View Full Version : Help sorting out mods
medic375th
06-07-08, 12:49 PM
Over a period of time I have downloaded various mods (Some I never activated). Recently did a re-install of SH4 and would like to know which mods to keep and in what oder they should be activated and which ones I should not bother with and just delete? Also if I have a mod listed but missing a required mod to use the one listed. Any suggestions would be greatly appreciated. I am using SH4 patched to 1.4 and TMO and definately want to keep the small chrono and have the active icons turn green.
Available MODS
FJB Camera Mod
jimimadrid's_shinyborder-Hud
MINI_Chrono
Navmap mod for SH4v1.1
NSM4 classic (I have no idea what this does)
NSM4 light (No clue on this one either)
Pacific Environment 1_1Alpha
Pacific Environment2
ParaB's fewer radio contacts
patch for pe1_2 Alpha
photorecon_fix_for_TMOall&stock
REL_Trigger_Maru_Overhaul
ROW sound effect v_9
RSRDC_SH4v14_CTDFIX
RSRDC_V350_for_v14
RSRDC_V350_Patch1
Small Radar Contacts Stage1
Thanks in advance for any help
CJ
Man, what you ask is basically the holy grail of mod use :D "How do I install my mods without things blowing up?"
Most "major" mods have the specific installation order listed in their respective threads, but modders just can't make a separate compatibility list for everyone.
I generally use my common sense, although it sometimes fails. Basically, you have to know what each mod does and modifies and activate last the ones you want to have priority.
For example, imagine you have a mod (mod A) that changes interface and campaign layers, and another mod (mod B) that changes just the interface. If you install A first and B later, B will overwrite the interface changes of mod A, so you'll end up with A's campaign layers and B's interface. If you do it the other way around (B first, A later) you'll have everything from mod A, and nothing from mod B.
Sadly there are exceptions, since some mods only change a small part of a given feature and will only overwrite that one.
That said, a rough sketch:
TMO would go first. This changes basically everything, so we can assume any other mods you have chosen have to overwrite this one.
RSRD campaign would probably go after TMO.
NSM modifies the damage models of ships. You only need one of the versions (classic or lite), the other one can go away. I believe (correct me if I'm wrong) that TMO also changes damage models, so NSM would go after TMO and RSRD.
Then go all the visual mods. If you want the small chrono and the green interface thing to show, it is wise to install those two last in case they are changed by any of the larger mods.
So, rule of thumb is...
Big mods first, small mods later.
Disclaimer: this is just a very general idea of how to enable mods, so I'm not to be held responsible if your computer were to catch fire :D
Sailor Steve
06-08-08, 12:27 PM
NSM4 classic (I have no idea what this does)
Natural Sinking Mechanics. It makes ships sink more realistically. In the stock game they run out of hitpoints, the blow up and sink. With NSM they flood and sink slowly, they flood and sink quickly, they capsize, and they still blow up sometimes.
NSM4 light (No clue on this one either)
Same thing; it just happens a little faster for the less patient player (I think - I'm not totally sure on that one.
And you use one or the other - not both.
medic375th
06-09-08, 07:39 AM
Disclaimer: this is just a very general idea of how to enable mods, so I'm not to be held responsible if your computer were to catch fire :D You're in luck...my computer did not catch fire but it did call me, "an incompetent noob.":rotfl:
I never thought to open the individual mod folders (senior moment). Low and behold there are 'read me' files. After a little studying I got it figured out.
Thank you and Sailor Steve for the assistance. It is greatly appreciated.:up:
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