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TieJustice
02-07-15, 04:03 PM
Hi all what would be the minimum amont of mods needed to get this game to run from start to finish,

ps: im not into hard core navergation or tageting dont have to time to messaround with it so i play it as a arcade:88) sorry.

Havan_IronOak
02-08-15, 06:31 AM
As a relative newcomer myself - albeit an intense one (217 hours since Early December) I'd like to give you my opinion. But as they say, mileage may vary.

First, the short answer is NONE. I'm pretty sure that one can complete a game without any mods at all, but it doesn't appeal to me.

I like challenging myself a bit and I enjoy learning about manual targeting though I'm no ace yet.

I run with the mod list detailed at the bottom of this post.



Those numbered 01-09 are really just eye candy and NOT absolutely necessary but for me they make it more enjoyable.

11 through 16 give me the interface that I like. Not everyone likes the same GUI.

16a Real_Battery_Lifetime_Fix fixes what I understand was a bug that never got fixed but the game is perfectly workable without it (if a tiny bit tougher)


17 & 19 are really fine tuning the GUI

20 & 21 may be what you were asking. They extend the game until 09 May 1945 and give missions that I'm hoping are more on point than the vanilla game.

the 22's are more eye candy adjustments

23 Sinkstöff Patrol Scripts v. 01 is mine. I'm experimenting with the scripting/automation that is available when one installs NewUIs_TDC_7_4_2_ByTheDarkWraith
[INDENT]So far I'm playing with only two scripts
Open Ocean Economy Search - executes the repetitive loop
Submerge to 34 meters
all-stop
hydro scan for potential targets
resurface
resume best economy speed

lather/rinse/repeat
Crash dive to avoid airplanes and elude pursuit. That one is still VERY rough as I'm just learning what scripting can do. Plus I'm in a campaign now where it's early 1940 and the planes aren't all that threatening yet.

54 - 58 are mostly eye and ear candy.

Given your self described "arcade style" play, you might like:


Happy Times v.1.0.00 - it reduces the amount of deck guns that you'll encounter in early missions to more realistic levels. When the Battle of the Atlantic begins though, all bets are off.

Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120 is kinda important if you advance the abilities of your torpedoman. The vanilla advanced skills make torpedoes run faster as well as longer and may throw off any manual targeting calculations you do. With the mod the speeds stay the same just range increases.

You might also like one ship, one torpedo v1.00 as it increases the damage done by torpedoes.

62 I use Realistic ammo amount for AA and deck guns as I understand that it's more in line with real history than the vanilla game. However, if you really like the arcade style, there is a mod that greatly increases deck gun and AA ammo that you might prefer.


My Current Modlist
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\SH5 MODS]

01 SteelViking's Interior Mod V1.2
01a SteelViking's Interior Mod V1.2.2 Patch
02 DynEnv v2.9 - 1. Main Mod
03 DynEnv v2.9 - 2. Main Mod Low Resolution Patch
04 DynEnv v2.9 - 4.b Camera Filters - Vivid Colors
04 DynEnv v2.9 - 6. Sleet for Winter Campaigns
04 DynEnv v2.9 - 7. Clear Water Surface
04 DynEnv v2.9 - 7a. Water Reflections Intensity Varied by Available Sunlight by TDW v1.0.2.0 (Clear Water Surface comp.)
04 DynEnv v2.9 - 8.b Wave Mechanics - Gale
04 DynEnv v2.9 - 9. Sobers Best Ever Tweaks
05 DynEnv v2.9 - 10.I Seafloor (high resolution)
05 DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
09 FX_Update_0_0_21_ByTheDarkWraith
11 NewUIs_TDC_7_4_2_ByTheDarkWraith
12 NewUIs_TDC_7_4_2_AltAdvSpeedGraphics_by_naights
14 NewUIs_TDC_7_4_2_jimimadrids_map_tools
15 NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
16 NewUIs_TDC_7_4_2_WWIIInterface_by_naights
16a Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
17 Church's Compass Dials Mod v2.1 - Option One
19 gap - HD 1 deg Scope Bearing v 1.0
20 OPEN HORIZONS II v2.5
21 sobers OH2.5 Kiel Lite mod V4 SH5
22 sobers Lights Cfg V10 SH5
22 sobers more trees SH5
22 sobers NO water drops V1
23 Sinkstöff Patrol Scripts v. 01 by Ivan T Sinkstöff
30 DynEnv v2.9 - 12. Sounds
31 WHF-FUC_We Have Flooding-Flooding Under Control_Fix
39 SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
40 SH5 External Cargo 1.0
42 Moon_light_mod V6 SH5
44 Nauticalwolf's_Torpedo_Textures_v1.2
51 Happy Times v.1.0.00
54 SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
56 Targor's SH5 Wooden Lifeboats ver. 0.3
58 More_crew_commands_dialog_v1.04
58a EMCCD v0.3.2 by archer9 - nonMFCM
59 one ship, one torpedo v1.00
60 Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
61 Krauters Automated Scripts
62 Realistic ammo amount for AA and deck guns

THEBERBSTER
02-08-15, 05:21 PM
Hi TJ

See my Tutorial Post #23

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

Peter