12-15-11, 02:38 AM
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#168
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Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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@ Akula & Trevally
Quote:
Originally Posted by Akula4745
Trevally,
Just for future reference - when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved. I am now on Northern Patrol... but this Uboat is still like a pogo stick whenever I change depths.
My current mod stack is:
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
nVidia missing lights
Real Environment - Revision_3
stoianm EnvWeather V1 SH5
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Radio_Messages_1_2_0_UI_Boat_v4_14
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
OH II Campaign Radio Messages v4
IO_StrategicMap_4_3_for_Ui-Boat V4.14
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Enhanced FunelSmoke1.2_by HanSolo78
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
Small_trees_SH5_V1
U-Boat Watch Crew Routine SFX
Church's Compass Dials Mod v2.2 - Option Three
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
German U-Boat Internal Routine SFX
Any suggestions from those wiser than me?
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Ahoy Akula,
Just curious -
You say '... when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved.'
Were you running the 'CSPMagui' at the time you experienced this?
Just asking because I see in your list that you're now running the UI-boat mod.
I don't know if I'm wiser than you but I have some suggestions for the load order, one alternative mod plus a few questions for Trevally.
Trevally please see my questions below marked with *
Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
* When you're running the 'OPEN HORIZONS II_full v1.5' mod the 'OPEN HORIZONS II_New_Ships v1.5' is included. I think you shouldn't run the Cerberus62 mods as well. Might these ones cause conflicts? Trevally, can you confirm this?
nVidia missing lights
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Real Environment - Revision_3 - I suggest you replace this one with the Dynamic Environment SH5
Radio_Messages_1_2_0_UI_Boat_v4_14
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
U-Boat Watch Crew Routine SFX
German U-Boat Internal Routine SFX
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
stoianm EnvWeather V1 SH5
* OH II Campaign Radio Messages v4 - Do you know if this one conflicts with the 'Radio_Messages_1_2_0_UI_Boat_v4_14' above?
IO_StrategicMap_4_3_for_Ui-Boat V4.14
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
* Enhanced FunelSmoke1.2_by HanSolo78 - This feature is included in 'Open Horizons'
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
SubFlags__0_0_8_byTheDarkWraith <<< add this one
Small_trees_SH5_V1
Church's Compass Dials Mod v2.2 - Option Three
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
Please note - as you can see I've rearranged all sound mods because I've seen somewhere here in this thread that it's recommended not to enable any sound mods after the 'Open Horizons II'
* Except for the 'OH II Campaign Radio Messages v4' ?
Trevally can you please confirm my questions?
Regards
Last edited by Silent Steel; 12-15-11 at 07:54 AM.
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