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View Full Version : Propose Magic1111 newbie's mod pack suggestion as a sticky


Velero
07-03-11, 11:21 AM
As with Paco's thread (dated 06-25-2011), I also believe that there needs to be a sticky mod pack for newbies. Needless to say that I think Magic1111's list is a good candidate for such a pack.

I understand that this list will be hard to update as improved mods are released, but it will be worth it if it means a beginner to SH5 could simply dive in without getting lost in the soup of mods that are now available.

Magnum_Opus_v0_0_1 + Patch_2 (http://www.subsim.com/radioroom/showthread.php?t=176123)
FX_Update_0_0_16_2_ByTheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=174511)
IRAI_0_0_30_ByTheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=171973)
AirTorpedoes (http://www.subsim.com/radioroom/showthread.php?t=175789)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 (http://www.subsim.com/radioroom/showthread.php?t=181539)
U-boat Historical Specifications 1.6 for TDW Mods (http://www.subsim.com/radioroom/showthread.php?t=168012)
NewUIs_TDC_6_5_1_ByTheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=184312)


By the way big thank you to the modding community for your contribution.:salute:



Edit 06/07/2011 - Paco is in the process of creating an all in one Beginners Mod Pack :up: - link below

[REQ] The all beginners regularly published easy to use Modpack (http://www.subsim.com/radioroom/showthread.php?t=184818)

FIREWALL
07-03-11, 02:46 PM
Good Post. :salute:

Takeda Shingen
07-03-11, 03:11 PM
Good post, but wrong forum. I'll move that for you. :shifty:

Stew U-582
07-04-11, 06:22 PM
May I sugest including the Dark Wraiths SH5.exe patcher
to fix the hydrophone, I believe it is a most important fix.
http://www.subsim.com/radioroom/showthread.php?t=181433

Stewy

Velero
07-05-11, 03:30 AM
Yes , I was thinking about that. Could it be to involved for a beginner? - i.e download hex editor, find location, amend rows etc. Beginners need to see the potential of the game quickly - then once they have a the feel for the game, they can play around to find the mod set up that best fits their tastes, in my view less is more.

But yes, content needs to be discussed by the community so we can determine the best list.

But i can't emphasize enough that we do need a sticky!!!!! Read this thread posted recently (post 8)

http://www.subsim.com/radioroom/showthread.php?t=185173

or this one

http://www.subsim.com/radioroom/showthread.php?t=185204

As you can see we have a real imperative to make this. I personally spent 3 days trying to sort it out, nearly giving up in the process.

Well just my 2 cents..

TheDarkWraith
07-05-11, 07:57 AM
Yes , I was thinking about that. Could it be to involved for a beginner? - i.e download hex editor, find location, amend rows etc.

you can do it that way or use the .exe patcher app I made

Paco
07-05-11, 01:33 PM
Hi, we should discuss the beginners-modpack in the the this thread:
[REQ] The all beginners regularly published easy to use Modpack (http://www.subsim.com/radioroom/showthread.php?t=184818)


Paco.

Velero
07-06-11, 03:06 AM
"you can do it that way or use the .exe patcher app I mad" - Darkwraith

Yes, sorry I wasn't aware the ease of use of this app. I personally did it using the hex editor as I preferred the challenge of editing it myself.

"Hi, we should discuss the beginners-modpack in the the this thread:
[REQ] The all beginners regularly published easy to use Modpack (http://www.subsim.com/radioroom/showthread.php?t=184818)" - Paco

I agree 100% Paco, this thread should now be closed and continued in yours.
It's great that you're creating an all in one mod-pack for beginners.:yeah::yeah::yeah:
I have edited my initial thread to take this in to account.
If i get the chance this week I will try to test the pack agreed to see if there's any problems/conflicts.

Targor Avelany
07-06-11, 10:27 AM
Yes , I was thinking about that. Could it be to involved for a beginner? - i.e download hex editor, find location, amend rows etc. Beginners need to see the potential of the game quickly - then once they have a the feel for the game, they can play around to find the mod set up that best fits their tastes, in my view less is more.

But yes, content needs to be discussed by the community so we can determine the best list.

But i can't emphasize enough that we do need a sticky!!!!! Read this thread posted recently (post 8)

http://www.subsim.com/radioroom/showthread.php?t=185173

or this one

http://www.subsim.com/radioroom/showthread.php?t=185204

As you can see we have a real imperative to make this. I personally spent 3 days trying to sort it out, nearly giving up in the process.

Well just my 2 cents..

I'm sorry to be slightly rude, but to me the above demand seems a bit overboard.

New people spend 3 days - and?:hmmm:
As I mentioned, latest demands - and many topics sounds very much like a demand - for an "easy start up mod pack" is a bit ridiculous. Maybe I'm wrong and my english so horrible that I am misunderstanding something, but I don't think so.

I have been playing the game for a past month or two and I'm still tweaking the mods. Figuring out their position, what is working better where and with what. I haven't even started into the tough part of actually making sure that all the mods on my own computer are 100% compatible with each other.

And on the other hand - what is wrong with MO as a starter pack? It contains nearly everything, except probably the .exe patcher, that you require.

Makes me wonder if many actually read the MO readme notes and the list of mods included.

Don't mis-interpret me though: I do agree with people saying that it is hard to find mods, as they spread out in the forum so vastly, so it is hard to decide what is what and where and where to download it. But I believe that that is fixable by a type of the post that we have as a sticky already by Webster... It's just has to be updated properly.

But I don't see a reason to create a combined mod from a mega-mod. :damn:

firefox
07-06-11, 12:17 PM
Well Targor Avelany may be you have the time and enjoy actually tweaking the game figuring out mods and their order.

Many of us prefer to play the game instead of endlessly start over and over again tweaking and ordering the mods.
Many of us dont have the luxury of time and dont see any fun or joy in doing all this especially for months.
Many of us want to come home from work/school/whatever other places start the game and play it.
And if we have to do months of tweaking to do this we turn to other games since we don't have time/knowledge/guts/whatever else reason to do it.

Nobody demand a mod here.
People request such mod, nothing more. If it can't be done, fine there's SH3 and SH4 which have great single (SH3) or two (SH4) mods working on nearly all systems and crash free. Note that SH3 thanks to great single mega-mod playable until today and by all gaming standards it is ancient game while SH5 with all its mods (although really great mods) nearly impossible to play due to all these installs/configs/ctds/configs/installs/ctds.
I spent 3 full days doing whatever i can to make SH5 work and i finally gave up on it completely until someone release all in one mod like it was done with SH3 and SH4 if at all.

I want to play the game not endlessly config it. So i took SH4 and play it wondering what got into me that i lost so much time with SH5.

And one more thing. Everyone wants a simulation not arcade which Ubi released as usual. So MO although outstandingly great mod (a huge thanks to modders who did it) isnt really enough to turn that vanilla arcade into detailed simulation which it is supposed to be and why SH series is so legendary thanks to modding community turning that traditional arcade into serious historical simulation.

Targor Avelany
07-06-11, 12:41 PM
And one more thing. Everyone wants a simulation not arcade which Ubi released as usual. So MO although outstandingly great mod (a huge thanks to modders who did it) isnt really enough to turn that vanilla arcade into detailed simulation which it is supposed to be and why SH series is so legendary thanks to modding community turning that traditional arcade into serious historical simulation.

that is why I said - have you actually read what is included in the MO??? :o

firefox
07-06-11, 12:56 PM
If MO would be enough no more mods would be requested or released with improvements/corrections/additions/request to override parts of MO.

Looks like you attempt to troll and incite Targor Avelany instead of continueing dialog. No more answers from me to your posts. Have a good time of day.

Targor Avelany
07-06-11, 01:50 PM
If MO would be enough no more mods would be requested or released with improvements/corrections/additions/request to override parts of MO.

Looks like you attempt to troll and incite Targor Avelany instead of continueing dialog. No more answers from me to your posts. Have a good time of day.

Not trying to troll and never did. :doh:
Just trying to figure out what exactly are you missing from MO for a starter pack? There is another mega-mod based on a different gui, which can be found http://www.subsim.com/radioroom/showthread.php?t=180415 here.

Both mods have a huge list of things that fix the game and are great for starters.

Paco
07-06-11, 02:04 PM
Both mods have a huge list of things that fix the game and are great for starters.

At this point, I'm with You. I agree, that there are 2 or 3 (or 4, or 5, or 6. ...) mods wich are a good point to start with. I think if we provide an extra beginners-mod, the people starts again to merge other mods together und the result is the same as we have today :damn:

So do we really need a new "The all beginners mod" or should we think about a better way to point beginners toward the existing modpacks :up:

Paco.

Targor Avelany
07-06-11, 02:06 PM
So do we really need a new "The all beginners mod" or should we think about a better way to point beginners toward these mods? :up:

Paco.
Thank you, Paco. That is exactly what I mean. :yeah:

firefox
07-07-11, 04:23 AM
What we all really need is a mod like TMO+RSRDC instead of 5-6-7-8-9-10 mods (and some people have even more).

Paco
07-07-11, 04:28 AM
RSRDC

:06:

Velero
07-07-11, 07:14 AM
Sorry, I haven't answered earlier, a bit busy at the mo. Thank you for all the comments.

Yes, I can see your point that MO on it's own can be a good starting point. But please remember that, as i mentioned in a previous post, the contents of the mod needs to be discussed and agreed by the great Subsim community. I initially suggested Magic's list which was the superseded by Paco's all in one Mod-pack. I refer to Paco who has more experience and offer help if needed.

[REQ] The all beginners regularly published easy to use Modpack (http://www.subsim.com/radioroom/showthread.php?t=184818)

In hindsight I should of started looking through different combinations, and on this basis give a qualified conclusion. I simply felt that at this point a debate was needed, whatever the conclusion.

One thing is for certain, we do need a definitive all in one beginners mod. Beginners need direction not options.

Many, as silly as it sounds have difficulty getting back to base during the tutorial mission, let alone decide which mod is best at which time. In my honest opinion we need one easily identifiable mod. A mod with a clear title that can be identified as such. Within that mod I suggest we create a comprehensive manual - contents of which will clearly describe UI, tactics, links to Stoinmans videos, how to on manual TDC. Q&A etc. etc. etc. Contents of which can to a great extent already be found in this forum.

Remember that a community lives or dies by its numbers, make it inaccessible and the number will in time drop off., so there will be less potential modders, high dependency on the few and so on. This in my view should be top priority. Let's not entertain the idea of 'let them sink or swim'.

firefox
07-07-11, 12:43 PM
A mod with a clear title that can be identified as such. Within that mod I suggest we create a comprehensive manual - contents of which will clearly describe UI, tactics, links to Stoinmans videos, how to on manual TDC. Q&A etc. etc. etc.


WoW!
You are talking about a dream mod. That would be perfect to have in one mod also comprehensive manuals you described above. Would make it all so much easier and less comlicated.

In my opinion it's a great idea.
At least i as a noob would love to download the mod and manuals.

parazaine
07-12-11, 06:39 AM
I already posted that we need a wikipedia list of mods that modders update or at least ONE source where the available mods are listed.

I spent the requisite days configuring the game and learnt the same things that everyone does in the process

i.e. Magnum Opus is pretty much a must at present with FX update and TDW's New ui's mods. The sh5.exe fix for the hydrophone is also pretty damned important and IRAI (if you dont have magnum opus) for the A.I.

The rest are a matter of choice as far as how realistic you want it and how much eye candy your system can handle.

The problem seems to be if you ask 10 people on the forums what the MUST HAVE mods are and their order, you will get 10 different answers.

For example DBSM's sound mods are really good but I personally dont like the keyboard config thats included (it's fairly easy to disable if you know what you're doing but thats just an example)

The other mega mod victoria curam (or whatever its called) is really good too but i dont like the UI included and I just couldnt do without TDW's mods that i suspect are not compatible.

This is the main problem with mega mods...they will almost invariably include something you dont like.....if only there was a easy system that enabled you to disable mods in a mega mod that you dont want.

Some sort of reference thread including links to the available mods, the game fixes (such as sh5.exe) and a guide to mods orders, all in one place would be a good start.