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Install Order
Hello everyone,i'm new here in the forums and also new to modding Silent Hunter 5. (i hope this is the right place to post this)
I've doenloaded 2 mods that seem very interesting to me and have aquestion about the order in wich i need to install them or if they can be installed togather at all. I've downloaded Open Horizons II 2.5 & TDW's NewUi's with TDC 7.4.2. No matter wich mod i select first,i'm always asked if i want to overwrite files. Since i don not want SH5 to crash on me every 5 seconds,i'd like to ask in wich order i should install them and if they can be installed together at all. Thanks in advance :) |
Hiya,
Welcome aboard The order for those two are newui's first then oh secondly There's a patch for oh (grid fix) so apply that too I will try to explain about the overwriting ......................... Take for instance oh, the patch you apply after it will add/amend the initial mod, makes sense as it's a patch so patches/changes something, thus it 'overwrites' Don't get mixed up with overwriting mods and creating a problem Imagine you have a mod with a data folder (the main part of a mod) it contains folders named 1-5 You also have a mod with a data folder with folders named 1-3 that is being installed after If the folders containing the same items to be changed/altered do share the same files this will overwrite/amend them Usually this is simply showing that part/s are amended/altered not being corrupted If you use it, open winmerge, copy the main ubisoft menu (in ubisoft/silent hunter 5/data/menu folder somewhere to fiddle with, now go through the newui's and also copy the menu to compare Now safely copied so you can't mess the game up, explore and see what changes, you will see tdw adds different items, though it changes or 'overwrites' the menu it isn't causing a problem, as it's purely mainly adding fresh information Not a pic to explain but maybe this will clear things up even better Mod A : data/Menu/ file contains ..... line #1 line #2 line #3 Mod : data/Menu/ file contains ..... line #1 line #4 line #5 This mod will alter/amend line #1 but adds lines 4 and 5 So it's simply altering a line and adding two fresh So don't assume any overwriting is always bad, usually far from it, but on occasions certain mods just won't work together fullstop, simply remove whichever you're willing to omit and try others (open oh and oh patch, you will see what the patch does, this will give you a good insight to get to grips with things) Early here and a late night lastnight so i hope the above makes sense lol) :salute: |
:salute:Hi, and welcome to SubSim.:salute: Check out Sobers Mega Mod List (http://www.subsim.com/radioroom/showthread.php?t=192374). It's well maintained, up to date, and tested. Post 1 lists all the mods he uses, in the correct load order. You'll see that NewUIs_TDC_7_5_0 goes first, then OPEN HORIZONS II. That post is a pretty handy reference. Post 2 contains links to all the mods, including the grid-fix patch Defiance mentioned above. |
Here's my mod list as-of lastnight, working fine
Accurate German Flags # DynEnv v2.9 - 1. Main Mod # DynEnv v2.9 - 4.a Camera Filters - Realistic Colors DynEnv v2.9 - 5.a Ambient Settings - Darker Nights DynEnv v2.9 - 6. Sleet for Winter Campaigns DynEnv v2.9 - 8.b Wave Mechanics - Gale DynEnv v2.9 - 10.I Seafloor (high resolution) DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution) DynEnv v2.9 - No Underwater Impurity Patch SteelViking's Interior Mod V1.2 # SteelViking's Interior Mod V1.2.2 Patch # sobers best ever fog V27 SH5 Small_trees_SH5_V1 sobers more trees SH5 SH5_7A_Conning_Fix Fix clock rear torpedo room VIIA Fuel Gauge WoGaDi_SteelViking's Interior # Equipment_Upgrades_Fix_v1_4_byTheBeast # Equipment_Upgrades_Fix_v1_4_Patch_1 # #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix # Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 MightyFine Crew Mod 1.2.1 Alt w beards # Speech fixes and additions (german version) # FX_Update_0_0_22_ByTheDarkWraith # FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) NewUIs_TDC_7_5_0_ByTheDarkWraith # NewUIs_TDC_7_5_0_New_radio_messages_German NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator TDW_No_contact_shapes_or_colors_dashed_contact_lin e_1_1_0 IRAI_0_0_41_ByTheDarkWraith # Large Optics for TDW UI Large Optics for TDW UI 8 by 5 Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z # Real U-Boat Performance - Type VII v1.4 Sjizzle's - Charts for NewUIs part 1_07.06.2013 Sjizzle's - Charts for NewUIs part 2_07.06.2013 Sjizzle's - Charts for NewUIs part 3_24.06.2013 Sjizzle's - Charts for NewUIs part 4_20.07.2013 Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2 R.E.M_by_Xrundel_TheBeast_1.2 Cerberus62 Corrected Depth Charge Projector 1.0 Soldati Fix OPEN HORIZONS II v2.5 # OH II v2.5 Grid Request fix Patch SH5 OH II v2.5 Flag_Wind_Patch R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod # R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface) R.S.D. v5.7 - German Patch TDC Graphics by Naights v1.0 TDW Round Fire Button v12 by Torpedo Trevally Harbour & Kiel Canal Pilot v3.1 sobers no footstep sound mod SH5 V2 EQuaTool 01.01 by AvM - Large Style gap - HD 1 deg Scope Bearing v 1.0 Moon_light_mod V6 SH5 Reboot's Water Drips 1.1 Reworked U-boat Guns (incomplete version) Silent Seagulls Grossdeutscher Rundfunk # WHF-FUC_We Have Flooding-Flooding Under Control_Fix Popular German Music From The 30s Messervy_s_gramophone_pack1 sobers No bullet trasers SH5 sobers NO water drops V1 sobers see thru wake fix SH5 MadMaxs_SH5_Subdiesel (mono) v2 gap - destructible searchlights test 1 Radio Paris French Music Full Version 1.2 # Pascal-sh5-Crew-Uniforms-Updated 3D_Deck_Splash_FX_v1_0_0_byTheBeast Menu Etc Shadow Improvement Mod Shallow Waters Voice Be Gone AilClouds 3.0 My Sound Mods SkyBaron's Bold SFX for SH5 1.0 FXU_0_0_22_No Starshells (.eqp Files) I will add a # to each mod that overwrites or gets overwritten, actually not many in the scheme of things DynEnv main mod is a base for the rest of Dynenv aptionals i use, hence it's overwritten, but doesn't cause problems as it's meant to overwrite/alter settings from the main 'base' mod My mod loadout follows sobers too, from his great loadout you really have a solid idea of sequencing, this is the best way to avoid problems But don't be afraid to experiment with adding mods, if problems, before removing and giving up on a mod, try moving it's sequence Gets to be fun honest lol :salute: |
Thank you everyone for your aweseome help :)
I'll go ahead and install them in the order specified in sober's thread. |
A warm welcome ‘Shroomworks ’ to the Subsim family.:subsim:
You will always find someone here to help you.:) Link to my SH5 – SH4 posts::salute: Step By Step Tutorials & How To Do It http://www.subsim.com/radioroom/showthread.php?t=211804 |
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Now if only SH5 wouldn't constantly crash on me when i'm running the game with 2048x time compression. I have a more than adequate gaming rig,but i get the feeling this game is as unoptimized as it gets :/ |
I have a more than adequate gaming rig,but i get the feeling this game is as unoptimized as it gets :/
You hit the nail on the head ! Try tc of 1024 and see if that still crashes, if it does, then you've got stability problems for sure :salute: ps : I have a r9 290x gpu, amazing for the sim with all the bells m whistles on now, but, i get random crashes due to ati driver error, known problem for a while so i've read Are your crashes 100% to do with the sim ? I was chasing ctd's down thinking it was the sim but after studying 'whocrashed' it's always the gpu driver Food for Thought ? |
I don't think it's my gpu,no problems with any other game. I have a geforce gtx 660 twin frozr with the latest 337.88 drivers and as already said,absolutely no problems with any other game. I have currently only 4gb ram (but that will change very soon) wich might cause the game to shut down because of a lack of memory (wich again can be caused due to unoptimized code). However,i've read that the game does not utilize more than 4gb.
I think the main problem is the game's code being unoptimized,though i've read that VCC redist can cause some trouble too as well as some programs that run in the background. |
This is my current mod list
The mods in blue have all been overwritten. This means something in it is no longer working. You will notice that some of Sobers mods have high version numbers. That does not imply that there are problems with those mods but with other new and updated mods happening Sober has to tweak his mods so that they continue to work in tandem with them. Mods that have patches you will expect to overwrite the main mod. The main mod that comes with additional optional mods placed behind it is designed to be overwritten by them. So it is the others that you need to look at as you are enabling. The document that comes with the mod will often say to put it last, but when you look at other mod lists they rarely are. So if you have a mod and you do not know what to do with it then either ask on the forum or put it last in your mod list and see what effect it has on the others if any. Some of the main stream mod lists that we used to base our mod lists on are no longer up to date with current mods. Sober is one exception who always is bang up to date. Defiance has now becoming recognised for showing his mods and importantly he is telling you that they are stable. I also have a different stable mod list to the one here which can be seen alongside Sobers on my Tutorial Post #35 Sometimes less is more. Make sure you know that the mod being overwritten is not better than the one that is replacing it. Accurate German Flags NDB,NDH OM#1 - No Dialog Indicator sobers multi color mod V5 DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 2. Main Mod Low Resolution Patch sobers waves mod V30 SH5 Water reflections intensity varied by available sunlight by TheDarkWraith sobers smoke screen V1 SH5 (DynEnv compatible) sobers more trees SH5 sobers storm Clouds v2 SH5 SH5_7A_Conning_Fix Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober EUF_UBoat_FX_v0_0_3_ byTheBeast MightyFine Crew Mod 1.2.1 Alt faces MCCD_1.04_MFCM_1.2.1_compatible Reworked Morale and Abilities v.1.1 Speech fixes and additions (german version) FX_Update_0_0_22_ByTheDarkWraith FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) FXU_0_0_22_Ship zon Files Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 additional crew sounds beta6 NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_Real_Navigation Large Optics for TDW UI Large Optics for NewUIs_TDC_7_5_0_Test 17 Patch Large Optics for TDW UI 16 by 9 IRAI_0_0_41_ByTheDarkWraith Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2 R.E.M_by_Xrundel_TheBeast_1.2 R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible Church's Compass Dials Mod v2.2 - Option Two OPEN HORIZONS II v2.5 sobers OH2.5 Kiel Lite mod V4 SH5 OH II v2.5 Flag_Wind_Patch OH II v2.5 Grid Request fix Patch SH5 MQK Gradient_IO MQK LocationMaps_IO MQK ShapeTextures_NO Stormys DBSM SH5 v1.3 optional louder engine sounds sobers Lights Cfg V10 SH5 Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Trevally TDC Help v2 Shadow Improvement ModLR sobers less resources shadows SH5 Moon_light_mod V5 SH5 EQuaTool 01.01 by AvM - Large Style Shallow Waters Voice Be Gone gap - HD 1 deg Scope Bearing v 1.0 GramophoneShuffler Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english Change days in bunker one ship, one torpedo v1.00 DBSM_Music_1_0_4 sobers rusty deck pack SH5 TDC Graphics by Naights v1.0 sobers reduced file sizes SH5 V2 I always make copies of other mod lists as it is useful when comparing other lists to the order they have been enabled. I have also found mods that I am now using that I never new existed, so thanks to those who have put their mods up for all to see. |
Crashes still persist,but i've downloaded the WhoCrashed program to find out what exactly is causing the problem. Funny thing is,the moment i opened the program,it crashed :haha:
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If you are running high TC with OHII and TDW NewUi + other mods it is recommended that you do not TC over 256.
In port this should be TC8 to TC16. You will notice that the Harbour Pilot most of the time will not allow you over TC8 I would suggest you look at my Tutorial Post #116 You can customise your own TC |
This is what you need, courtesy of Sober
When you unzip the mod Multiple UIs for SH5 with TDC and Automation look in this folder for the application Dbgview . It is found in NewUIs_TDC_*_*_*_ByTheDarkWraith\data\Applications Move it to your desktop and enable it before clicking on the SH5 icon to start SH5 |
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I thank you for your great help in narrowing down the source of many of my problems as well as your help with TDW's UI mod :up: |
You are absolutely right about the response times.
With SH5 you would struggle with an aircraft attack at TC64. If you do not use Real Navigation you could play around with the TC settings. If you look at the Tutorial Post #116 you could customise the TC by changing 'Travel Mode' and use it in open sea and customise 'Normal Mode when in enemy territory. |
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