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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Sep 2011
Posts: 979
Downloads: 256
Uploads: 0
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I'm starting to get to the point where I'd like some recommendations on mod order.
I'm intending to use the following Mods: GWX3 GWX Late War Sensors Snorkel Antennas GWX No Medals on Crew GWX Turm Lights Fix TMT V2 with EFS (GWX) MaGui F optional Alternative Scopes with speedlines stopwatch for MaGui F optional blue recmanual for MaGui F TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC) Merchant Fleet Mod 3.2 w/ displacement correction and skin packs Type VII / Type IX Salvo Selector EAX_Sound_Sim_SH3 KB's Diesel Sound Mod TheRealPing Torpedo Damage Final ver 2.0 Waterstream+Exhaust Combi V2.3 for GWX Yellow Filters on Scopes+Binoculars for MaGui F FM New Interior V2.1D M.E.P. v5 Option ShipVanishingHull for MEP v5 M.E.P. v5 Visual Sensors for GWX3 WAC4.1 animated subpens GWX3 Wilhemshaven, St Naz, Schluese and extra Ships V7 Ace's St. Nazair Super Pens V5.1 GWX Ace's Super Turms V6 Ace's MultiMod Compatibility V1.3 public beta So - what order should these be installed in? Also - do I need Aces MaGui v3.4 add-on? Thanks! |
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#2 |
Grey Wolf
![]() Join Date: Sep 2011
Posts: 979
Downloads: 256
Uploads: 0
|
![]()
So, I installed the following (in the order listed):
GWX3 GWX Late War Sensors Snorkel Antennas GWX No Medals on Crew GWX Turm Lights Fix EAX_Sound_Sim_SH3 KB's Diesel Sound Mod TheRealPing Torpedo Damage Final ver 2.0 Waterstream+Exhaust Combi V2.3 for GWX WAC animated subpens WAC subpens interior start GWX3 Wilhemshaven, St Naz, Schluese and extra Ships V7 Ace's MultiMod Compatibility V1.3 public beta Ace's St. Nazair Super Pens V5.1 GWX M.E.P. v5 MEP FSF Option ShipVanishingHull for MEP v5 M.E.P. v5 Visual Sensors for GWX3 Ace's Super Turms V6 Ace's Super Turms V6 Type IX 2xMG TMT V2 with EFS (GWX) MaGui F optional Alternative Scopes with speedlines stopwatch for MaGui F optional blue recmanual for MaGui F TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC) Type XI Salvo Selector Yellow Filters on Scopes+Binoculars for MaGui F Merchant Fleet Mod 3.2 w/ displacement correction and skin packs I started a new career in Wilhemshaven, at the pier. Game loads and starts, but the deck gun and light flak cannon are not there (with messages that they are destroyed) and the torpedo tube shutter doors and anchor are gaping holes with missing textures (i.e. I can see right through where they would be). I remove the graphics mods - Wilhelmshaven, Superpens, etc., and the Super Turms mods and all is well again. Any thoughts on what could be the problem and how to remedy it? |
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