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[REQ] The all beginners regularly published easy to use Modpack
Ahoi,
as read in some posts from new members, it is hart for them to get in with finding the right mods for their needs. A good point to start are the sticky posts on top of the Mods Workshop. For me, after 8 month of being abstinent to SH5, it took some time to get in with all the good new work from modders. I has to read a lot of threads and has to look for the right installation orders. As SH5 cames out and I startet the first time with pimping the game with mods from here, I had made a base-pack of mods for the JSGME. The content was a basic set of Mods I wasn't able to live without them. As I returned 2 weeks ago to Sh5 and Subsim, I took my base-modpack, installed it via JSGME and trained me again to play SH5. :hmmm: So, what do you think about a base-modpack for beginners of SH5? We could implement some must haves, not to much, but also enough, that a new member could easily join the world of a modded and better SH5 than stock. If the pack would generally accepted, we could do a monthly or bimonthly version, which includes the actual versions of the implemented parts. The goal of my proposal is not to make a new "Supermod" like RUB, RDA or Magnum Opus. It has to be only a good "that is all you need at this time" Mod. The content has to be defined later, I only wants to start a discussion about the need of such a pack. Cheers, Paco. |
I agree, some kind of "most wanted" mod-collection would be a great thing. Now it's a full day job to get your game working and I think some people stay away from SH 5 because of it. In my opinion, if SH 5 would be a little bit more user friendly, it would attract new gamers and hopefully new modders.
But anyway Sober made a great list of some most important mods. I would add Zedi's campaign to it, but it's not yet finished. Here's the list again: (I hope it's okay to add it here Sober, I'll remove it if not.) Sober's List: Campaign mod http://www.subsim.com/radioroom/showthread.php?t=184405 Mega mod http://www.subsim.com/radioroom/showthread.php?t=176123 Override the mega mod with the latest mods from TDW AI mod http://www.subsim.com/radioroom/showthread.php?t=171973 FX mod http://www.subsim.com/radioroom/showthread.php?t=174511 User interface This includes the real navigation mod . It also includes a page full of options . http://www.subsim.com/radioroom/showthread.php?t=166093 Sub hydrophone fix mod http://www.subsim.com/radioroom/down...o=file&id=2793 Repaired equipment mod http://www.subsim.com/radioroom/showthread.php?t=184224 Auto scripts , i recommend this if using the real navigation mod http://www.subsim.com/radioroom/showthread.php?t=174400 Depth charge water disturbances http://www.subsim.com/radioroom/showthread.php?t=181539 EXE patch fix DVD version required http://www.subsim.com/radioroom/showthread.php?t=181433 environment mod http://www.subsim.com/radioroom/showthread.php?t=182377 |
I think though the AI mod should be optional as we can add it in last anyway. That AI mod has given me plenty of stressful nights trying to sneak away from destroyers who never lose contact and will follow you until you either are dead from depth charge or run out of battery power!
Many times where all else has failed & those destroyers are still pinging me I save game log out load up mod enabler disable AI mod start SH5, load up save. While still submerge, I hit flank speed no need for silent running anymore the destroyers are now deaf and blind just hit that flank speed and cruise away. Yeah try catch me now! :arrgh!: With the AI mod you can enable or disable it during a patrol and its never messed up my game. |
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Here comes my suggestion for a Beginner MOD-Pack: Magnum_Opus_v0_0_1 + Patch_2 FX_Update_0_0_16_2_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith AirTorpedoes TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 U-boat Historical Specifications 1.8 for TDW Mods NewUIs_TDC_6_5_1_ByTheDarkWraith That´s it ! Only for german-user included in Beginner-Package: Magnum_Opus_v0_0_1_DEUTSCHMOD_0.9 In my opinion not too many MODs, but the most important Stock-Bugs are solved with this MOD-Order ! Best regards, Magic:salute: |
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We could start with something like this: - An UI-Mod - a Lite Campaign - some better environment - 2 or three mods, that fix issues with boats and the ingame ai. Cheers, Paco. |
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But I thought, MO as Base is for Beginners a "Must Have" too ! Best regards, Magic |
MO is a must have mod for sure
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Ok,
my suggestion was to build one package with the mods listed above by Magic. Or do we provide a short linklist with the mods? If we put them in one modpack, so we have to ask the different modders for permission to use their work. Greets, Paco. |
Agreed, I wrote a similar thread requesting a begginer's Modpack. I proposed Magic1111 suggestion due to it's simplicity, but obviously the contents of this list will need to be discussed by the community. One thing is for sure whatever the content of the mod-pack is, we need one! Two recent threads in the SH5 forum alluded to this problem as the reason for quitting.
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Paco i am a beginner with SH5 (an expert player in SH4 and 3).
I would be so much grateful for one mod pack which would include all the things necessary to make the game playable. Only installing all the mods made me uneasy and unsure if i did it correctly and since i was lost in order of installing them via GSJME i spent entire day dealing with it. And by the end of the day i had so many doubts if i want to play SH5 at all since it seems so unfinished that i need all this endless list of mods and reading and configuring. Honestly it scared me away a lot even before i got the game. But since i play SH3 and SH4 and love them enormously i got SH5. And after all the mods installs and configs i played it a bit... and put back on shelve. I'm not sure if i installed the mods correctly (followed all the instructions) not sure if installed all the mods needed. But somehow during gameplay i so much not sure if i did it all good. SH4 modded feels like sim while SH5 somehow gives me a feeling that it's less sim then SH4 despite all the nice things SH5 have in it for "feel". May be all the mods installs and configs gave me that weird feeling of being unsure about SH5. I would very very much appreciate one pack all in one single install (or two tops) and would certainly give SH5 another try since somehow i'm sure it can be really great subsim game. Please someone make it happen! :) |
As a relatively new player, i can see where this request is coming from. I am still testing different mod loadouts but have got close to one that works well.
The main problem is that so much information is scattered all over this forum. I have now applied the hydro fix (patch 1 &2), the SH5.exe patch for the colored map tools, a patch to remove flares from the game (why do they impact the game so badly? I have a decent system and they bring it to it's knees), and the following list of mods Generic Mod Enabler - v2.6.0.157 [E:\Ubisoft\Silent Hunter 5\MODS] A Fistful of Emblems v1.51 Magnum_Opus_v0_0_1 Original map colors FX_Update_0_0_16_2_ByTheDarkWraith Equipment_Upgrades_Fix_1_2_byTheBeast stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast Depth_Dependent_Hydrophone_1.0.0 Conning Tower Compass Fix SteelViking's Interior Mod V1.2.1 Patch TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 NewUIs_TDC_6_6_0_ByTheDarkWraith Manos Scopes-patch for 16x9 NewUIs_TDC_6_6_0_Das_Boot_Crew_Mod_by_Illyustrator NewUIs_TDC_6_6_0_ERM_Reaper7_NightVision_Black_Ski n stoianm pitch&roll for SH5 V1 (normal) Enhanced FunelSmoke_by HanSolo78 German U-Boat Crew Language Pack Critical hits 1.1 Torpedos Lite Campaign LC 1.2 Old Style Explosions V1.1 SH5Lifeboats_2.0 Torpedo Splash Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot patch Trevally Tutorials - All v0.2 (for TDW UI) AOB slide ruller for TDW UIs and MO by stoianm EQuaTool 01.01 by AvM - Large Style d3d_antilag101 Dark_Interior_V1 Remove Flare Fix Compatible Conus00's Graphic Mod+SV's work Carotio_IntercontinentalRadioPack Loading Screens Mod 2.0 Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 HOTFIX 3 Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz Stormys_DBSM_SH5_v1.3_optional_scary_creaks Dynamic Environment SH5 Basemod (normal ) V2.1 Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environment SH5 BrighterNights V2.1 Dynamic Environment SH5 Sleet For Winter Campaigns V2.1 Dynamic Environment SH5 Waves (normal version) V2.1 Dynamic Environment SH5 Sounds V2.1 I am still testing this list, i also had speech recognition configured and installed but found it just wasn't reliable enough..perhaps due to my own fault? Perhaps if links to the hydro fix (1 and 2), the patch 3, stoianm's video for loading and configuring Magnum Opus and New UIs TDC, the known issues with the game (like the buggy hydro sound when listening for contacts) and how to remove flares from the game etc had all been gathered into one stickied thread then my efforts would have been much easier....thankfully I am not the type to give up but I can see why others may have done so. The other thing that is sadly lacking is a comprehensive list of mods with links...there are some but none of them seem to be comprehensive. I have some modding experience (as a user) mostly in Oolite (a freeware Elite game that is stunningly good with a great modding community) and Oolite has a wikipedia mod list that is regularly updated with links to all the important information. |
Hello,
I think Magics proposal is a good starting-point: Magnum_Opus_v0_0_1 + Patch_2 FX_Update_0_0_16_2_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith AirTorpedoes TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 U-boat Historical Specifications 1.8 for TDW Mods NewUIs_TDC_6_5_1_ByTheDarkWraith For a first pack for a beginners mod it is complete. If this would be accepted, I will merge them together in a pack for testing (after asking the modders of the components). Its hard work to support a pack like this and so I think it is enough to start with. Greets, Paco. |
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