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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
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Cerberus62 Mod Order
I have a question about the mod placement of Cerberus62 Historical Ship Equipment 1.3.
I have OHII, FX_Update_0_0_19, and New UI's TDC_6_9_0, do I allow Cerberus62 Historical Ship Equipment 1.3 mod to overwrite the files from these mods? Also is this the correct order of these mods: Cerberus62 Historical Ship Equipment 1.3 Cerberus62 Additional Merchant Ships 1.1 (Part 1) Cerberus62 Additional Merchant Ships 1.1 (Part 2) Cerberus62 Corrected Depth Charge Projector 1.0 ![]() |
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#2 |
Sonar Guy
![]() Join Date: Sep 2010
Location: Switzerland
Posts: 388
Downloads: 86
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- install Historical Ship Equipment, then FX Update, then New UI's, then OHII
- Additional Merchant Ships are already included in OH II if I'm not mistaken haven't installed Depth Charge Projector yet, I would try it after FX Update (and after IRAI if you're using that....)
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Von den 40'000 deutschen U-Boot-Männern des Zweiten Weltkrieges kehrten 30'000 nicht zurück... 40’000 German sailors served on U-boats during World War II – 30’000 never returned home... Last edited by flostt; 02-11-12 at 05:54 PM. |
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#3 |
A-ganger
![]() Join Date: May 2010
Location: 52° 31' N, 13° 24' E
Posts: 76
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Exactly, follow the description of flostt and everything should work fine.
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#4 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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Ok, I'll do that, without additional merchant shipping.
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