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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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Ahoi,
as read in some posts from new members, it is hart for them to get in with finding the right mods for their needs. A good point to start are the sticky posts on top of the Mods Workshop. For me, after 8 month of being abstinent to SH5, it took some time to get in with all the good new work from modders. I has to read a lot of threads and has to look for the right installation orders. As SH5 cames out and I startet the first time with pimping the game with mods from here, I had made a base-pack of mods for the JSGME. The content was a basic set of Mods I wasn't able to live without them. As I returned 2 weeks ago to Sh5 and Subsim, I took my base-modpack, installed it via JSGME and trained me again to play SH5. ![]() If the pack would generally accepted, we could do a monthly or bimonthly version, which includes the actual versions of the implemented parts. The goal of my proposal is not to make a new "Supermod" like RUB, RDA or Magnum Opus. It has to be only a good "that is all you need at this time" Mod. The content has to be defined later, I only wants to start a discussion about the need of such a pack. Cheers, Paco.
__________________
My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#2 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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I agree, some kind of "most wanted" mod-collection would be a great thing. Now it's a full day job to get your game working and I think some people stay away from SH 5 because of it. In my opinion, if SH 5 would be a little bit more user friendly, it would attract new gamers and hopefully new modders.
But anyway Sober made a great list of some most important mods. I would add Zedi's campaign to it, but it's not yet finished. Here's the list again: (I hope it's okay to add it here Sober, I'll remove it if not.) Sober's List: Campaign mod http://www.subsim.com/radioroom/showthread.php?t=184405 Mega mod http://www.subsim.com/radioroom/showthread.php?t=176123 Override the mega mod with the latest mods from TDW AI mod http://www.subsim.com/radioroom/showthread.php?t=171973 FX mod http://www.subsim.com/radioroom/showthread.php?t=174511 User interface This includes the real navigation mod . It also includes a page full of options . http://www.subsim.com/radioroom/showthread.php?t=166093 Sub hydrophone fix mod http://www.subsim.com/radioroom/down...o=file&id=2793 Repaired equipment mod http://www.subsim.com/radioroom/showthread.php?t=184224 Auto scripts , i recommend this if using the real navigation mod http://www.subsim.com/radioroom/showthread.php?t=174400 Depth charge water disturbances http://www.subsim.com/radioroom/showthread.php?t=181539 EXE patch fix DVD version required http://www.subsim.com/radioroom/showthread.php?t=181433 environment mod http://www.subsim.com/radioroom/showthread.php?t=182377 |
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#3 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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I think though the AI mod should be optional as we can add it in last anyway. That AI mod has given me plenty of stressful nights trying to sneak away from destroyers who never lose contact and will follow you until you either are dead from depth charge or run out of battery power!
Many times where all else has failed & those destroyers are still pinging me I save game log out load up mod enabler disable AI mod start SH5, load up save. While still submerge, I hit flank speed no need for silent running anymore the destroyers are now deaf and blind just hit that flank speed and cruise away. Yeah try catch me now! ![]() With the AI mod you can enable or disable it during a patrol and its never messed up my game. |
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#4 | |
Silent Hunter
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![]() Quote:
Here comes my suggestion for a Beginner MOD-Pack: Magnum_Opus_v0_0_1 + Patch_2 FX_Update_0_0_16_2_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith AirTorpedoes TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 U-boat Historical Specifications 1.8 for TDW Mods NewUIs_TDC_6_5_1_ByTheDarkWraith That´s it ! Only for german-user included in Beginner-Package: Magnum_Opus_v0_0_1_DEUTSCHMOD_0.9 In my opinion not too many MODs, but the most important Stock-Bugs are solved with this MOD-Order ! Best regards, Magic ![]() |
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#5 | |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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![]() ![]() Quote:
![]() We could start with something like this: - An UI-Mod - a Lite Campaign - some better environment - 2 or three mods, that fix issues with boats and the ingame ai. Cheers, Paco.
__________________
My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#6 |
Ace of the Deep
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Dunno... MO might be not finished, but it workes like a charm.
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#7 | |
Silent Hunter
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![]() Quote:
![]() But I thought, MO as Base is for Beginners a "Must Have" too ! Best regards, Magic |
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#8 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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MO is a must have mod for sure
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#9 |
Silent Hunter
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#10 |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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Ok,
my suggestion was to build one package with the mods listed above by Magic. Or do we provide a short linklist with the mods? If we put them in one modpack, so we have to ask the different modders for permission to use their work. Greets, Paco.
__________________
My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#11 | |
Seaman
![]() Join Date: Jun 2011
Location: UK
Posts: 33
Downloads: 8
Uploads: 0
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![]() Quote:
__________________
![]() Salmon Last edited by SalmonVGM; 06-25-11 at 09:10 AM. |
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