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Old 01-23-12, 03:38 AM   #429
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


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Quote:
Originally Posted by fromhell View Post
Trevally, is there any way you could let us know if mtns gets fixed for OH2.
big please.
many thanks
Im sure Uekel will be testing the fix for making them work together and will let us know soon

Quote:
Originally Posted by mikaelanderlund View Post
To avoid CDT in the bunker during the game startup, I seems to need two lists of mods. A light list and a heavy list which I load after I have left Kiel. Are there any of the modifications in the heavy list that I should activated in the beginning of the campaign? For example, I wonder if TDW FX mod is working properly if it is enabled in the game? I don't know if a need the lifeboat mod in the light list or can I activate that mod after I have left Kiel?

mtns - more traffic, nations and ships 1_8b is a super mod. Thanks!
from your list - i think the only mods you need on at career start are:-

MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
sobers green crew training V3 SH5
SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5

Only campaign and crew trainging mods are required at start.
I added MFCM and MCCD because of "SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5"
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