My first suggestion would be to disable the Merged Campaign, since this greatly increases the demands on your system by loading all scripted traffic in all possible theaters of operation in the SH3 world. Unless you are moving back and forth from one to another on a regular basis in the course of a single patrol, it adds nothing to your gameplay experience but can easily max out your system's resources if you have a lot of other mods enabled.
Second, if you are using FM New Interiors (or DD's Open Hatch, for that matter) you don't need GWX Open Hatch since open hatches are already included with FM & DD's interiors.
Third, I don't know if the order you posted your mods in is the same order in which you enabled them - but if so, I'm pretty sure the instructions for GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 indicate that it should be enabled first, before you enable any other mods you're going to use.
Also, if Rbs1_SH4_Effects_GWX_30_71 is Racerboy's damage effects mod, it may conflict with GWX Enhanced Damage.
FM New Interiors itself will also conflict with GWX Integrated Orders unless you have done the recommended manual edits to your commands_xx.cfg files as noted in the FMNI documentation, rather than just letting one mod overwrite the commands_xx.cfg files of the other.
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