bug, and still after many hours looking into it, I have no clue what is causing it (other than the imported ships). If you save the game and load it, the flags will most likely work again.

I have seen the draft issue too in previous test version of the mod. This seems to be a random bug too.
Terve Rongel!
I've saved and reloaded the mission when exiting Wilhelmshafen, but the Norwegian flag on two merchants (one behind, the other at opposite quay of Deutschland pocket battleship) remains stiff as ever. So saving and reloading unfortunately doesn't help.
The draft issue, however, seems gone now, after slightly changing mod loading order and saving & reloading. I have OH2 now last after any TDW stuff.
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Old 07-11-11, 02:19 PM   #680
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I'm getting 20 fps which drops as low as 10fps near the kiel minefield. I tried everything i know to increase framerates but nothing has ANY effect whatsover which seems a little odd. Dropping graphics options to minimum has NO effect, reducing my mod soup to a minimum had no effect either.

I am running an I7 mb quad-core at 4 ghz with an Nvidia GTX 480 1.5 gig card....not the worst system in the world...should i be getting such bad performance?

replacing the OHII full file with the lite version fixes these issues but i'd really like to be able to see all the new eye-candy.

has anyone got any suggestions? or is my system just not good enough?

The following is my current soup (with the light version) but it seems having read the latest posts that my mod order is incorrect regarding TDW's mods....strange as it seems to run fine

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\MODS]

d3d_antilag101
A Fistful of Emblems v1.51
Magnum_Opus_v0_0_1
Original map colors
stoianm pitch&roll for SH5 V1 (low)
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
Compatible Conus00's Graphic Mod+SV's work
SH5Lifeboats_2.0
German U-Boat Crew Language Pack
FX_Update_0_0_16_2_ByTheDarkWraith
Old Style Explosions V1.1
IRAI_0_0_30_ByTheDarkWraith
Dark_Interior_V1
Depth_Dependent_Hydrophone_1.0.0
Enhanced FunelSmoke_by HanSolo78
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Torpedo Splash
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys_DBSM_SH5_v1.3_optional_scary_creaks
Open Horizons II Light
NewUIs_TDC_6_6_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
NewUIs_TDC_6_6_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_6_0_ERM_Reaper7_NightVision_Black_Ski n
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot patch
Trevally Tutorials - All v0.2 (for TDW UI)
AOB slide ruller for TDW UIs and MO by stoianm
EQuaTool 01.01 by AvM - Large Style
Grossdeutscher Rundfunk
NewUIs_TDC_6_6_0_New_radio_messages_German
OH II and Light Campaign Radio Messages
Sh5EnvModGold
SteelViking's Sky Banding Mod
Remove Flare Fix

I also noticed some strange issues (perhaps related to incorrect mod order?) the ship draft issue others have reported and also a couple of ships were upended and rotating in kiel harbour, gradually destroying themselves.

I too think the minefield in keil is perhaps overdone, especially considering all the fps-killing marking buoys demarking the field's extremities.

For those of you running it with no fps problems, can we see your system specs and mod list? might help others sort out their problems?
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Old 07-11-11, 02:54 PM   #681
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After enabling 'Open Horizons II Light' adding a few mods I get a crash to desktop every time I press the 'P' key

Edit: pressing the p key when inside the boat causes the crash if im on deck its okay. Im going to disable all mods and look for the correct way of adding them I figure I got some conflict that's causing it, though I have no idea what mod it would be. Never had the P key CTD before.

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Old 07-11-11, 03:23 PM   #682
Trevally.
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Quote:
Originally Posted by kiwi_2005 View Post
After enabling 'Open Horizons II Light' adding a few mods I get a crash to desktop every time I press the 'P' key

Edit: pressing the p key when inside the boat causes the crash if im on deck its okay. Im going to disable all mods and look for the correct way of adding them I figure I got some conflict that's causing it, though I have no idea what mod it would be. Never had the P key CTD before.
There are a few mods that change keys in your list.
Have you tried with the churchs keys?

Edit: sorry I ment to type "without churchs keys"
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Old 07-11-11, 03:33 PM   #683
kiwi_2005
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Quote:
Originally Posted by Trevally. View Post
There are a few mods that change keys in your list.
Have you tried with the churchs keys?
Yes Ive tried with the church keys, still get the crash.

I see there is a 6.6.0 New UI Im running 6.5.1 so going to update that don't know if that will help but better to have the latest UI.

Edit: Fixed.

I add the MCCD & MFCM Optional Crashdive workaround this must fix the P key CTD or rather as once I added this the CTD stopped.
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Last edited by kiwi_2005; 07-11-11 at 04:14 PM.
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Old 07-11-11, 07:00 PM   #684
Stormfly
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Quote:
Originally Posted by kiwi_2005 View Post
Yes Ive tried with the church keys, still get the crash.

I see there is a 6.6.0 New UI Im running 6.5.1 so going to update that don't know if that will help but better to have the latest UI.

Edit: Fixed.

I add the MCCD & MFCM Optional Crashdive workaround this must fix the P key CTD or rather as once I added this the CTD stopped.

you shouldnt add any keyb. mods (commands.cfg) after SDBSM, you will loose much of SDBSM features, SDBSM allready includes a Church Keyb mod...
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Old 07-11-11, 08:29 PM   #685
Obelix
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Quote:
Originally Posted by Trevally. View Post
NSS_Uboat2a - Note: im not sure with this one. I would use TDWs version.
This file modifies the equipment of the boat. If you use a version of TDW, the boat will go to the IIA raised periscopes.
FX file removes exhaust fumes, because the original can not I remove the smoke levitating.
Now I try to bring IIA in perfect order, but lack of time slows down the process.
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Old 07-11-11, 09:38 PM   #686
THE_MASK
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So we can see from this that the correct mod order should be:-

TDW FX
OH II
TDW IRAI
TDW Water
TDW UI

The important one is that the FX mod is before OH II

Where there is 2 files the same and I have said "NO conflict" this means they are the same file (merged)

If anyone can see any conflicts I have not noticed - please post[/QUOTE]If i put the mods in this order then open the mission editor to check it has a warning that unit class KMSSHogisland not found in platform library .
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Old 07-11-11, 10:23 PM   #687
Obelix
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Quote:
Originally Posted by Zedi View Post
This is the file moded by Obelix for the AI type2 sub and as far as I know is not compatible with TDW UI. OH2 should be installed last, will do no harm to other mods.
My files are not in conflict with TDW. IIA AI is located in a separate folder - NSS_Uboat2a_AI. Today, OH II second (after AVCv2) mod having this folder.
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Old 07-12-11, 03:22 AM   #688
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Quote:
Originally Posted by sober View Post
So we can see from this that the correct mod order should be:-

TDW FX
OH II
TDW IRAI
TDW Water
TDW UI

The important one is that the FX mod is before OH II
Hi Guys !

Now I´m really confused, sorry !!!

On first post of this Thread is this written:

"...The mod is compatible with TDW UI, install last..."

Means OH II install A-f-t-e-r UI MOD !

Yesterday sober answers to my question about the correct order, that I OH II enable A-f-t-e-r ALL TDW MODs:

http://174.123.69.202/~subsimc/radio...&postcount=665

NOW in the list from sober´s post from above we should OH II enable after FX_Update MOD, but b-e-f-o-r-e the other MODs from TDW ???

Please, what then is definitely the correct order ?????????

Best regards,
Magic
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Old 07-12-11, 04:12 AM   #689
Rongel
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Quote:
Originally Posted by ustahl View Post
Terve Rongel!
I've saved and reloaded the mission when exiting Wilhelmshafen, but the Norwegian flag on two merchants (one behind, the other at opposite quay of Deutschland pocket battleship) remains stiff as ever. So saving and reloading unfortunately doesn't help.
The draft issue, however, seems gone now, after slightly changing mod loading order and saving & reloading. I have OH2 now last after any TDW stuff.
Terve taas! Ja kiva nähdä että pyörit vielä foorumilla!

The flag issue is nasty bug, I've been starting to wonder why I have never seen German flags freeze, eventhough the starting harbours are full of imported NAMC ships. I have one idea that I'll try when I have time.

The weird FPS loss that I have encountered in harbour is a weird one too. But today when I tested the mod again, it was for some reason much much better, almost no loss at all. This time I played with no map contacts, could it affect the FPS

One little thing that bothers me now is that the sonar man can pick up mines now. At first I thought that it wouldn't matter, but soon realised that most of my contacts are infact minefields. I wonder what would happen if the mines would be only spottable by watch crew. Would diving be too risky business, with no way of getting any info on the mines? What was the real situation, could a sonar man somehow pick up a mine contact?

Anyway, otherwise I'm starting to really like this mod. Just to see airplanes flying over my base is awesome!
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Old 07-12-11, 08:46 AM   #690
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There are two types of sonar.
Active sonar sends sound out and listens for echo's coming back.
Passive sonar only listens for sound.
As it was passive sonar used by u-boats in WW2, and mines do not emit sound, they could not be detected by sonar
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