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-   -   List Your MOD Loadout/Order (https://www.subsim.com/radioroom/showthread.php?t=173193)

Tolkemec 02-07-12 07:27 PM

Btw, I found some inconcistencies in my modsoup. I think FX doesn't fare well with chimney smoke v2 and BRF). I just took them out. Halfway through my testing (5 hours in a row today) and it seems to at least load a second patrol from bunker to the kiel port.
.
.
.
Or I just got lucky.

pedrobas 02-07-12 07:46 PM

Quote:

Originally Posted by Tolkemec (Post 1835102)
Btw, I found some inconcistencies in my modsoup. I think FX doesn't fare well with chimney smoke v2 and BRF). I just took them out. Halfway through my testing (5 hours in a row today) and it seems to at least load a second patrol from bunker to the kiel port.
.
.
.
Or I just got lucky.

See here: http://www.subsim.com/radioroom/showthread.php?t=192136
:salute:

Tolkemec 02-07-12 10:36 PM

Oh, everybody knew that, duh... :oops:
Thx pedro, muchas gracias, espero con gran ansia y desesperacion tu MMM
(I wait for your MMM in eager desperation).

youpi 02-11-12 02:23 PM

Hello, I want to use some mods with my SH5 1.2. I made a list in order that I think it should be installed. I read lots of threads before that but I 'm not sure about the order. Is there many errors or some mods I must install ?
Here the list :

-NewUIs_TDC_6_9_0_ByTheDarkWraith
-NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision
-FX_Update_0_0_19_ByTheDarkWraith
-IRAI_0_0_30_ByTheDarkWraith
-No_Hydrophone_On_Surface_1_1_0
-AirTorpedoes
-Gap - HD 1 deg Scope Bearing
-A Fistful of Emblems v1.51
-Black_Skin_albrecht
-Church's Compass Dials Mod v2.2 - Option Two
-Church's NavMap v1.0
-EQuaTool 01.01 by AvM - double set - Large plus Flat Style
-Grossdeutscher Rundfunk
-Icebergs v2.4
-SteelViking's Interior Mod V1.2
-SteelViking's Interior Mod V1.2.1 Patch
-Nauticalwolf's_Torpedo_Textures_v1.2
-Officers skin by Naights
-Old Style Explosions V1.1
-SteelViking&Community's Underwater Mod
-Dynamic Environment SH5 Basemod (realistic version) V2.1
-SD_MapCourseLine_tiny_arrows_ocred
-SD_MapLocationNameFix_v1_2
-Shadow Improvement Mod
-Small_trees_SH5_V1
-sobers best ever fog V4 SH5
-sobers see thru wake fix
-MightyFine Crew Mod 1.2.1 Alt faces
-TDC Graphics by Naights v1.0
-Repaired Equipment MOD by Xrundel and TheBeast
-Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
-TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
-Historical Ship Equipment 1.3
-Emtgufs Aspect ratio 16_9
-SAS special abilities simplified
-SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
-Equipment and Upgrades by TheBeast
-OPEN HORIZONS II_full v1.6
-patch campagne fr pour OH II v1.6
-TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
-No Logo Intro Menu_Animation v. 01.00 by AvM
-TDW_Waypoint_Contacts_No_Symbols_1_1_0
-TDW_Waypoint_Contacts_No_Tails_1_1_0
-TDW_No_Color_Dashed_Contact_Line_1_1_0
-TDW_No_Contact_Tails_1_1_0
-Trevally Automated Scripts v0.6
-Trevally Harbour & Kiel Canal Pilot Scripts v2.8
-Trevally Tutorials - All v0.2 (for TDW UI)
-Krauter's automation scripts
-Automated Scripts ~ Sit Back And Be Captain!
-Patrol Routine Scripts 1,02
-Window_Lights_Redone_V1
-Stormys DBSM SH5 v1.3 Basemod
-Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
-Stormys DBSM SH5 v1.3 optional NavMap babelling
-Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
-Stormys DBSM SH5 v1.3 HOTFIX 3
-Unterseeboot II SFX
-sobers talking conning crew mod
-sobers 3D deck spray mod V7
-NewUIs_TDC_6_9_0_Real_Navigation
-Change the sh5.exe (explain here http://www.subsim.com/radioroom/showthread.php?t=181433)
-AOB slide ruller for TDW UIs and MO by stoianm
-Kriegsmarine Grid Map for MO and TDW UIs by stoianm
-sobers smaller water drops
-sobers chimney smoke V2
-Real Sink v1.0
-sobers crew AI reduced gun ranges
-sobers realistic hydrophone operator SH5

Thanks.

LcSummers 02-12-12 10:46 AM

Hi Kaleuns,

i tried a new campaign and had always a CTD when wanted to save game in bunker. So i thought it has something to do with the animation.
I dleted

No Logo Intro Menu_Animation v. 01.00 by AvM=1

and now it works. :yeah:
So i will go on and make mission #2 in the campaign.

Lets see whats happening.:salute:


LC


HI SS,

may i hug you? Its working. I am playing the second mission without any problems.

I experienced that i have to turn on the bunkers background video. Without it i cant save and it leads to a CTD. (May be only for the first Campaign mission but i leave it on)

Thanks mate, after so many years of strugling and not playing i canenjoy it right now.


FOOBAR


LC

LcSummers 02-15-12 08:57 AM

Hi youpi,

try the settings SS posted on page 69 post #1027.

This will help you i am sure.

LC:D

Silent Steel 02-16-12 02:32 AM

Quote:

Originally Posted by LcSummers (Post 1837713)

HI SS,

may i hug you? Its working. I am playing the second mission without any problems.

I experienced that i have to turn on the bunkers background video. Without it i cant save and it leads to a CTD. (May be only for the first Campaign mission but i leave it on)

Thanks mate, after so many years of strugling and not playing i canenjoy it right now.

FOOBAR

LC


:up: :D

LcSummers 02-19-12 03:57 AM

Hi SS,

just on last question:


Is this mod

Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons

implemented elsewhere? If not where do ihave to put it:

after ?????


Thanks

Silent Steel 02-19-12 09:05 AM

Quote:

Originally Posted by LcSummers (Post 1841594)
Hi SS,

just on last question:


Is this mod

Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons

implemented elsewhere? If not where do ihave to put it:

after ?????


Thanks

Here;


Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
Open horizons II full v1.6
mtns - more traffic, nations and ships 1_8c
mtns - OHII&HarbourAddition Fix 1.6c
mtns - OHII&HarbourAdditon_Fix - restore minefields

i.e. right before Open Horizons II

:up:

LcSummers 02-20-12 01:30 PM

Thanks SS,

you are a great Kaleun mate:yeah:

S!

7Infanterie19 02-22-12 01:16 PM

@TDW:

In your FX thread, post #767, you say:

Quote:

Originally Posted by TheDarkWraith (Post 1722771)
Currently you should install IRAI, FX, then NewUIs

In your IRAI thread, you say:

Quote:

Originally Posted by TheDarkWraith (Post 1436291)
....You have to install my UIs mod first then install IRAI .....

Seeing the various loadouts people have in the "List Your MOD Loadout/Order" thread, many have (and suggest) FX, IRAI, then NewUIs.

Can you please clarify the true and proper loadout order of your three FX, IRAI, and NewUIs mods, then perhaps update your three threads with that info, so that it's consistent and available for those using your mods to see?

Thanks ...

0rpheus 02-22-12 01:32 PM

Here's my current modlist (after a full reinstall):


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 HOTFIX 3
Advanced Shift Keys 2.3 DBSM
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
IRAI_upgrade_to_v_0_0_31TDWFIX
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
Shadow Improvement ModLR
OPEN HORIZONS II_full v1.6
OHII Higher Tonnage Objectives for v1.6
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
sobers smaller water drops
Critical hits 1.1 Torpedos
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SUB - sumarines caustics NSS_Uboat7a NSS_Uboat7bNSS_Uboat7cNSS_Uboat7c41
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Real_Sink_1.0
Equipment_Upgrades_Fix_1_2_byTheBeast
nVidia missing lights


Mod-soup gurus - two questions for you:

1. What's stopping my oil slicks from appearing (FX Update)? I sometimes get black 'smoke ghosts' standing vertically in the water when on deck after a sinking, and think they're being messed up somewhere.

2. Any possible CTDs causes or mod conflicts - I had a CTD last night as a torp hit a small ship, so something is still wonky.

Any thoughts? Thanks Kaleuns! :up:


* I know I'm using an old version of Equip Upgrades, but was hoping to stick with this one until the 'upgrades not 'unlocking' on the right dates over consecutive campaigns' issue was fixed. If this is the killer though, I'll drop it for the newer version. Also aware of OHII 1.7, but don't see the point in adding that until this issue is fixed. :)

7Infanterie19 02-22-12 01:42 PM

Quote:

Originally Posted by Silent Steel (Post 1833266)
Capthelms SH5 Audio Mod=82 << Disable, Stormy's DBSM takes care of this

Hey Silent Steel, just a heads up: I also had both those mods in use, so I decided to compare them before disabling Capthelm's as per your suggestion. I found that there are less sounds in Capthelms, but many are very different sounds than Stormy's. I also found a few that were in the former but not the latter. I think one would have to have a listen to each file and compare them to see which they prefer, then maybe even make a hybrid by copying the ones they like from Capthelm's into Stormy's, which is what I ended up doing after reading your post. :yeah:

Cheers!

Magic1111 02-22-12 02:33 PM

Quote:

Originally Posted by 7Infanterie19 (Post 1843517)
Can you please clarify the true and proper loadout order of your three FX, IRAI, and NewUIs mods, then perhaps update your three threads with that info, so that it's consistent and available for those using your mods to see?

This is the correct order:
...
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
IRAI_upgrade_to_v_0_0_31TDWFIX
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
...

The quote above from the IRAI Thread is an very old post and not up-to-date!

Best regards,
Magic

Trevally. 02-22-12 02:37 PM

Quote:

Originally Posted by 0rpheus (Post 1843527)

1. What's stopping my oil slicks from appearing (FX Update)? I sometimes get black 'smoke ghosts' standing vertically in the water when on deck after a sinking, and think they're being messed up somewhere.

This was for sure a FX_17 problem and realy should be working in v19:hmmm:
Are you sure it has unzipped correctly etc

Quote:

2. Any possible CTDs causes or mod conflicts - I had a CTD last night as a torp hit a small ship, so something is still wonky.

Any thoughts? Thanks Kaleuns! :up:
I think this is the most common ctd in sh5:hmmm:

Quote:

* I know I'm using an old version of Equip Upgrades, but was hoping to stick with this one until the 'upgrades not 'unlocking' on the right dates over consecutive campaigns' issue was fixed. If this is the killer though, I'll drop it for the newer version. Also aware of OHII 1.7, but don't see the point in adding that until this issue is fixed. :)
I have been playing a campaign to try and see this.
So for - I can upgrade equip as per the cfg settings:yep:

I have found however - is that I am stuck in a VIIB and it is now 1942.
I should have been in a C 2 years ago.
The type B is restricting the equipment that can be added.

What boat type are you trying to upgrade:06:


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