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View Full Version : Mod loadout assistance


sidmo001
02-13-12, 07:10 PM
Hi there, all.

Trying to figure out weather or not this loadout will work. Please advise :salute:


Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
sobers base wave mechanics V17 SH5
sobers best ever fog V4 SH5
North Atlantic Green 1.1
sobers multi color mod V2
sobers see thru wake fix
sobers 3D deck spray mod V7
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
IRAI_0_0_30_No_hydrophone_on_surface
Ui-Boat V4.14
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1

Any and all help with this would be greatly appreciated.

Thank you once again Subsim community :salute:

misha1967
02-14-12, 02:58 AM
First off, I may be missing something in your loadout and if I am, somebody else please jump in and tell me I'm a poopy head.

That being said, nothing jumps out at me and screams "conflict" in your current soup, but I don't know about Ui-Boat. Somebody using that might be able to correct me there. I use TDW's New_UIs 6.9.0 myself.

Other than that, you look fine. I'd strongly recommend the Mighty Fine Crew mod, though, as well as Athlonic's MCCD (the MFCM compatible version if you choose to add Mighty Fine Crew Mod). It adds a lot to the crew control.

Generally speaking, keep in mind that mods alter what's already there, even if it's been modded already. If we're talking about texture files and such, you're not likely to get a CTD because of it, but you'll still "lose" the modifications in the mods installed first as the mods you install further on down in your soup "mod the mods", so to speak.

JSGME will alert you to what it's about to alter, though, so if you find that a mod will change, say, the looks of something in an earlier mod that you absolutely love, then think about moving the earlier one to a point after that one. Prioritize.

That being said, with the mods that DO conflict because they alter files that don't play well together, you seem to be in fine shape.

Speaking of the mod order of some of the BIG ONES, here's the order that seems to work best in my experience (and that of others):

FX Update
IRAI
New UIs (TDW) if you want to use that one
MFCM
MCCD (MFCM compatible)
Dynamic Environment SH5 (highly recommended if you ask me)
Stormy's DBSM sound collection

And add OHII if you want it, and you should, after almost everything else except for TheBeast's Equipment Upgrades, which should go at the very end if you want it.

Keep in mind what a mod does. If it just removes the intro screen, for instance, you can add it anywhere you want as it doesn't conflict with anything else. Read the documentation or [REL] threads carefully.

Also, if you want a very comprehensive list of mods in correct orders, check out Sober's sig or ask Silent Steel. Theirs work like anything. :salute: