View Full Version : Mod List for SH4
SJFriesen
08-22-15, 09:22 PM
Just getting all my mods up and running for SH4 now that I purchased it for steam. Wondering if there is a recommended mod list.
So far I am running a form of my old list from a few years ago
TMO
RSRD
OTC
Travellers
Anyone recommend anything else to add in?
Rockin Robbins
08-23-15, 02:45 PM
Just keep it simple. Even mods "advertised" as being compatible aren't and tromp all over settings.
RSRDC, for instance is a great example. In TMO enemy planes can see you below the surface in smooth water conditions, all the way to about 80' and sometimes more. Lurker hated that, even though it was accurate, and quietly nerfed the planes in RSRDC. You can't play TMO if you have loaded RSRDC and that one is specifically "compatible" with TMO.
Now consider what Traveler's mod, developed when Ducimus was inactive, would do. I shudder to think.
Modders, by temperment, can't stop invading other people's territory any more than a movie maker can leave the plot of a book alone. The more mods you layer, the more distortions of gameplay you end up with.
Exceptions would be sub skins, missions, bearing plotters, keyboard layouts and plotting schemes.
SJFriesen
08-23-15, 04:55 PM
So do you kinda recommend just TMO and OTC and not mess with a bunch of the others? I watched some of your tutorials and stuff when I first started playing years ago so I trust your judgement on the game. I don't know whats happened with the mods since like 2012 since its been that long since I played, so I have no idea the changes made.
Rockin Robbins
08-23-15, 07:45 PM
Don't get me wrong. I'm not saying not to run them. I'm saying that, for instance, you want to run TMO, run it by itself for awhile. See what you like and what you don't. Be careful because it will just beat you up with high difficulty and you won't like that at first.:D:D
Okay, now add RSRDC. Notice the gameplay changes. Are you all right with them? Maybe, maybe not. If you don't like the assassination of Ducimus' Evil Airplanes, for instance, I have a mod around here somewhere that restores them even if you're running RSRDC. But maybe there's something you can't live without that RSRDC nerfs. You won't know that until you KNOW TMO.
Same with OTC. Learn to play without it. Then load it up. Look for gameplay changes--there are bound to be some. Since you know TMO and TMO/RSRDC you can notice that stuff and the targeting changes. And you can decide whether you prefer the OTC way or the TMO way.
See how this is very different from just installing a hatful of mods and winging it? One way you control your game. The other way you cede control to others and don't even know what they've done. You can't even appreciate the good things because you don't know what they changed.
I believe YOU should be in control of how the game plays. And you can only do that by one step at a time. Hopping a jet to Los Angeles isn't the same as knowing the way there.
SilentPrey
08-23-15, 11:15 PM
I'm really liking this mod list:
Generic Mod Enabler - v2.6.0.157
[C:\Steam\steamapps\common\silent hunters wolves of the pacific\MODS]
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
Improved Ship Physics 2.6_TMO_RSRDC_OTC
OTC_ISP_Crew Mod
I recommend it. :arrgh!:
SJFriesen
08-23-15, 11:52 PM
Guess it would help if I showed my full list
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Right now I have Traveller Mod v2.6 TMO turned off but think I am going to play vanilla and do each of them alone for a bit. I like that suggestion and I can see what the modders have done.
SJFriesen
08-24-15, 03:14 PM
Silent Prey I added your last 3 mods to my jsgme just to try it out and ive ended up running out of fuel twice lol. Way more micromanagement on the fuel either that or I am doing something wrong. I have started setting speed to 10-11 knots instead of 2/3 and that helps some but you use over 1/4 of your fuel just coming from Midway over to Iwo.
That's pretty accurate fuel usage, Midway is a long way from Japan, it just teaches you to watch your fuel better than you need to for Australian boats. Around 10 knots is the speed you want for maximum range.
SilentPrey
08-25-15, 01:46 AM
Silent Prey I added your last 3 mods to my jsgme just to try it out and ive ended up running out of fuel twice lol. Way more micromanagement on the fuel either that or I am doing something wrong. I have started setting speed to 10-11 knots instead of 2/3 and that helps some but you use over 1/4 of your fuel just coming from Midway over to Iwo.
Yeah, I haven't run out of fuel yet but I do keep a very close eye on it. I travel to and from at 2/3 and patrol at 1/3. I also make sure to have my engine room staffed with the best mechanics I have. Lower efficiency in the engine room lowers the speed but not the fuel consumption rate as far as I can tell. You'll make 16 or 17 knots when set standard at high efficiency. When you're JV is on duty you'll make 12 or 13 but still gulp down the fuel. I discovered this when I was down to 50% already and hadn't even reached Sofu Gan.
I'll occasionally run low enough to have to RTB at 1/3 for at least part of the trip. Also, I think I'm about 50/50 on running out of torpedoes or low on fuel; and I'm terrible about using too many torpedoes. My opening salvo is typically one torpedo for every 2,000 tons of target and I round up. 5,000 ton targets get three torpedoes. If I miss I'm a bit more conservative with follow up shots but I do keep shooting. If I wasn't firmly planted at the top of the tonnage board they'd probably have a lot to say to me about there being a torpedo shortage. :arrgh!:
fitzcarraldo
08-25-15, 05:56 AM
I don't know how you can play with Traveller's v26. The mod has a lot of failing ships and planes and causes CTDs in every campaign. The last Trav's reliable mod was v22.
If you want modding flexibility use GFO 11 as base and add mods......
Regards
Fitzcarraldo :salute:
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