View Full Version : Just a couple of Mod compatibility questions/concerns
Hi all,
Here is the list of mods I'm currently using in JSGME:
NewUIs TDC 2.9.1 - Base
Periscope Rework 1.7
Emtgufs Aspect 16X9 Ratio Patch 1.0
1500M Bearing Plotter Overlay 1.0
Advanced Shift Keys 2.1
Ail White Interior 1.0
Capthelms Lighting Effects 1.0 Exterior Only
Interior Working Dials 1.21
Reboots Hot Soup 1.1
Reboots Water Drips 1.1
Medium Droplets 1.0
MightyFine Less Annoying Footsteps 1.0
Nauticalwolfs Posters 1.0
Accurate German Flags 1.01
Ail Bubbles 1.0 Micro
Ail Climate Zones 1.0
Ail Clouds 3.0
Ail Deckwave 1.0
Ail Impurity 1.2
Ail Moon Real Size 1.5
Ail Rain 1.0
Ail Smoke 1.7
Enhanced Funel Smoke 1.0
North Atlantic Green 1.1
Sub Exhaust 1.02
Window Lights Redone 1.1
BRF 1.3 Full
Better & Realistic Flotation HP Balance 1.1
Damage Assessment 1.1
U-Boat Historical Specifications 1.4
Lite Campaign LC 1.2
The Elite Campaign 1.1
Critical Hits Torpedos 1.1
Capthelms Audio Mod 1.0
I have 5 more mods that I wanted to use but I'm getting a conflict from JSGME and decided not to load them. Any of you guys use these mods while overwriting the conflict? Do they still function properly?
Conning Tower Compass Fix - Conflicts "Room_CT.sim" in Interior Working Dials & Reboot's Water Drips. Was this corrected in Interior Working Dials? Guess I could load it up and see. :O:
Feared Hunters 2.1 - Conflicts "NCO_Flower.zon" in BARF HP Balance.
Improved Waves Improved Pitch & Roll - Conflicts "NSS_Uboat7a.sim", "NSS_Uboat7b.sim", "NSS_Uboat7c.sim", and "NSS_Uboat7C41.sim - All from U-boat Historical Specifications.
Sobers Base Wave Mechanics - Conflicts with Imploved Waves Improved Pitch & Roll. If both can't be used then which one do you feel has the most realistic look?
Sobers Multi Color Interior - Conflicts 5 .dds files with Ail White Interior. I'm assuming I'll have to pick my preference on this one.
Thanks for any help/suggestions you guys can send my way. BTW, I'm assuming my load order is good because the only conflicts that JSGME has reported are ones that I know must happen and have the conflicting mod overwrite. Concerns?
Thanks a lot guys. :salute:
kylania
06-04-10, 08:46 PM
Conning Tower Compass Fix - Conflicts "Room_CT.sim" in Interior Working Dials & Reboot's Water Drips. Was this corrected in Interior Working Dials? Guess I could load it up and see. :O:
Water drips or working dials basically. Most of the CT dials were fixed in 1.2, kinda. The water drips aren't that important really, neat at first but wears thin. :)
Feared Hunters 2.1 - Conflicts "NCO_Flower.zon" in BARF HP Balance.Did you want your flower corvettes to be smart or strong? :)
Improved Waves Improved Pitch & Roll - Conflicts "NSS_Uboat7a.sim", "NSS_Uboat7b.sim", "NSS_Uboat7c.sim", and "NSS_Uboat7C41.sim - All from U-boat Historical Specifications.The pitch and roll in UHS is quite nice (http://www.youtube.com/watch?v=xp3FS98kAR8&hd=1) I think. It also has a lot of other features which would make me choose it over just a pitch/roll mod.
Sobers Base Wave Mechanics - Conflicts with Imploved Waves Improved Pitch & Roll. If both can't be used then which one do you feel has the most realistic look?Env 2.2 is my pick, as shown in the video I linked above. They are all nice mods though, pick your favorite.
Sobers Multi Color Interior - Conflicts 5 .dds files with Ail White Interior. I'm assuming I'll have to pick my preference on this one.Yup, your preference, did you want white or red?
Water drips or working dials basically. Most of the CT dials were fixed in 1.2, kinda. The water drips aren't that important really, neat at first but wears thin. :)
Do believe I'll stick with working dials and water drips since I really never use CT compass anyways. Although, the water drip makes me have to pee a lot. (Weak bladder) :O:
Did you want your flower corvettes to be smart or strong? :)
Smart! Won't need those extra HP's if he's smart enough. :03:
The pitch and roll in UHS is quite nice (http://www.youtube.com/watch?v=xp3FS98kAR8&hd=1) I think. It also has a lot of other features which would make me choose it over just a pitch/roll mod.
Agreed! I was leaning towards UHS anyways. I loved the video and the fact that ddrgn drinks alcohol and smokes while making movies. :yeah:
Env 2.2 is my pick, as shown in the video I linked above. They are all nice mods though, pick your favorite.
Kinda prefer the original looks of the water over Env 2.2. Don't know why that is, but I may take a second look.
Yup, your preference, did you want white or red?
Red it is. I like a little color in my life while on patrol.
Thanks for your time and suggestions kylania. :salute:
kylania
06-04-10, 10:01 PM
Glad to help. With regards to the HP Balance thing, I've been really happy with just BRF + Damage Assessment. Never did use the HP Balance part of it.
Glad to help. With regards to the HP Balance thing, I've been really happy with just BRF + Damage Assessment. Never did use the HP Balance part of it.
Indeed! That's the combo I'm using now. I hit a freighter in the stern with 1 fish last night, it caught on fire but took around 20 minutes to sink with the bow up in the air. I love it, reminds me a little of the sinking mechanics in RFB SH4. :yeah:
By the way kylania, on your recommendation I decided to give Environment 2.2 another go. I downloaded your patched version and I absolutely love it. Guess I had tried an earlier version when I wasn't super impressed the first time. I let UHS override the 4 u-boat files that conflicted so I'm assuming that would be correct! Thanks for the heads up on that. :salute:
The corvettes in my mod have HP increased already. What you can do is remove the NCO_flower folder from the BARF mod and all should be good.
My corvettes are quite aggressive. I wonder who fears more, the merchants fear of me or my fear of the corvettes.
Thanks for the suggestion ddrgn, and I love your Manual TDC vids, downloaded them and use them to help me. Unfortunately, I'm getting nasty CTD's when I'm using time compression, or at least that seems to be it. :down: I removed Environmental 2.2 and the game seems to have stabilized. More testing needed though.
@Kylania - Do you mind posting your load order of mods for me please sir? :03:
Thanks.
kylania
06-06-10, 07:52 PM
Order is mostly alphabetical since I clear my mods often to test something. :)
Generic Mod Enabler - v2.4.0.145
[E:\Ubisoft\Silent Hunter 5\MODS]
ConvoyInterceptPractice_by_kylania
RemoveLogoIntroTheDarkWraith
Accurate German Flags
AilWhiteInterior 1.0 (includes sober's cream floor)
AttackScopeWire1.0
BARF + increased flooding time
Capthelms SH5 Audio Mod
Damage assessment
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-upg Alberich
Dooms Decks for VIIABC 1.3
Enhanced FunelSmoke_by HanSolo78
Gisement (1000m bearing overlay)
impurity blue
MightyFine Crew Mod 1.2.1 Alt w beards
More Powerful Torpedoes v1.0
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
Old Style Explosions V1.1
Reboot's Hot Soup 1.0 (includes Reboot's Water Drips)
SD_MapLocationNameFix_v1_1
SD_NewMapColors
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Gouldjg's Crew Management v1.2 (careful with this one, it drastically changes your campaign data, once installed you're stuck with it)
Wordeees' Actual Footage Menu
MyPinup
Feared Hunters 2.0
sobers no footstep sound mod
Church's SHV 1.01 Keyboard Commands v1.1
Environment_MOD_2.2_LighterNights_by_W_clear (no sub folder or fogsettings file)
AilClouds 3.0
U-boat Historical Specifications 1.4
SD_MapCourseLine_tiny_arrows_ocred
NewUIs_TDC_3_0_0_ByTheDarkWraith
MRP 1.3+OPCF light (no Binoc/UZO cyclops)
MRP 8x5 patch
Thanks kylania. :salute:
I ended up having to do away with Env 2.2 because I was getting constant CTD issues while in time compression or sometimes just randomly sailing along at regular speed. After removing Env 2.2 I have just completed the tutorial mission and am starting my first patrol with fingers crossed. :O: So far all is stable.
I was loading Env 2.2 first in JSGME. Wonder if that had anything to do with it? It's a shame, the game doesn't look the same without it. :06:
Thanks.
kylania
06-06-10, 10:04 PM
Which version of 2.2? Just the patch or the version I'd uploaded?
Which version of 2.2? Just the patch or the version I'd uploaded?
The one you uploaded with 2.2 patch integrated.
kylania
06-06-10, 11:06 PM
Odd, that's got Steelviking's fixed climate zone which should have fixed that issue...
I know, that's what I was thinking too, but it was certainly Env 2.2 causing the crashes. I've been playing for a few hours now and sinking ships with no crashes what-so-ever. I'll do a little further testing just to be sure but it does appear that the Env mod was causing my crashes. I'll let you know what I come up with and Thanks for your responses. :up:
7thSeal
06-07-10, 05:29 PM
I know, that's what I was thinking too, but it was certainly Env 2.2 causing the crashes.
I too was still getting the crashes after using Steelviking's fixed climate zone. Since then I've enabled the abyssal depths: ClimateZone 2.0 mod after the Env 2.2 and have had good results using it. Read through the changes it makes found in this thread (http://www.subsim.com/radioroom/showthread.php?t=170162) and see if you think its worth giving it a try.
May not have to, but I enabled it while in port to be on the safe side. :)
I too was still getting the crashes after using Steelviking's fixed climate zone. Since then I've enabled the abyssal depths: ClimateZone 2.0 mod after the Env 2.2 and have had good results using it. Read through the changes it makes found in this thread (http://www.subsim.com/radioroom/showthread.php?t=170162) and see if you think its worth giving it a try.
May not have to, but I enabled it while in port to be on the safe side. :)
Ah ha, thanks for the heads up on that 7thSeal. Downloaded the Climate 2.0 and will give it another go with Env 2.2 with fingers crossed. :yeah:
By the way, a little off topic, but why does hovering over a ship contact on the map give you range and speed and then sometimes it doesn't? Driving me crazy. :hmmm:
7thSeal
06-09-10, 07:00 PM
By the way, a little off topic, but why does hovering over a ship contact on the map give you range and speed and then sometimes it doesn't? Driving me crazy. :hmmm:
If you're zoomed in all the way on the map when hovering on a ship it doesn't show this.
Thanks 7thSeal. I thought I tried different zoom levels but maybe not. :hmmm:
Losing my mind in my old age..... :03:
I too was still getting the crashes after using Steelviking's fixed climate zone. Since then I've enabled the abyssal depths: ClimateZone 2.0 mod after the Env 2.2 and have had good results using it. Read through the changes it makes found in this thread (http://www.subsim.com/radioroom/showthread.php?t=170162) and see if you think its worth giving it a try.
May not have to, but I enabled it while in port to be on the safe side. :)
Absolutely correct. I now have Environmental 2.3 and the AD: ClimateZone 2.0 running flawlessly. I wonder if the ClimateZone allows for all the weather changes, zones and such that WClear has in the Env mod? :06:
Anyhoo, thanks for the heads up on this 7thSeal. :salute:
7thSeal
06-12-10, 06:49 AM
I wonder if the ClimateZone allows for all the weather changes, zones and such that WClear has in the Env mod? :06:
Anyhoo, thanks for the heads up on this 7thSeal. :salute:
I believe so, it even fixes some weather issues such as removing winter seasons in some areas and adding proper seasons. I've been using it for awhile now and not had a single crash even when using TC. :)
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