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Old 10-16-14, 10:13 AM   #1
Sailor Steve
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Quote:
Originally Posted by scrapser View Post
Hmmm, a day later with lots of views and not a single comment...not even a negative one. I'm genuinely surprised.
I didn't respond at first because the question has been asked several times before, and I got tired of typing out all those mods. My latest one is in here:
http://www.subsim.com/radioroom/showthread.php?t=185228
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Old 10-16-14, 10:54 AM   #2
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Thanks to all of you for posting. I know this subject is brought up a lot. The idea of members posting a brief summary of what they use and why seemed like a good way to showcase what's possible from the many mods and save people some time. That really is the gist of it.

I have read the SH3 Guide (Not Only for Beginners) and continue research everywhere else. It was in the midst of doing this and thinking about my prior forays into the available mods that the idea popped into my head. I do appreciate that most people have done the hard work of trying out many mods to arrive at works best. I'm not looking to ride on other people's coat-tails. I just think the number of mods has reached a point where coming up with some streamlining is a genuine need at this point.

I will certainly post what I end up with once I get settled on some configurations.

But please continue to post summaries here if you would like to contribute and see if this idea takes a constructive direction.
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Old 10-16-14, 11:34 AM   #3
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Quote:
Originally Posted by Sailor Steve View Post
I didn't respond at first because the question has been asked several times before, and I got tired of typing out all those mods. My latest one is in here:
http://www.subsim.com/radioroom/showthread.php?t=185228
Steve, there's no need to type out your list. (Thanks to Jscones for that! The way I type, I'd never do it!) On the JSGME Tasks... popup menu, the last entry is Export activated mods list to, with a choice of Clipboard or Text file. That's it! No retyping ever.
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Old 10-28-14, 07:55 PM   #4
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Quote:
Originally Posted by Sailor Steve View Post
I didn't respond at first because the question has been asked several times before, and I got tired of typing out all those mods. My latest one is in here:
http://www.subsim.com/radioroom/showthread.php?t=185228
Hehe, I think situation calls for devils advocate or some such..
Both the thread you linked and the mod listing of your own is three years old. New or returning player in 2014 finds it a little..scary to refer to three year old threads. Mods get updated with new versions, old versions disappear, compatibility issues arise and die.

I realize question original poster asks is a pretty common one. However,when it comes to keeping SH3 community vibrant and us newbloods coming in, it is, IMHO, also by far the most important question you could possibly ask in these forums. Good, up to date answers to this question are always very valuable things to have. I'd like to think their value goes beyond fresh/returning skippers as well.

I played SH3 rather heavily around 2010 or so. I managed to assemble a pretty good, functioning mod soup. I've forgotten much of it, and some of the things I used to use have kinda stopped getting updates or lost compatibility. Or disappeared all together. Technically, I know the ropes to some degree. Yet, even I, as returning player, find the idea of modding SH3 little confusing and very indimitating. I can't even imagine how large headache it is for a brand new player in 2014. Documentation on several of the very good mods goes anywhere between hardly any- confusing -excellent. In 2014, as someone who hasn't looked into this wonderful game in few years..it feels VERY difficult to know what works great together and what doesn't. This is why having wealth of Up-to-date mod listings including up-to-date versions of this mod or that is incredibly valuable.

Imho it would be awesome to have a thread just like this one (= "List-Your-FUNCTIONING-Mod soup" ) as a sticky.
" Which mods do you use? What is your load order?" < - - For a new or returning player, can you think of better and more important questions to ask here?


So yeah, I'm in similar situation with OP. I look and see all these mods.. I wonder of compatibility and feel confused and lost;p I would really appreciate seeing some more functioning load orders.

Last edited by LTD_; 10-28-14 at 08:07 PM.
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Old 10-28-14, 08:10 PM   #5
fitzcarraldo
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My list with GWX:

Generic Mod Enabler - v2.6.0.157
[F:\SH3\MODS]

GWX - Merged Campaign
GWX - Integrated Orders
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v6 for GWX
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Pascal_Port_People
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Merchant_Fleet_Mod_3.2
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Q Ship mod GWX3.0
Combat Radio Frequency
Thomsen's Sound Pack V3.2cg
GWX Speech
Rbs1_SH4_Effects_GWX_30_71
Rbs2withbuoyance
Rbs3withlifeboat
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
b25_SF_Grass_Full_V2
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Scirè-Tikigod- repeated order
Real Depth Charge
TiefeMkI(German)
TorpedoTubesFfireFinal vGW
_LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5.1_SLS_Spezialeffekte-Gross
pascal_map
DD_VisibleMines_V1.0
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
Ultimate ObjectView Camerav1.0
Diesel Startup Sequence for FM Engine Room beta 1
OLC's Modified Searchlight Beams for GWX3
Flags_enlighten
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Wooden_Lifeboats_Mod_1.1
Rubini´s Chief Helsman stress behaviour fix
Rubini´s Underwater dust&plancton v1
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Dunkle_Torpedos
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Combined SH3.SDL Files v4
Aces' Modified Headphones
Moon_light_mod
From Aces Try This
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat)
MFM3.2 displacement correction mod
External Cargo from SH5
Adamantas
Andes
M.E.P v5
Optional - FSF for MEP v5
Optional - ShipVanishingHull for MEP v5
Optional - Zoomable Free Camera
Files for Atmospheres
M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod
Ahnenerbe WideGui 1920 x 1080 Final
Optional NavMapTable
Optional UzoBkgr
Rapt0r's Das Boot Skin
Wolfehunter_VIIB_U83_Decks
Supplement to V16B1 (JSGME)
Optional - Stock Reflections for MEP v5
Torpedo_HAHD_1024_GWX

Regards.

Fitzcarraldo
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Old 10-29-14, 04:45 AM   #6
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yeah, please. im totaly new to sh3 and the mods. im testing mods and reading like crazy for 3 weeks now... no real gaming till now so much to discover...
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Old 10-29-14, 05:32 AM   #7
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A warm welcome ‘kobiwaldi’ to the Subsim family.

You will always find someone here to help you.

Link to my SH3 – SH4 – SH5 posts:

Step By Step Tutorials & How To Do It.

Also Included Are Some Useful Download Links

http://www.subsim.com/radioroom/showthread.php?t=211804
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Old 10-29-14, 09:16 AM   #8
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Welcome to SubSim kobiwaldi
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Old 10-31-14, 11:40 AM   #9
kobiwaldi
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thank you.

so im done with everthing and testing bla bla.

h.sie hardcode fixes
Lsh 5.1
Mep 5
thomsen sound pack

and it's looking + feeling soooo good

Last edited by kobiwaldi; 10-31-14 at 11:59 AM.
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