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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2131 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
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Hi Johan,
I'm not quite sure what you mean by 'Minimalistic Mod List'. A short list? Or A list that's easy to apply? Anyway - to get a list that's both short and easy to apply you could try this one; - MMM - MyMegaMod (Mod Loadout compilation) There are two versions. - One in different pieces changing features that are related. Easy to apply and flexible . And - One All In One. A BIG mod with all the pieces. With this one you can't choose which features you actually want to change. Quote:
E.g. they can be caused by mods resulting in lack of memory or by mods including graphics chamges that are too heavy for a system or many, many more. |
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#2132 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Check here for Silentmichals mod list.... http://www.subsim.com/radioroom/show...=198394&page=7 post #101.
Steel, I noticed he has Magnum Opus v_0_0_1 installed bfore any other mod and OHII after several mods. Does that make a difference for mods working as they should and not causing any CTDs, or mods not to work as they should?. Mine are installed as you suggested and I have had no CTDs.... so far. ![]() Also check my post in the CSP Magui interface thread on a couple of question I asked... Page 41 #603.. just posted awhile ago. You'll probably have the right answer to my questions. As usual. ![]()
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#2133 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
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Well, arranging mod lists is no rocket science and there are many ways to do it. MO activated first in that list is alright as he's running NewUIsTDC When it comes to the specific order of mods in JSGME there are a few things to consider. Each and every mod comes with one or more files in it that are tweaked in some way to give a certain desired effect in the game. Let's say we have two mods, mod A and mod B. Mod A contains two files; file 123 and file 456 Mod B contains two files; file 123 and file 789 So, if we now in JSGME want to activate them we have to make up our minds and decide in which order we're gonna do it. We have two options. Right? 1st option is; A first followed by B 2nd option is: B first followed by A What difference does this make? The two '123' files are tweaked. we know that, but not exactly how this was done by the modders. So if we go for our '1st Option' above this would mean that the '123' file in mod B will be activated after the first one in mod A. Right? In this case the '123' file in mod B will overwrite the '123' file in mod 'A'. JSGME will prompt 'Enabling this mod 'may' have adverse effects on your game.' We have a conflict. We still can't be sure if this conflict will ruin all features of the mod A. If any. Anyway, as JSGME tells us it still is a conflict just because the two mods hold one or more files that have exactly the same name. As the modders wanted to create a mod that gives a certain effect this means that if another (latter activated) mod holds one or more files with the same names the first activated mod might lose some features but maybe not all. Or this could even mess your whole mod list up. Mayhem, CTDs or even BSOD. We simply have to try what order gives the best overall result. We could even go into the mods' files more in detail to find out how the conflicting files were tweaked, just to find out if this conflict will result in something we don't want. As a rule of thumb - the later a mod is activated (further down the list) the more likely it is all desired features are kept. For your second question - please tell why you're not sure your mod list isn't working as expected. ![]() Sic cogito Last edited by Silent Steel; 10-13-12 at 12:00 PM. |
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#2134 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Now that's the best explanation of how mods work that I've ever seen. Maybe even the only explanation around in writing.
![]() Well, as for my mod order, There's a couple of things that don't show up in my modded SH5 with CSP Magui beta and OHII. One is the lifeboats. Next is the Loop antenna not working. It does now as I have installed the R.E.M_by_Xrundel_TheBeast_1.2 mod. Last, and I'm not sure it's even been done as a mod to install by JSGME, is the Spread Angle dial for the stock TDC. I have tried the cfg change but that didn't work at all.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#2135 | |
Ocean Warrior
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Here you can find the lifeboats mod (enable it after OHII) - http://www.subsim.com/radioroom/showthread.php?t=183381
Quote:
1. subsim version (not JSGME ready, UZO and Attack Scope only) - http://www.subsim.com/radioroom/down...o=file&id=1580 2. sukhoi.ru version, edited by Obelix (JSGME ready, UZO, OBS and Attack Scope) - http://www.sukhoi.ru/forum/showthrea...=1#post1417684
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2136 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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That's the first time I've seen one JSGME ready for the Spread Angle. Many many thanks to you Volodya for the link.
![]() Do you think Obelix would mind if someone uploaded it to SubSim? It's one that needs to be found and is needed by by many of us.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#2137 | |
Ocean Warrior
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If you want you can upload it to subsim.. ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2138 | |
Planesman
![]() Join Date: Jun 2005
Location: Ohio
Posts: 187
Downloads: 127
Uploads: 0
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#2139 | |
Ocean Warrior
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NewUIs by TDW already included Spread Angle dial and you don't need it..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2140 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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Downloads: 658
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I'm not using TDW's NewUIs so the stock Spread Angle mod is just what I need.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#2141 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
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![]() Need assistance? Go for Drop Box and let's see what we can do about it. |
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#2142 | |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#2143 | |
Planesman
![]() Join Date: Jun 2005
Location: Ohio
Posts: 187
Downloads: 127
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![]() EDIT: Found the Salvo button which allows the spread dial to work. Last edited by Segwin; 10-15-12 at 08:07 AM. |
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#2144 |
Bilge Rat
![]() Join Date: Oct 2012
Posts: 1
Downloads: 16
Uploads: 0
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Hi guys! I'm new here but an old veteran when it comes to Silent Hunter 1-3. I have been running SH3 with GWX for years. But now I have a new compeuter with Windows 7 and since SH3 won't work with W7 I installed SH5 instead.
And a few days ago I downloaded Open Horizon II V.2 Full. But HOW do I install it? |
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#2145 |
Ocean Warrior
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Welcome aboard Verdun!
![]() You can do it via JSGME.. see here - http://www.subsim.com/radioroom/showthread.php?t=180046
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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