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Old 08-05-10, 08:47 AM   #1
Sudo
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Quote:
Originally Posted by SteelViking View Post
Not bad at all, here is my advice for how to clean it up a bit:

- I just uploaded a combined version of Env 3.1, the way you have it installed now is just fine but if you use the combined version it will thin out your mod soup that little bit more.

- Since you are using IRAI I am pretty sure that you don't need Feared Hunters, I am pretty sure that IRAI edits all the same files.

- I believe that Env3.1 already has a realistic size moon, so I don't think you need RealSizeMoon, but I am not 100% sure on that one.

- Some of those add-ons of TDWs are not necessary, as I think that one of them does what several of the others do put together. But, you should talk to him for confirmation on that one(I am no expert on TDW's UI, as I use Reaper7's HiDef Realistic Interface).

And my last piece of advice is for myself, I have been meaning to just release Capthelm's audio mod with my touch ups built right in so that people won't have to mess with both.
Thanks Steel. I'll do a little researching and see if I can remove the mods you listed. I put this list up right before downloading your combine Env3.1 mod so I'm using the Env3.1 combined one now.

And actually, I think I'm missing one of the addon's for TDW's UI because I noticed that my "ghost" contacts still have tails. There's a sentence I never thought I'd use.

DarkWraith, can you comment on the couple things that Steel mentioned?

On a side note, the game is stable and looks absolutely stunning.
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Old 08-05-10, 08:56 AM   #2
TheDarkWraith
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Quote:
Originally Posted by Sudo View Post
And actually, I think I'm missing one of the addon's for TDW's UI because I noticed that my "ghost" contacts still have tails. There's a sentence I never thought I'd use.

DarkWraith, can you comment on the couple things that Steel mentioned?
NewUIs_TDC_3_9_3_No_Contact_Colors - needed to remove colors from contacts on the maps
NewUIs_TDC_3_9_3_No_Contact_Tails - remove the 'tails' from those contacts on the maps so you can't tell direction they are heading/moving
NewUIs_TDC_3_9_3_Sub_Warship_Merchant_Same_Shape - makes those contacts all use the same shape
NewUIs_TDC_3_9_3_No_Color_Dashed_Contact_Line - hydrophone contact lines have no color and are dashed
NewUIs_TDC_3_9_3_Waypoint_Contacts_Same_Shape_No_C olor - the 'ghost' contacts all use the same shape and have no color
NewUIs_TDC_3_9_3_Waypoint_Contacts_No_Tails - the tails are removed from the 'ghost' contacts so you can't tell heading/direction
NewUIs_TDC_3_9_3_No_Hydrophone_On_Surface - hydrophone operator won't report hydrophone contacts and you won't get hydrophone contact lines until ~9m depth

swap the two items in yellow above in your loadout so it look like the above.
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Old 08-05-10, 09:00 AM   #3
SteelViking
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Ah, so they are all needed. Sorry for misleading you. Well, at least now you know a better order to install them in.
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Old 08-05-10, 09:24 AM   #4
qweasd
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Generic Mod Enabler - v2.5.0.150
[D:\Program Files\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_3_9_2_ByTheDarkWraith
IRAI_0_0_14_ByTheDarkWraith
RemoveLogoIntroTheDarkWraith
BRF 1.3 full
More Powerful Torpedoes v1.0
Critical hits v 1.2
VIIC41-Attack Loadout
No Damn Bubbles, No Damn Halo Mod
Environment 3.1 MOD
ClxMod <---don't ask
Capthelms SH5 Audio Mod
MP_CONVOY_HG76
MP_CONVOY_HX229
MP_CONVOY_SC42
MP_FALKE_DDRGN
MP_PORT_DOVER
MP_TASKFORCE_D
MP_TASKFORCE_J
MP_TASKFORCE_L
HUNTER KILLER43
OIL & BLOOD
Wolfpack Eisenbart
THE KILLING MOON


still messin with all these wonderfull mods

Great toppic
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Old 08-05-10, 09:50 AM   #5
Sudo
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Quote:
Originally Posted by qweasd View Post
Generic Mod Enabler - v2.5.0.150
[D:\Program Files\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_3_9_2_ByTheDarkWraith
IRAI_0_0_14_ByTheDarkWraith
RemoveLogoIntroTheDarkWraith
BRF 1.3 full
More Powerful Torpedoes v1.0
Critical hits v 1.2
VIIC41-Attack Loadout
No Damn Bubbles, No Damn Halo Mod
Environment 3.1 MOD
ClxMod <---don't ask
Capthelms SH5 Audio Mod
MP_CONVOY_HG76
MP_CONVOY_HX229
MP_CONVOY_SC42
MP_FALKE_DDRGN
MP_PORT_DOVER
MP_TASKFORCE_D
MP_TASKFORCE_J
MP_TASKFORCE_L
HUNTER KILLER43
OIL & BLOOD
Wolfpack Eisenbart
THE KILLING MOON


still messin with all these wonderfull mods

Great toppic
All Right! I have to ask! ClxMod?
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Old 08-05-10, 09:20 AM   #6
Sudo
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Quote:
Originally Posted by TheDarkWraith View Post
NewUIs_TDC_3_9_3_No_Contact_Colors - needed to remove colors from contacts on the maps
NewUIs_TDC_3_9_3_No_Contact_Tails - remove the 'tails' from those contacts on the maps so you can't tell direction they are heading/moving
NewUIs_TDC_3_9_3_Sub_Warship_Merchant_Same_Shape - makes those contacts all use the same shape
NewUIs_TDC_3_9_3_No_Color_Dashed_Contact_Line - hydrophone contact lines have no color and are dashed
NewUIs_TDC_3_9_3_Waypoint_Contacts_Same_Shape_No_C olor - the 'ghost' contacts all use the same shape and have no color
NewUIs_TDC_3_9_3_Waypoint_Contacts_No_Tails - the tails are removed from the 'ghost' contacts so you can't tell heading/direction
NewUIs_TDC_3_9_3_No_Hydrophone_On_Surface - hydrophone operator won't report hydrophone contacts and you won't get hydrophone contact lines until ~9m depth

swap the two items in yellow above in your loadout so it look like the above.
Thanks TDW. Done! I'll give it a try. By the way, does your IRAI mod do the same as Feared Hunters? If so, I'd like to clean that out of my soup.
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Old 08-21-12, 12:53 PM   #7
farranda
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my "mod" list, after installing "Eqp_Upgrades_fix_v1.4 dates by sober Patch V2" Schnorkel not work.
One time change the date to 01/01/1938 Schnorkel to test the other submarines.
and does not operate. does not appear in the installed submarine



Generic Mod Enabler - v2.6.0.157
[D:\Juegos\Silent Hunter 5\MODS]

Anti-Lag
Original map colors
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
No Damn Bubbles, No Damn Halo Mod
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environmental SH5 Shallow Waters V2.1
DynEnv 2.1 SkyColor Hotfix DarkerNights
Capthelms Audio+SV Touch Ups
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
NewUIs_TDC_7_1_0_ByTheDarkWraith
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Old 08-24-12, 05:06 AM   #8
=TFO=Katarn
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NOOB mod list/PLEASE comment!

Ahoy ,i am a casual gamer and i like to keep the game a bit EASIER then stock-game.Yes my TDC always stays off too
I honoustly have no clue if the mod-order is ok or conflicts, but i am nearly a week a member here so please can some MOD-PRO give this noob some advice?
Only problem i sometimes have is that i cant manual change direction of the boat anymore then i am forced to use waypoints to change direction ,or save/reload that works too.
I mostly `copied` from Captain Trevally`s modlist (cheers) but i added some other mods in the end to set my own `low/easier` standard.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

MightyFine Crew Mod 1.2.1 Stock w beards
No Logo Intro Menu_Animation v. 01.00 by AvM
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Equipment_Upgrades_Fix_v1_4_byTheBeast
FX_Update_0_0_19_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
IRAI_0_0_37_ByTheDarkWraith
TDW_IRAI_Inertia_Damage_Test
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
TDW_Ship_Inertia_1_1_0
NewUIs_TDC_7_1_0_ByTheDarkWraith
Accurate German Flags
OPEN HORIZONS II_full v2
IX Boat - enable when playing MG Campaign
SH5_7A_Conning_Fix
SH5_Type_7_RR_Tweaks_v0_0_1_byTheBeast
sobers real trees
Sub_Bubbles_v0_0_2a_ byTheBeast
New_Torpedo_Door_Sound_Mix
Equipment_Upgrades_Fix_v1_4_Patch_1
Bad Weather Guns V1.0
one ship, one torpedo v1.00
Critical hits v 1.2
Realistic ammo amount for AA and deck guns
Change days in bunker
SubFlags_0_0_8_byTheDarkWraith
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Old 08-24-12, 12:09 PM   #9
Trevally.
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Your mod list looks ok to me

For steering your boat - you can click on the compass (bottom left) and a large compass will appear - this can also be clicked on to set heading.

Or click the small button beside the flat compass and when you click on it - your heading will match.

Or you can look where you want (binos or scope or just on the bridge) and click the watch officer and tell him to match heading to view

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Old 08-24-12, 07:27 PM   #10
=TFO=Katarn
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SHO @Trevally

Vielen dank herr Kaleun!
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Old 08-05-10, 04:28 PM   #11
Sudo
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Quote:
Originally Posted by TheDarkWraith View Post
NewUIs_TDC_3_9_3_No_Contact_Colors - needed to remove colors from contacts on the maps
NewUIs_TDC_3_9_3_No_Contact_Tails - remove the 'tails' from those contacts on the maps so you can't tell direction they are heading/moving
NewUIs_TDC_3_9_3_Sub_Warship_Merchant_Same_Shape - makes those contacts all use the same shape
NewUIs_TDC_3_9_3_No_Color_Dashed_Contact_Line - hydrophone contact lines have no color and are dashed
NewUIs_TDC_3_9_3_Waypoint_Contacts_Same_Shape_No_C olor - the 'ghost' contacts all use the same shape and have no color
NewUIs_TDC_3_9_3_Waypoint_Contacts_No_Tails - the tails are removed from the 'ghost' contacts so you can't tell heading/direction
NewUIs_TDC_3_9_3_No_Hydrophone_On_Surface - hydrophone operator won't report hydrophone contacts and you won't get hydrophone contact lines until ~9m depth

swap the two items in yellow above in your loadout so it look like the above.

That fixed it right up TDW. Thanks.

I'm going to be editing my first post soon with a list of mods (that I feel is stable) and will document mods that make changes to others. It won't be a "one stop shop" because they're too many mods out but at least it'll be a good starting reference. I'll then update as needed as time goes on and mod revisions come out.
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Old 08-05-10, 04:31 PM   #12
Krauter
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Aah, I did not know this existed as when I am lazy and dont want to plot the length of the Kanal I go the long way around and have never had that problem. Though I did have the problem while patrolling around the Pas de Calais area.

Yes of course I would be willing to test it Steel send it on over
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Old 08-05-10, 04:47 PM   #13
SteelViking
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Quote:
Originally Posted by Krauter View Post
Aah, I did not know this existed as when I am lazy and dont want to plot the length of the Kanal I go the long way around and have never had that problem. Though I did have the problem while patrolling around the Pas de Calais area.

Yes of course I would be willing to test it Steel send it on over
Ok, I will make the changes that I think need to be made and post a link here. Anyone who has had problems with the seas surrounding Denmark should try this and see if they CTD or not. Just give me a few minutes.
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Old 08-05-10, 05:07 PM   #14
Sudo
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Well, I spoke to soon about no CTD. Just had one heading to the first "British Coastal Waters" objective. I was about half way in Nord Meer, just a little north of Amsterdam.
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Old 08-05-10, 05:07 PM   #15
SteelViking
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Here it is. I think it will fix the CTD around Denmark, but only there, I changed nothing that would help any other areas. This is not a guaranteed fix though, so I need everyone to cross their fingers.

Link: http://www.filefront.com/17176631/Possible CTD Fix.7z
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