![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Seaman
![]() Join Date: Sep 2011
Location: Plaquemine, Louisiana
Posts: 38
Downloads: 50
Uploads: 0
|
![]()
Hey guys. I'm fairly new to the forums, and have been playing Silent Hunter for a while now.
I was stuck with the infamous stuck tonnage bar bug, and decided to try making sure my mods were activated in the right order. I stumbled across this post... http://www.subsim.com/radioroom/showthread.php?t=222425 ... and started downloading mods that I didn't have. I de-activated EVERYTHING in JSGME, so I can get a new, fresh start. The problem now is that I'm not 100% certain which mods should be activated in which order, and there are some from the list in that other post which I couldn't find. I'll post my mods list below with annotations for those mods with problems or comments. Here is my current mods list, with comments in Green. #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix Accurate German Flags Church's SHV 1.01 Keyboard Commands v1.1 Conning Tower Compass Fix Critical Hits 1.1 Torpedos Critical Hits v 1.2 Damage Assessment DynEnv v2.9 - No Underwater Impurity Patch (All other DynEnv mods were "In Moderation Queue.") Equip_Upgrades_Fix_1_4_AFFOE_151 Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151 Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Hinged Snorkel_CTD Fix Equipment_Upgrades_Fix_v1_4_Patch_1 FX_Update_22_ByTDW_HanSolo_sobers no resetting funnel smoke V2 IRAI_0_0_3_7_ByTheDarkWraith IRAI_0_0_4_1_ByTheDarkWraith Iron Crosses Disabled for No Tonnage Bar_IO Strat.Map_by vdr1981 Iron Crosses Disabled for No Tonnage Bar_Stock map_by Sober IX Boat - enable when playing MG Campaign Manos Scopes for SH5 (For TDW's GUI)---(Couldn't find Manos Scopes-patch for resolution) MFCM 1.2.1 OPTIONAL crash_dive workaround MightyFine Crew Mod 1.2.1 Alt faces MightyFine Crew Mod 1.2.1 Alt w beards MightyFine Crew Mod 1.2.1 Stock faces MightyFine Crew Mod 1.2.1 Stock w beards MoraleMod MQK MQK Gradient_IO MQK LocationMaps_IO MQK ShapeTextures_NO MRP 1.3 MRP 1.3 light MRP 1.3+OPCF MRP 1.3+OPCF light NDB,NDH OM#1 - No Dialog Indicator NewUIs_TDC_7_1_0_ByTheDarkWraith NewUIs_TDC_7_1_0_Real_Navigation No Damn Bubbles, No Damn Halo Mod OH II v2.5 Grid Request fix Patch SH5 OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.1_IO Strat.Map_Magui v3.06 OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.1_IO Strat.Map_NewUIs v7.5.0 OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign v0.1_NewUIs v7.5.0 OPEN HORIZONS II v2.5 OPEN HORIZONS II_full v2 R.S.D. - Reworked Submarine Damage v5.7.1 by vdr1981_Main mod R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface) R.S.D. & R.E.M. - GHG Hydrophone add-on (normal) R.S.D. v5.7.1 - German Patch R.S.D. v5.7.1 - Indestructible UZO Patch R.S.D. v5.7.1 - Russian Patch Realistic ammo amount for AA and deck guns (De-activated as-per instructions on other post, but not sure why) Reaper7 Stadimeter Mod V1.2 SH5_7A_Conning_Fix Sjizzle's - Charts for NewUIs part 2_07.06.2013 Sjizzle's - Charts for NewUIs part 3_24.06.2013 Sjizzle's - Charts for NewUIs part 4_20.07.2013 Sjizzle's - Charts for NewUIs part1_07.06.2013 Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2 Sjizzle's Charts for NewUI's part 5_23.05.2015 sobers game loading tips V8 SH5 sobers mega mod fog V6 SH5 sobers smoke screen V1 SH5 (DynEnv compatible) TDW_IRAI_Inertia_Damage_Test TDW_Mines_Subnets_Detectable_in_hydro (OH II v2) TDW_Ship_Inertia_1_1_0 Trevally Automated Scripts v0.6 Uniforms Mods that couldn't be found that were not listed in green above were: NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_5_0_AltAdvSpeedGraphics_by_naights NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke NewUIs_TDC_7_5_0_New_radio_messages_German That's my entire mods list, as they appear in my MODS folder in my main SH5 directory. I'm just trying to figure out which order they need to be activated in, which ones should not be activated, how to find those pesky missing mods, etc. Any and all help is, as always, greatly appreciated!! Thanks guys!! |
![]() |
![]() |
![]() |
#2 |
Growing Old Disgracefully
|
![]()
A Warm Welcome To The Subsim Community > Jetguy06
![]() New To Silent Hunter <> Need Help <> Click On My Thread Links. ![]() Subsim <> How To Donate <> See The Benefits <> Support The Community ![]() Post #188 Campaign Fix And Working Tonnage Bar By MaMa > Pictorial Instructions How To Make It Work ![]() ![]() ![]() Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning ![]() The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod ![]() The Wolves Of Steel Frequently Asked Questions (FAQ’s) & Game Tips (Please Look Here First Before Posting A Question) ![]() ![]() Post #24 Shaefer’ Season 2 Let's Play Silent Hunter 5 YouTube 23 Videos ![]() Silent Hunter III from 2005 bring your game play to 2015 with the LIVING SILENT HUNTER III EDITION 2015 Mega Mod ![]() I would not recommend now making your own mod list as looking at yours you will spend more time fixing it than playing it. I used to spend many hours sorting out gamers mod lists not always the problems of what they wanted to use but the mods they had not included to make the game work properly. There are basically 3 mega mods that are well established,tried and tested and they all go about SH5 in different ways. Sober Mega Mod Thread (Posts 1-2-3-4-5-6 Mega Mod with MagUI interface "Wolfes From The Deep" The modders tweak the mods if necessary and add patches so they can be compatible with their mega mod. Two of these mega mods use TDW's New Ui 7-5-0 which is designed to be used with his Generic File Patcher. The modders supply their own customized snapshot files to use in the Generic File Patcher. My advice if you still want to do your own thing is to look at the mods used in the mega mod listings as these will at least show you the correct order that they need to be in. Any mods not showing put last at the back of JSGME as these are the ones most likely you are going to test in your game if you have problems. I can highly recommend TWOS that has over 100 mods in it. I have completed 82 manual game saves with it and no problems to date. Peter
__________________
LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM Last edited by THEBERBSTER; 11-13-15 at 05:51 AM. |
![]() |
![]() |
![]() |
#3 |
Seaman
![]() Join Date: Sep 2011
Location: Plaquemine, Louisiana
Posts: 38
Downloads: 50
Uploads: 0
|
![]()
Good news!! I uninstalled SH5, reinstalled it, and got the WoS mod successfully installed. I just have a few questions...
WoS obviously comes with a whole host of mods that are compatible, and I have the following activated, in this order: The Wolves of Steel 1.04 The Wolves of Steel 1.04 - Patch 12 The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith. (I didn't activate the 16x9 patch since it seems I don't need it, but I'm not certain). My first question is that, say, I want to activate Trevally Automated Scripts, IRAI, and Equipment Upgrades, how do I know which order to activate them in, or are they already activated within the WoS modpack? Second, I used to have Reaper7's stadimeter mod activated, but it's not in the WoS mod list. Is the stadimeter fixed in WoS, or can I activate Reaper7's mod, or what? I'm not really sure what to do ![]() Thanks for all the help. I can't wait to get back in the sub and start hunting again!! |
![]() |
![]() |
![]() |
#4 | |
Count Dracula
|
![]() Quote:
to your first question both of them are in TWoS ....take a look here what mods are in TWoS Reaper7 mod for SH5 are outdated and doesn't work with TWoS cos will conflict with tdw's stadimeter. there is no stadimeter bug with TWoS
__________________
|
|
![]() |
![]() |
![]() |
|
|