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Old 01-02-11, 10:28 PM   #1
Stew U-582
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Default MOD Soup , any ideas ?

Hi guys,

Im having the good old mod soup problem. I think the main problem is
in the order ive got the mods installed. I realise I may have to loose
a few of the mods off my list to get things working. I would apreciate any
comments from people using the same or similar mods. Ive included my
current mod list exported from JSGME.
The main problem at the moment seems to be my compressed air runs
all the way to zero every time I dive. I recently enabled U-boat Historical
Specifications 1.4 because I was having trouble keeping depth at any speed below ahead standard. Another special note the mod Sh5_SDLSoundFile_No_Doppler_Effect is a must for me otherwise I get
a CTD due to sound card problem.


Anyway comments would be apreciated.

Thanks

Stewy


Mod List

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
AntiLag
Environment 3.7MOD
Accurate German Flags
No Logo Intro Menu_Animation v. 01.00 by AvM
Lite Campaign LC 1.2
Radio Mods
No Damn Bubbles, No Damn Halo Mod
Critical hits 1.1 Torpedos
Critical hits v 1.2
BRF 1.3 full
Enhanced FunelSmoke_by HanSolo78
Electric torp wake removal - wamphyri
FX_Update_0_0_9_ByTheDarkWraith
NewUIs_TDC_4_9_3_ByTheDarkWraith
NewUIs_TDC_4_9_3_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_4_9_3_emtguf_rework_scopes
NewUIs_TDC_4_9_3_ERM_Reaper7_NightVision
NewUIs_TDC_4_9_3_jimimadrids_map_tools
NewUIs_TDC_4_9_3_U-Jagd_Chrono
SUB_hyd_fix_SH5
sobers realistic hydrophone operator SH5
IO_StrategicMap_MOD_for_TDW_4.9.3
IO_MapCourseLine_sharp pencil_mod
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Trevally Automated Scripts v0.2
Trevally Harbour & Kiel Canal Pilot v2.4
Unterseeboot SFX
Wooden_Lifeboats_Mod_1.1
Speech fixes and additions (english version)
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
A Fistful of Emblems v1.51 (Weathered)
Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Sh5_SDLSoundFile_No_Doppler_Effect
Shadow Improvement ModLR
Open_Horizons
U-boat Historical Specifications 1.4
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Old 01-02-11, 10:36 PM   #2
TheDarkWraith
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right off the bat my UIs current version is 6.2.1 (v6.2.0 + patch 1).....

FX update is at v0.0.11 also.....
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Old 01-02-11, 10:50 PM   #3
THE_MASK
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Environment mod is V5
Trevally automated sripts will be V3 if using latest UI mod
you will need to use the latest IO_StrategicMap_MOD and enable it in TDW user options in his UI options file
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Old 01-02-11, 10:57 PM   #4
THE_MASK
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No Damn Bubbles, No Damn Halo Mod will be overwriting the environment mod , better to just go into environment mod before enabling and change lights cfg to
[InteractiveObjectsHighlight]
Spread=0
Blend=0
and just enable the no dialogue indicator mod which is part of the No Damn Bubbles, No Damn Halo Mod
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Old 01-02-11, 10:59 PM   #5
Stew U-582
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Thanks for the update Dark Wraith i will DL now.

As far as the soup goes I think ill just go with Sobers current list
as per his link , it seems to use all ther mods im interested in.

Thanks Guys , I was getting realy anoyed with trying to get these
mods sorted out.

Stewy
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Old 01-02-11, 11:10 PM   #6
THE_MASK
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Alterations i have made to the files before enabling .
Environment mod 5
I changed the lights cfg file so no outlines .
[InteractiveObjectsHighlight]
Spread=0
Blend=0
I taken out the submarine folder and the fog folder .
No magic skills
C:\Ubisoft\Silent Hunter 5\MODS\No magic skills v1.5 MCCD compatible(sobers)\data\UPCDataGE\UPCCrewData\Spec ialAbilities.
I changed the first special meal to cost no points so when i start a new campaign using silentotto hack i always have sspecial meal ability.
;COOK - Active abilities
[SpecialAbility 25]
ID=Ability-Active-Special-Meal
NameDisplayable=Ability-Active-Special-Meal-Name
Description=Ability-Active-Special-Meal-Description, Ability-Active-Special-Meal-Description, Ability-Active-Special-Meal-Description
Levels= 3
AbilityType=CrewMorale
AbilityValue= 1, 1, 1
PointsRequirement= 0, 0, 0
AbilityRequirements= 0, 1, Ability-Active-Special-Meal, 1, 1, Ability-Active-Special-Meal, 2
LevelUpTree= 2, 3, 0
MoraleCost= 0, 0, 0
PointsCost= 0, 3, 4
Trevally Automated Scripts v0.3
I added pre surface obs scope to the automated suerch on patrol function .
[AS]
Patrol with hydro check at station (looped)
[DESCRIPTION]
You must be below decks before running script.
Looped hydrophone check with
2hr high TC surface run. Sound check
is at station and takes 2mins to sweep.
Midway to loop there is a uzo sweep.
[DESCRIPTION_END]
[CATEGORY]
Search
[SUBCATEGORY]
Search on patrol
[COMMANDS]
Set_Time_Compression,1,0,0,0,0,0,2
Leave_NavMap_Station,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,2
Set_new_depth,20,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Set_Time_Compression,1,0,0,0,0,0,2
Activate_hydrophone_station,0,0,0,0,0,0,2
Sweep_hydrophone,0,360,120,3073,0,0,1
Report_nearest_sound_contact,0,0,0,0,0,0,2
Leave_hydrophone_station,0,0,0,0,0,0,2
Hydrophone_normal_sweep,0,0,0,0,0,0,1
Ahead_one third,0,0,0,0,0,0,5
Snorkel_depth,0,0,0,0,0,0,30
Rise_whole_obs_periscope,0,0,0,0,0,0,5
Activate_Scope_Station,1,0,0,0,0,0,5
Sweep_Scope,1,0,360,60.0,192,0,10; abort stop
Leave_Scope_Station,1,0,0,0,0,0,0
Report_nearest_visual_contact,0,0,0,0,0,0,10
Lower_whole_obs_periscope,0,0,0,0,0,0,0
Ahead_full,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,60
Ahead_one third,0,0,0,0,0,0,5
Activate_NavMap_Station,0,0,0,0,0,0,2
Radar_turn_on,0,0,0,0,0,0,2
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,30
Report_nearest_radio_contact,0,0,0,0,0,0,2
Radar_turn_off,0,0,0,0,0,0,2
Set_Time_Compression,128,0,0,0,0,0,3600
Set_Time_Compression,1,0,0,0,0,0,2
Activate_Scope_Station,2,0,0,0,0,0,1
Sweep_Scope,2,0,360,60,457,0,2
Leave_Scope_Station,2,0,0,0,0,0,0
Radar_turn_on,0,0,0,0,0,0,0
Radar_set_continuous_sweep_mode,0,0,0,0,0,0,10
Report_nearest_radio_contact,0,0,0,0,0,0,0
Radar_turn_off,0,0,0,0,0,0,0
Activate_NavMap_Station,0,0,0,0,0,0,5
Set_Time_Compression,128,0,0,0,0,0,3600
Loop,12,0,0,0,0,0,0
Set_Time_Compression,1,0,0,0,0,0,5
[COMMANDS_END]
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Old 01-02-11, 11:20 PM   #7
Stew U-582
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Thanks for that info sober , i just downloaded the new mods but im
having trouble finding a few.
Any chance of a few links.
Im missing

Loading Screens Mod 2.0,,,,,, found it.

North Atlantic Green 1.1

sobers talking conning crew mod

Ive found all the rest , most of I allready had.
Thanks

Stewy

EDIT { sorry ended up finding all the mods ignore this post}
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Last edited by Stew U-582; 01-03-11 at 12:32 AM.
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Old 01-03-11, 08:20 AM   #8
raymond6751
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Default Improper Mod installs

I've discovered several mods, when installed using JSGME do not do a proper backup. They put another folder in the main game folder named after the mod. This should have gone into the backup/installed folders of JSGME.

I learned this when I 'deleted' what I thought were excess copies of those mods. It was impossible to uninstall them and gain back the files they overwrote. Result = failures.

When that happens, remove all and reinstall.

I wish I could remember the names of those mods to help more, there were several. Anyway, don't delete mod folders found outside of the Mods folder. That is, until you remove all mods first.
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Old 01-03-11, 08:47 AM   #9
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Quote:
Originally Posted by raymond6751 View Post
I've discovered several mods, when installed using JSGME do not do a proper backup. ...
Sometimes this happens if the lost files from Silent hunter 5 \ MODS \! INSTLOGS \ - JSGME does not know what mod which files are replaced. Once I had this happen after a careless cleaning drive of unnecessary files.
In silent hunter 5 \ MODS \! BACKUP \ sent files with the extension by the name of mod. Sometimes it is enough to remove the extension and move the file to the Data to restore the game.
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