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View Full Version : (REQ) Some issues with my mod order?


robbythesub
09-05-11, 12:00 PM
Please could someone comment on my mod order, ie incorrect order etc?

I seem to have weather issues, where sometimes the game shows 15mps winds and yet from the conning tower it is quite calm.
Re starting the game sorts the issue, but i dont think the weather is working properly and stays quite static most of the time.

Also, despite having the German language pack, I get some in English and some in German.

Any comments would be welcome.

My mod list and order-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Pascal Uniforms SH5
Remove grain effect
Old Style Explosions V1.1
Menu - Das Boot Alarm Theme
Killer A1 mod
No Damn Bubbles, No Damn Halo Mod
Realistic ammo amount for AA and deck guns
Critical hits 1.1 Torpedos
Critical hits v 1.2
BRF 1.3 full
Wamphyri's Plane Mod
Goodbye Pacman
Dooms Decks for VIIABC41 1.4
sobers realistic hydrophone operator SH5
Cerberus62 Historical Ship Equipment 1.0
IO_MapCourseLine_normal pencil_mod
SubFlags_0_0_5_byTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
Wooden_Lifeboats_Mod_1.1
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
SteelViking's Sky Banding Mod
PGF_SubEmblems_V1.02
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Height periscope
Grossdeutscher Rundfunk
sobers real trees
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
KillerTubes_Better_Texs
German U-Boat Crew Language Pack
U-Boat Ballast Tanks SFX
OPEN HORIZONS II
Real Environment - Revision_2
Fog For Campaigns
AilClimateZones 1.1
NewUIs_TDC_6_6_0_ByTheDarkWraith
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_15_BARF_1_3_Full_Fix
FX_Update_0_0_16_2_UHS_Fix
Church's SHV 1.01 Keyboard Commands v1.1
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Equipment_Upgrades_Fix_1_0_byTheBeast
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Sub_Exhaust_1_0_5_byTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
MQK_Converter
Diesel
Dynamic Environment SH5 Basemod (realistic version) V2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
SUB - sumarines caustics NSS_Uboat7a NSS_Uboat7bNSS_Uboat7cNSS_Uboat7c41
Manos Scopes-Core Files
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith

Thanks

robbythesub
09-06-11, 01:46 AM
Can anyone help with this please? :03:

Illyustrator
09-06-11, 05:25 AM
Hi, robbythesub.

I ask a pardon, what it for mod - MQK_Converter?

0rpheus
09-06-11, 05:59 AM
According to my googling MQK Converter is an out-of-game tool that converts grid refs to lat/long. It's also for SH3 from what I gather...


At first glance Robbythesub, I don't know half the mods you're using. I do see three different versions of FX_Update and I'm pretty sure that's not good.

You're also using several different environmental mods and that's more likely to be the cause of the problem you describe I guess.. Skybanding, Fog for Campaigns, AilClimate zones and Dynamic Environment base mod. If it were me I'd just use the full Dynamic Environment mod set, but again I don't know what the others do.

Best thing I think is to use TDWs JSGME mod validator:

http://www.subsim.com/radioroom/showthread.php?t=187245

This will check your list and tell you if there are any conflicts. :salute:

robbythesub
09-06-11, 10:09 AM
Thank you, I will try that and yes many mods built up since the game was launched so will have to scrap some I think. :x

Sailor Steve
09-06-11, 11:00 AM
According to my googling MQK Converter is an out-of-game tool that converts grid refs to lat/long. It's also for SH3 from what I gather...This will check your list and tell you if there are any conflicts. :salute:
Yes, the MQK Converter is meant to be installed to your computer for separate calculations. If you have it in your game it may not cause problems, but it serves no purpose. I'd remove that one first.

robbythesub
09-06-11, 11:58 AM
Thanks- not sure how that got put among my mods but have removed it now.

I ran the mod checker and there were plenty of conflicts, but surely there are bound to be some where later mods add to earlier ones.

I find the large choice of mods very confusing when it comes to getting the best set up, and can never work out the order to place them in.

The FX updates particularly so for TDW mods and also I placed manos scope mod at the very end and received a message to say it conflicts with TDW UI mod, so surely it cant mean I cant use it?

Trevally.
09-06-11, 12:16 PM
You could try following someone else's mod list.

Here are a few that look good:up:
0rpheus (http://www.subsim.com/radioroom/album.php?albumid=535)
Sober (http://www.subsim.com/radioroom/album.php?u=223410)
Mia (http://www.subsim.com/radioroom/album.php?u=248353)

robbythesub
09-07-11, 02:52 PM
Thanks guys, and having discussed and read a few others lists, I now have the following-

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Critical hits 1.1 Torpedos
Critical hits v 1.2
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Killer A1 mod
IO_MapCourseLine_normal pencil_mod
Wooden_Lifeboats_Mod_1.1
SubFlags_0_0_5_byTheDarkWraith
sobers real trees
sobers realistic hydrophone operator SH5
NewUIs_TDC_6_6_0_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
KillerTubes_Better_Texs
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Sub_Exhaust_1_0_5_byTheDarkWraith
Menu - Das Boot Alarm Theme
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SUB - sumarines caustics NSS_Uboat7a NSS_Uboat7bNSS_Uboat7cNSS_Uboat7c41
Manos Scopes-Core Files
Manos Scopes-patch for 16x9
BRF 1.3 full
Goodbye Pacman
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
sobers 3D deck spray mod V7
Dynamic Environmental SH5 Vivid Colors V2.1
No Damn Bubbles, No Damn Halo Mod
Dynamic Environmental SH5 Shallow Waters V2.1
MCCD_1.04_MFCM_1.2.1_compatible
MFCM 1.2.1 OPTIONAL crash_dive workaround
MightyFine Crew Mod 1.2.1 Alt faces
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
U-Boat Ballast Tanks SFX
Diesel
Dynamic Environment SH5 Sounds V2.1
Church's SHV 1.01 Keyboard Commands v1.1

The graphics are superb and the game plays well, but I have some weird goings on!

I restarted a saved game submerged and under attack from about 10 warships.
My crew keep repeating the same thing "we have a task force in sight" and "smoke on the horizon".
Also, my sonar operator says "no sound contact" when asked to check which is crazy as I am surrounded by them!

Has anyone else had this?

It seems like the reports are as if surfaced when in fact I am submerged.

Hope someone can offer further help? :-?

mia389
09-07-11, 04:32 PM
Sorry I cant help you more but alot of your mods I have not tried. I do know BRF 1.3 full you need to disable if your using FX_update. Also FX_Update_0_0_16_2_UHS_Fix is a Fix for FX_update and I don't see you have FX_update. If you want them both you can get the latest FX_update and you can use the link to RealSink in my signature. Realsink is BRF tweaked to work with FX.

robbythesub
09-08-11, 03:38 PM
Thanks MIA, I appreciate your advice.

As I mentioned earlier, I really find it hard to know what to enable and not as times go on!

There seem to be several FX updates around, some of which I have in my list so I have taken pot luck really!

I cant even remember what BRF 1.3 actually does as it was so long ago!

I will try your advised ones, thanks :up: