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Old 02-06-11, 09:03 PM   #1
Anton88
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Help me enable mods in the right order

Here is the list of MODS I have for SHIII.
I would like to enable some so as not to cause errors.
I have not tried FM's new interior mod, tough I hear its good.

The ones I have already enabled are a must have for me.
The grey crew leather jackets, the life boats and debris, the twisted periscope thingy and the integrated orders(forgot to enable) are very important. U-507 is a skin.

Can you tell me which other mods are a MUST HAVE, which mods on my list are outdated and not worth it, and what is the correct order to enable them.

I'm having particular trouble with the open hatch mods, it seems enabling one screws up another.. or it disables my integrated orders.. and once it even erased my save-games.. :p
would also like to add flags/victory banners but Im afraid it will affect the 'twisted periscope thing'..

Im using GWX3.0



many thanks

Last edited by Anton88; 02-06-11 at 09:14 PM.
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Old 02-06-11, 09:44 PM   #2
frau kaleun
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Any mod that overwrites the commands.cfg files and has not already been made compatible with Integrated Orders will break Integrated Orders. It modifies the commands.cfg files and those modifications need to be there in order for it to work properly.

If you want to use DD's Open Hatch mod (or FM New Interiors, for that matter) and keep Integrated Orders you will need to follow the instructions included with the former and manually add the necessary changes to your existing commands.cfg files (the versions of them that Integrated Orders uses) rather than overwriting them entirely.

When using JSGME to enable mods, it should tell you when a new mod is going to overwrite a file that has already been changed by a previously enabled mod. Sometimes this is okay, as there are mods that are designed to work with other mods and in those cases the additional overwriting of shared files may not be a problem or may even be necessary for both mods to work together. If so, it will usually mention this in the documentation for the mod (or in the thread devoted to it here if there is one).

But if you get an alert from JSGME that a mod is going to change a file that another mod already changed, and you weren't expecting it or don't know whether or not that will be problem, that's the time when you need to cancel out what you're doing and make note of what files are involved so you can investigate further until you know whether or not it's going to be a problem.

FM New Interiors also uses a modified Sh3.sdl file, which will already have been modified (in your setup) by Lifeboats & Debris. Aces has a mod that gives you an Sh3.sdl file that combines everything necessary for both mods (plus a few other popular ones that use the same file) so you will want to get that compatability fix if you decide to use both.
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Old 02-06-11, 10:27 PM   #3
Anton88
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Which mods are you using (assuming you have GWX 3.0 installed)
This is really complicated and every mod I enable seems to cause problems to another.
I would like to see a list of mods you use for example and what other people here use and enable that in that order and that's that..
I will probably not be able to put all mods that I want.
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Old 02-07-11, 12:17 AM   #4
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First of all, whenever you ask for "must-haves" you risk getting 500 answers listing 500 different mods, every one considered a "must-have" by somebody.

Second, I assume you're using JSGME. If you are, and you get warnings of possible conflicts, look at what the conflicts are. A lot of the time it's just a readme, or something unimportant.

Third, you are much better off asking specific questions that general "what should I do?" types.

Okay, these are the mods I'm currently using:

Manually Installed Mods
GWX 3.0
GWX 3 Wil, St Naz and Schluese and other units
GWX Community Units
Das Boot Officers
Small Moon
Das Boot Sound Mod SH3
DBSM SH3 Speech Fix
Ultimate Aircraft Sounds
Spirit of Machines
Torpedo Fire (German)
No Rank or Medals on Crew
Remove GWX Compass
Simfeeling 6-Dials Mod
Clean Nav Map
Assisted Plotting Mod
English-to-German Names
Historically Accurate U-Boat Emblems
Halo Not Visible Through Body
U-505 Compass Graphics
Pascal's Port People
New Uniforms and Das Boot Clothes
Pascal's Realistic Blueprint Damage Screens
Remove Station Labels
SH3 Color Icons
Waterstream+Exhaust Kombimod
Modified Searchlight Beams
U-Boat Bases Map with New St. Nazaire
Lifeboats & Debris v4
Open Hatch v3.09
Open Hatch Conning Deck Cam Fix
SH4 Maptoos for SH3
Head 04 Fix
SH3 Officer Faces

JSMGE:
SH5 Water for GWX
TMTv2+ThomsenShips v4.4
GWX_DFa-Flag&Pens_2010
New_clearsky_clouds
FM30_UpDown
DD_OH_ConningDeckCam_Fix_10091
DD_OH_v3.09_Fix_for_Anvart_FM30_Updown
Conning Tower open Hatch093food
Torpedo damage Final
VIIB Early War Skin
Tuddleys Baracks Screen
WB's VIIA (SH3)
SRMO! - Seabed Repair Mod
SH4 Maptools for SH3-Stock
Sonar sounds
h.sie's Colored Hull Integrity Indicator
Torpedo_HAHD_1024_GWX
APD_Clemson
AFB_Fairy_Fulmar
Walrus by TP
Aces' Super Pens v4 GWX3 Version
VIIB_Splashwave_fix
Ricks_GWX_Rec_Man_Final
No continuous'Ship spotted' V1.2 for GWX3

I also have a bunch of mods in JSGME that I rotate out, such as Arctic/Atlantic/Med water, and plane and ship mods.

I also have my own set of Text Files that have everything exactly the way I want it. After installing any new mods I re-install Commands.cfg, 1024_Menu.ini, Dials.cfg.

I also use the following external tools:

SH3 Commander
SH3 Weather
SH3 Contacts

Note that I do not currently use FM's new interiors or IABL's MFM mod. My computer won't handle them. When I finally get a new one they will be installed.

Lastly, my list is short compared to some.
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Old 02-07-11, 10:40 AM   #5
irish1958
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Any mod that disables a file in another mod, breaks to some extent, that mod.
The more files overwritten, the greater the damage.
Overwritten files that cause the most trouble are any config file especially the menu_1060.ini file, the environment data files and the camera file.
If these files are overwritten, and you want to use a particular mod that does this, you have to study and merge the overwritten files with an appropriate file editor. And even then, some files are incompatible and can't be merged. If you use SH3CMDR there is a further problem as this writes code into the game to certain files which might break some mod. As an example, if you use the NYGM mod, and choose the "no fatigue" option in CMDR, you break one of the more important features of the NYGM mod.
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Old 02-07-11, 12:47 PM   #6
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@ Sailor Steve :
Hi, i see that you have the 4.4 version of TMTv2+ThomsenShips.
Where did you catch it because on the subject (and web) i only found the 4.2.
Do you knows the differences between theses 2 versions?

Thx.
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Old 02-07-11, 02:59 PM   #7
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Quote:
Originally Posted by Sailor Steve View Post
First of all, whenever you ask for "must-haves" you risk getting 500 answers listing 500 different mods, every one considered a "must-have" by somebody.

Second, I assume you're using JSGME. If you are, and you get warnings of possible conflicts, look at what the conflicts are. A lot of the time it's just a readme, or something unimportant.

Third, you are much better off asking specific questions that general "what should I do?" types.

Okay, these are the mods I'm currently using:

Manually Installed Mods
GWX 3.0
GWX 3 Wil, St Naz and Schluese and other units
GWX Community Units
Das Boot Officers
Small Moon
Das Boot Sound Mod SH3
DBSM SH3 Speech Fix
Ultimate Aircraft Sounds
Spirit of Machines
Torpedo Fire (German)
No Rank or Medals on Crew
Remove GWX Compass
Simfeeling 6-Dials Mod
Clean Nav Map
Assisted Plotting Mod
English-to-German Names
Historically Accurate U-Boat Emblems
Halo Not Visible Through Body
U-505 Compass Graphics
Pascal's Port People
New Uniforms and Das Boot Clothes
Pascal's Realistic Blueprint Damage Screens
Remove Station Labels
SH3 Color Icons
Waterstream+Exhaust Kombimod
Modified Searchlight Beams
U-Boat Bases Map with New St. Nazaire
Lifeboats & Debris v4
Open Hatch v3.09
Open Hatch Conning Deck Cam Fix
SH4 Maptoos for SH3
Head 04 Fix
SH3 Officer Faces

JSMGE:
SH5 Water for GWX
TMTv2+ThomsenShips v4.4
GWX_DFa-Flag&Pens_2010
New_clearsky_clouds
FM30_UpDown
DD_OH_ConningDeckCam_Fix_10091
DD_OH_v3.09_Fix_for_Anvart_FM30_Updown
Conning Tower open Hatch093food
Torpedo damage Final
VIIB Early War Skin
Tuddleys Baracks Screen
WB's VIIA (SH3)
SRMO! - Seabed Repair Mod
SH4 Maptools for SH3-Stock
Sonar sounds
h.sie's Colored Hull Integrity Indicator
Torpedo_HAHD_1024_GWX
APD_Clemson
AFB_Fairy_Fulmar
Walrus by TP
Aces' Super Pens v4 GWX3 Version
VIIB_Splashwave_fix
Ricks_GWX_Rec_Man_Final
No continuous'Ship spotted' V1.2 for GWX3

I also have a bunch of mods in JSGME that I rotate out, such as Arctic/Atlantic/Med water, and plane and ship mods.

I also have my own set of Text Files that have everything exactly the way I want it. After installing any new mods I re-install Commands.cfg, 1024_Menu.ini, Dials.cfg.

I also use the following external tools:

SH3 Commander
SH3 Weather
SH3 Contacts

Note that I do not currently use FM's new interiors or IABL's MFM mod. My computer won't handle them. When I finally get a new one they will be installed.

Lastly, my list is short compared to some.
I would like to manually install those mods,would you have links to them
I routinely run 106 mods in JSGME and as I'm sure it can handle it,I'd be happy to manually install most of them if I could
I have most of them,but some Im missing
Did you find the "Halo not visible" make a Fps hit,Im afraid I did
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Old 02-07-11, 06:45 PM   #8
Sailor Steve
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Quote:
Originally Posted by nikbear View Post
I would like to manually install those mods,would you have links to them
Many of them are in the Subsim Downloads section. It might be easier if you told me which ones you don't have.

Quote:
Did you find the "Halo not visible" make a Fps hit,Im afraid I did
Not that I noticed, but as I'm no longer running FM Interiors it might not crop up that much.
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Old 02-07-11, 10:48 PM   #9
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"Halo" mod slayed my gpu
Pascal's Realistic Blueprint Damage Screens
Spirit of Machines
Small Moon
Ultimate Aircraft Sounds
SH4 Maptoos for SH3

Its just how do you put them in program
to limit your JSMGE
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Old 02-08-11, 04:34 AM   #10
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I've found modding SH3 both a pain in the butt and a very rewarding learning experience. When I first started playing the game I was on stock for two weeks before GWX was strapped on. I was happy with that but as I browsed these very forums I discovered a whole new world just waiting to be created in my little SH3 'bubble'. Of course, the little things like a few skins and sounds didn't really cause any issues but as I found things like Racerboys SH4 Effects and new UI mods the situation went a little awry. Certain features stoppped working or caused stability issues due to the way whole files are overwritten by JSGME, so I needed a new approach.

That's when I discovered Winmerge (google it), a great tool for comparing text files (.cfg, .ini, etc) side by side and copying single lines or whole sections over to the other, making a backup automatically in the process. Through a very nervous and confusing period I managed to get myself a stable install with everything working how it should. Of course, depending on the mod there may be a few more complicated steps to mating your favorite addons into the game and eventually you will have to get down and dirty with Silent 3ditor but as long as you're prepared to take your time and do extensive testing, it doesn't take long before you start to learn filestructures and the particular section of a file or folder that may be causing an issue.

Before SH3 I'd probably done a few basic edits to my games but on this occasion it became a labor of love that has taught me a lot and given me my own personal flavor of the U-Boat war, so time well spent I think. Also, be prepared to read through from page 1 the entire thread relating to a mod, there'll normally be someone who has experienced an issue that you may run into or has provided good info on how to get that mod working with another. Most big mod authors will also strive to provide fixes or patches that enable compatibility so be sure to read those readme's before diving in.

If you just want to stick them in JSGME and have everything working you're going to be somewhat limited in your choices, but put in the time and effort and you, like me, will be greatly rewarded.

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Old 02-08-11, 11:03 AM   #11
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Damo is exactly right. You may find that you get more enjoyment from modeling the game than from playing it.
And in time, you may become a modeler yourself.
One little point: in my experience, messing around with ship skins and additional units is (for me) a major cause of CTD, as you can easily enter an incompatible unit which conflicts with the campaign files. And you may have a devil of a time sorting it out.
For testing purposes, using a blank campaign file is a god-send as it saves countless hours in loading the effects you want to test, and makes it easy to find conflicts with the campaign files. (http://www.subsim.com/radioroom/down...o=file&id=1082)
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Old 02-08-11, 01:14 PM   #12
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Thank you Damo,I'll check out Winmerge
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Old 02-25-11, 02:40 PM   #13
Anton88
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....

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Old 02-26-11, 10:13 AM   #14
irish1958
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Usually (for me) when this happens, the 1024 file is screwed up.
What I do is stop SH3CMDR, deactivate all mods, then delete the data file and replace it with a backup data file I have saved on a DVD.
I then replace the mods with fresh files I have saved elsewhere on my hard drive or DVD backup.
And try again.
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Old 02-26-11, 06:55 PM   #15
Anton88
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This is what I have - and it keeps freezing up on me, when the 3D game begins, or If I make it that far - once I hit a button, like the 'bridge' or switching to external view..

I suspect the bug may be in the 'blue box' below. If I disable the stuff in the blue box it works.
It might be a conflict between the stuff in the blue box and the stuff that's above it... I don't know what it is.


Last edited by Anton88; 02-26-11 at 07:08 PM.
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