View Full Version : Mod Order question
After some googling around and using the search function here, I can find some very general ideas but no firm guidelines on what order mods should be installed, which kind of makes me nervous about adding mods to an already working GWX + a few others installation.
For example, I'm really interested in Aces's Super Turms 6 (until he gets 7 going), I mean wow, it looks great, but where in the stack to put it.
Is it just a matter of the part I like in X overwrites the part I don't care about in Y, so X goes after Y and keep experimenting? I've seen some folks posting lists that I'm sure were developed over a couple of years. So much to try with this game, it is a little overwhelming.
Lesson from last night (note, I'm a long time SH4 player, so this is REALLY dumb). Don't get all involved in plotting and forget to down scope before accelerating to get in attack position on the convoy. Got spotted by an escort, who was generous and decided to share his nice underwater chew toy with a couple of friends. Lesson number two, if you are already humped, pinging to make sure the bottom is where you think it is may not be a bad idea.
Since I play DiD, this career ended in early 41.
Think I'll try a type II this time.
Fubar2Niner
01-27-13, 06:17 AM
@Singed
My mod list
GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - Merged Campaign
GWX - VIIC41 Player Sub
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Late War Sensors Snorkel Antennas
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Q Ship mod GWX3.0
Kaleun's Cap
Fubars IXC WHEATHERED 58
Destroyers&Corvette
A_to_I_class_mod
J_to_Z_Class_mod
Derzeitige Tiefe
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
Torpedo_HAHD_1024_GWX
GWX3.0 All_Weather_Guns
Karle's_Crash_Dive_Mod
Merchant_Fleet_Mod_3
MFM3.2 displacement correction mod
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Radio Room Postcards
SH-5 Water for SH-3 20 Km V84
Subphones
b25_ConningTower_Late_Patrol
Aces' Super Turms v6 for GWX
Aces' Super Turms v7 Taster
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings v2
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 3x MG-34 version for GWX
b25_SF_Grass_Full_V2
WB's Renown Replacement
Thomsen's Sound Pack V3.2cg
SH3 Gramophone
My sound file
---------------------------
Hope this helps.
Best regards.
Fubar2Niner
reignofdeath
01-27-13, 06:44 AM
After some googling around and using the search function here, I can find some very general ideas but no firm guidelines on what order mods should be installed, which kind of makes me nervous about adding mods to an already working GWX + a few others installation.
For example, I'm really interested in Aces's Super Turms 6 (until he gets 7 going), I mean wow, it looks great, but where in the stack to put it.
Is it just a matter of the part I like in X overwrites the part I don't care about in Y, so X goes after Y and keep experimenting? I've seen some folks posting lists that I'm sure were developed over a couple of years. So much to try with this game, it is a little overwhelming.
Lesson from last night (note, I'm a long time SH4 player, so this is REALLY dumb). Don't get all involved in plotting and forget to down scope before accelerating to get in attack position on the convoy. Got spotted by an escort, who was generous and decided to share his nice underwater chew toy with a couple of friends. Lesson number two, if you are already humped, pinging to make sure the bottom is where you think it is may not be a bad idea.
Since I play DiD, this career ended in early 41.
Think I'll try a type II this time.
What you CAN do is save your current mod profile. That way, you can tinker and if you cant get anything good, just load it up and bam. You got old faithful.:arrgh!:
Thanks both.
I really should document what works.
Fubar, that is a heck of a mod list, but very useful to look at for me. I'll be looking stuff up for a while now. Much appreciated.
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - Alternative Flotillas
GWX - Open Hatch Mod
GWX - No Medals on Crew
Flags_enlighten
Real Depth Charge
Sober's Smoke
GWX - Lite Harbor Traffic
GWX - Captain America's Officer Icons
MaGui F
Aces' Super Turms v6 for GWX
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
LifeBoats&Debris_v4
optional-blue recmanual for MaGui F
M.E.P v3
MEP v3 VisualSensors for gwx3
Torpedo damage Final ver2.0
Is working reasonably well for me so far except for corrupting a save once in a while, but usually unloading a the bottom 5 will let me recover the save. (I just figured out JSGME has the nice export list Thanks USNSRCaseySmith for prompting me to look for that feature).
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