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-   -   Mod Order? Confused (https://www.subsim.com/radioroom/showthread.php?t=220157)

3catcircus 05-13-15 10:15 PM

Mod Order? Confused
 
I'm starting to get to the point where I'd like some recommendations on mod order.

I'm intending to use the following Mods:

GWX3
GWX Late War Sensors Snorkel Antennas
GWX No Medals on Crew
GWX Turm Lights Fix
TMT V2 with EFS (GWX)
MaGui F
optional Alternative Scopes with speedlines stopwatch for MaGui F
optional blue recmanual for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Merchant Fleet Mod 3.2 w/ displacement correction and skin packs
Type VII / Type IX Salvo Selector
EAX_Sound_Sim_SH3
KB's Diesel Sound Mod
TheRealPing
Torpedo Damage Final ver 2.0
Waterstream+Exhaust Combi V2.3 for GWX
Yellow Filters on Scopes+Binoculars for MaGui F
FM New Interior V2.1D
M.E.P. v5
Option ShipVanishingHull for MEP v5
M.E.P. v5 Visual Sensors for GWX3
WAC4.1 animated subpens
GWX3 Wilhemshaven, St Naz, Schluese and extra Ships V7
Ace's St. Nazair Super Pens V5.1 GWX
Ace's Super Turms V6
Ace's MultiMod Compatibility V1.3 public beta

So - what order should these be installed in?

Also - do I need Aces MaGui v3.4 add-on?

Thanks!

3catcircus 05-17-15 07:55 AM

So, I installed the following (in the order listed):

GWX3
GWX Late War Sensors Snorkel Antennas
GWX No Medals on Crew
GWX Turm Lights Fix
EAX_Sound_Sim_SH3
KB's Diesel Sound Mod
TheRealPing
Torpedo Damage Final ver 2.0
Waterstream+Exhaust Combi V2.3 for GWX
WAC animated subpens
WAC subpens interior start
GWX3 Wilhemshaven, St Naz, Schluese and extra Ships V7
Ace's MultiMod Compatibility V1.3 public beta
Ace's St. Nazair Super Pens V5.1 GWX
M.E.P. v5
MEP FSF
Option ShipVanishingHull for MEP v5
M.E.P. v5 Visual Sensors for GWX3
Ace's Super Turms V6
Ace's Super Turms V6 Type IX 2xMG
TMT V2 with EFS (GWX)
MaGui F
optional Alternative Scopes with speedlines stopwatch for MaGui F
optional blue recmanual for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Type XI Salvo Selector
Yellow Filters on Scopes+Binoculars for MaGui F
Merchant Fleet Mod 3.2 w/ displacement correction and skin packs

I started a new career in Wilhemshaven, at the pier.

Game loads and starts, but the deck gun and light flak cannon are not there (with messages that they are destroyed) and the torpedo tube shutter doors and anchor are gaping holes with missing textures (i.e. I can see right through where they would be).

I remove the graphics mods - Wilhelmshaven, Superpens, etc., and the Super Turms mods and all is well again.

Any thoughts on what could be the problem and how to remedy it?


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