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Old 03-27-10, 02:29 AM   #1
THE_MASK
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Default These are the SH5 mods I am using .

These are the SH5 mods i am using . Seems to work pretty well together .
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Old 03-27-10, 02:52 AM   #2
kylania
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Old 03-27-10, 03:25 AM   #3
JScones
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Hey, do you guys know that you can export a list of activated mods from JSGME to a text file and then just copy and paste the contents here, rather than taking screenshots? Less fiddly.
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Old 03-27-10, 03:27 AM   #4
kylania
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Erm, now I do!
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Old 03-27-10, 03:31 AM   #5
JScones
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Not wanting to hijack this thread, but as it is kinda related, I just posted this question in my JSGME v2.3 thread...feedback welcome.
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Old 03-27-10, 03:27 AM   #6
Flinch
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Like this

Critical hits v 1.2
A Fistful of Emblems v1.5
Rel_SH4_Trans-Atlantic_Raio
Slower Walking, Faster Running v1.0
AilSmoke 1.7
RemoveLogoIntroTheDarkWraith
Accurate German Flags
BBC_1939-1945
ImprovedWaves_Improved Pitch&Roll
AilDeckwave
Church's SHV 1.01 Keyboard Commands v1.1
jimimadrids_Tools
Window_Lights_Redone_V1
OldStyleSHControls_1_3_1_ByTheDarkWraith
Azs_Sky_Mod
Azs_Caustic_Mod
Azs_Sun_Shaft_Mod
Radio Paris French Music Vol I
Enhanced Ship Recon Manual V1.01
Critical hits 1.1 Torpedos
AilWhiteInterior 1.0
White Floors Mod
Reboot's Hot Soup 1.0
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Old 03-27-10, 03:33 AM   #7
Surfrider
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When some mods conflict each other,like in your list,why you use them ? I've had that kind of impression that if mods conflict in JSGME,i should not to use them.I've read that in long time ago in some SH3 mod thread,and since that never installed mods that would conflct.If i'm wrong somebody correct me
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Old 03-27-10, 03:36 AM   #8
kylania
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Quote:
Originally Posted by Surfrider View Post
When some mods conflict each other,like in your list,why you use them ? I've had that kind of impression that if mods conflict in JSGME,i should not to use them.I've read that in long time ago in some SH3 mod thread,and since that never installed mods that would conflct.If i'm wrong somebody correct me
In many of those cases the mods will have been designed TO conflict. For example with mine MoraleMod is marked as conflicting with Krupp's morale and torp fix thingie. Well, when Krupp designed his mod he based it off one the MoraleMod, so the particular files that are conflicting are really the "MoraleMod version" instead of stock.

Usually the mod designer will mention this in their release post, something like "designed to work with X mod" or "install X mod first". In those cases you can safely "overwrite" the files from the base mod since it's used as the base of the new mod.
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Old 03-27-10, 03:59 AM   #9
THE_MASK
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never clicked on the Tasks .
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Old 03-27-10, 04:05 AM   #10
Ablemaster
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My mods list grows and grows, never thought i would have so many so soon. SH5 is playable with these added, sure i will add a few more before too long, now where's that patch ubi......


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Old 03-27-10, 12:26 PM   #11
Flinch
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haha. There are even more mods I want to add (WIP & such), but I want to wait until some are further along in development to try them.

Keep up the great work all the SH modders! You are doing great things with this game!
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Old 03-27-10, 03:38 PM   #12
LiveGoat
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Current Mods:

Conus' Graphic Mod 1.0
NewUIs_TDC_1_1_0_ByTheDarkWraith
Minimal Dials
Church's SHV 1.01 Keyboard Commands v1.1
Conning Tower Compass Fix
1500M Overlay
Enhanced Ship Recon Manual V1.02
Critical hits v 1.2
Critical hits 1.1 Torpedos
BARF 1.2 full
Haramirs Sensor Mod 1.0
Damage assessment
Accurate German Flags
More realistic periscope
No Surface Hydrophone
Old Style Explosions
Electric torp wake removal - wamphyri
A Fistfull of Emblems 1.5
Pacos_German_Folklore_SubEmblems_Mod_V1.0_SH5
Capthelms Lighting Effects mod for sh5
Capt Helm's water nite filter
Less Annoying Footsteps
ImprovedWaves_Improved Pitch&Roll
MightyFine Crew Mod 1.2.1 Alt w beards
Morale Mod
No Damn Bubbles, No Damn Halo Mod
Dialog indicator
Modified CaptHelm's Sound Mod
No Umark
Window_Lights_Redone_V1
AilWhiteInterior 1.0
Rel_SH4_RRG_Radio_Only
Rel_SH4_DHB_Radio_Only
Rel_SH4_BBC_1939_to_1945
Grossdeutscher Rundfunk
Setup Trans-Atlantic Radio- BBC-GRundfunk
Radio Koln E52
RadioStationManager
SD New Map Colors
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Old 03-27-10, 06:59 PM   #13
cothyso
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my mods
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Old 06-30-11, 07:18 PM   #14
Dan Zapp
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Megamod: It's Alive, Alive!

It is amazing to see all the talent and manpower put into many of this mods! Thank you all for making SH5 fun to play. With an ocean of Mod choices it is becoming overwhelming to try them all.

If taken to a vote to select the best Mods to combine into one solid megamod, useful to the widest player base; which ones would you pick?

Once again, my gratitude to all of you who develop this amazing mods.
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Old 06-30-11, 09:39 PM   #15
W_clear
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SH5 does not crash with so many MOD ;Let me laugh
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