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Old 09-14-11, 10:24 AM   #1
lazlow
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20 mins so far so good installed mods in this order so far and actualy manages to sink a 16k tonn armed merchant cruiser just west of the orkneys

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
Church's NavMap v1.0 - Illyustrator's Version
Critical hits 1.1 Torpedos
Critical hits v 1.2
NewUIs_TDC_6_7_0_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Equip_Upgrades_AFFOE
MightyFine Crew Mod 1.2.1 Stock faces
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
NewUIs_TDC_6_7_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_7_0_New_radio_messages_German
NewUIs_TDC_6_7_0_jimimadrids_map_tools
OPEN HORIZONS II_full v1.3
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TDW_Mines_Subnets_Spottable (OH II v1.3)
U-Boat Watch Crew Routine SFX
OH II and Light Campaign Radio Messages v3


i already notice a small diff the game feels less choppy and some things are apearing that were not before so thanks for the suggestion ametlib
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Old 09-14-11, 10:58 AM   #2
0rpheus
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Quote:
Originally Posted by lazlow View Post
20 mins so far so good installed mods in this order so far and actualy manages to sink a 16k tonn armed merchant cruiser just west of the orkneys

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
Church's NavMap v1.0 - Illyustrator's Version
Critical hits 1.1 Torpedos
Critical hits v 1.2
NewUIs_TDC_6_7_0_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Equip_Upgrades_AFFOE
MightyFine Crew Mod 1.2.1 Stock faces
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
NewUIs_TDC_6_7_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_7_0_New_radio_messages_German
NewUIs_TDC_6_7_0_jimimadrids_map_tools
OPEN HORIZONS II_full v1.3
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TDW_Mines_Subnets_Spottable (OH II v1.3)
U-Boat Watch Crew Routine SFX
OH II and Light Campaign Radio Messages v3


i already notice a small diff the game feels less choppy and some things are apearing that were not before so thanks for the suggestion ametlib
Try this revised order:


Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
MightyFine Crew Mod 1.2.1 Stock faces
Church's NavMap v1.0 - Illyustrator's Version
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_7_0_ByTheDarkWraith
NewUIs_TDC_6_7_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_7_0_New_radio_messages_German
NewUIs_TDC_6_7_0_jimimadrids_map_tools
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
OPEN HORIZONS II_full v1.3
TDW_Mines_Subnets_Spottable (OH II v1.3)
OH II and Light Campaign Radio Messages v3
Equip_Upgrades_AFFOE
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
U-Boat Watch Crew Routine SFX
Critical hits 1.1 Torpedos
Critical hits v 1.2

Re: Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1 - MO already has a damage/torpedo screen mod included; if you want to use this one place it as above, but check compatibility with MO & NewUIs with TDWs SH5 Validator (found in mods section) just in case.

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Old 09-14-11, 11:02 AM   #3
lazlow
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will do soon as i get back to port which wont be long since my fuel is running low and i cant seem to find were the british are bucketing around

If i want to add dynamic enviroment mod just to try it would it be safe to stick it on the end or should i list all mods i plan to use and see if you can help me, i checked http://www.subsim.com/radioroom/album.php?u=223410 but it seems a lot of mods and some i dont realy feel i want or think i need such as real navv and a few others.

Thanks for the help 0rpheus
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Old 09-14-11, 11:07 AM   #4
0rpheus
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See above edit

Dynamic Environment would be fine to add on the end, but remove U-Boat Watch Crew Routine SFX first as it may get overwritten depending on which bits of Dynamic Env you choose to install. Just add it back in after DE and it'll work fine.

I have DE in my mods list (in sig) if you want recommendations on which aspects of DE to use (note, I don't use sounds as I have Stormy's DBSM, but they are good if you don't use DBSM). If you want to list the mods you plan to try then go ahead, I'll have a look - or you can follow the install order in my list with the mods you want (leaving out any you don't, just keep the same order) and you should be fine.

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Old 09-14-11, 11:07 AM   #5
lazlow
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will do thanks again
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Old 09-14-11, 11:47 AM   #6
ametlib
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Quote:
Originally Posted by lazlow View Post
20 mins so far so good installed mods in this order so far and actualy manages to sink a 16k tonn armed merchant cruiser just west of the orkneys

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
Church's NavMap v1.0 - Illyustrator's Version
Critical hits 1.1 Torpedos
Critical hits v 1.2
NewUIs_TDC_6_7_0_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Equip_Upgrades_AFFOE
MightyFine Crew Mod 1.2.1 Stock faces
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
NewUIs_TDC_6_7_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_7_0_New_radio_messages_German
NewUIs_TDC_6_7_0_jimimadrids_map_tools
OPEN HORIZONS II_full v1.3
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TDW_Mines_Subnets_Spottable (OH II v1.3)
U-Boat Watch Crew Routine SFX
OH II and Light Campaign Radio Messages v3


i already notice a small diff the game feels less choppy and some things are apearing that were not before so thanks for the suggestion ametlib
Only one way -> Step by step and test...

About what I found with mods is that some mods order works very well an others Kaleun but not mayby works on my boat.

Ok - I had a few mods that are already included to MO/OH and caused problems and CTD. I read MO's readme again and found about what I did wrong so a good advise is RTFM
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Old 09-14-11, 12:05 PM   #7
lazlow
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step by step takes long time though, install mod load game load save play excit game next mod load game etc etc ...bit long winded for me
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Old 09-14-11, 12:55 PM   #8
mia389
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Quote:
Originally Posted by lazlow View Post
20 mins so far so good installed mods in this order so far and actualy manages to sink a 16k tonn armed merchant cruiser just west of the orkneys

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
Church's NavMap v1.0 - Illyustrator's Version
Critical hits 1.1 Torpedos
Critical hits v 1.2
NewUIs_TDC_6_7_0_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
Equip_Upgrades_AFFOE
MightyFine Crew Mod 1.2.1 Stock faces
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
NewUIs_TDC_6_7_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_7_0_New_radio_messages_German
NewUIs_TDC_6_7_0_jimimadrids_map_tools
OPEN HORIZONS II_full v1.3
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
TDW_Mines_Subnets_Spottable (OH II v1.3)
U-Boat Watch Crew Routine SFX
OH II and Light Campaign Radio Messages v3


i already notice a small diff the game feels less choppy and some things are apearing that were not before so thanks for the suggestion ametlib
HI Lazlow. Are you sure you have the MO patch2 installed correctly. It should not come up on your list like that. When you download the patch open the folder below in yellow. Copy and paste it to your MO folder. This will overwrite/merge it. Then enable MO via JSGME.
Downloads\Magnum_Opus_v0_0_1_Patch_2\Magnum_Opus_P atch_2\MODS\Magnum_Opus_v0_0_1

Or you can copy and past above folder to your SH5 Mods folder and enable it via JSGME.

I have a feeling your mods folder has Magnum_Opus_v0_0_1_patch_2 in it with the next folder being MODs. This is incorrect. Every mod you have in your MODs folder, the next folder should be data.
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Old 09-14-11, 01:22 PM   #9
lazlow
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Ahh thank you i checked and i do indeed have the patch 2 folder inside mods not inside magnus op, going to change it as soon as i put in,which is very soon going to disable all my mods and re enable them as 0rpheus suggested, thanks guys you realy have helped me a lot i only hope i can help someone the same way sometime

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Old 09-14-11, 03:18 PM   #10
0rpheus
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Use TDW's mod validator to check your mod list once it's installed for conflicts

http://www.subsim.com/radioroom/showthread.php?t=186975
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Old 09-14-11, 03:26 PM   #11
lazlow
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Taken a look at it but seems a bit confusing seems to be a few conflicts with magnus opus
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Old 09-15-11, 06:16 AM   #12
lazlow
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ok i can play historical missions no probs soon as i load up a campaign Sh5 has encounterd a problem and needs to close

my soup-

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

Magnum_Opus_v0_0_1
MightyFine Crew Mod 1.2.1 Stock faces
Church's NavMap v1.0 - Illyustrator's Version
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_7_0_ByTheDarkWraith
NewUIs_TDC_6_7_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_7_0_New_radio_messages_German
NewUIs_TDC_6_7_0_jimimadrids_map_tools
OPEN HORIZONS II_full v1.3
TDW_Mines_Subnets_Spottable (OH II v1.3)
OH II and Light Campaign Radio Messages v3
Equip_Upgrades_AFFOE
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Critical hits 1.1 Torpedos
Critical hits v 1.2
U-Boat Watch Crew Routine SFX
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Old 09-15-11, 06:41 AM   #13
0rpheus
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Post up the output from the Validator

At a guess, Equip_Upgrades_AFFOE is for Fistful of Emblems (which you're not running) so that could be causing trouble. Also, make sure you test out a new campaign rather than just loading an old one.

Last edited by 0rpheus; 09-15-11 at 07:10 AM.
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Old 09-15-11, 06:42 AM   #14
ametlib
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Ok - try this:

Move away all mods via GME
Start SH5
New Campaing
Options and set up what like
Save and close sim
Activate mods
Start SH5
Continue Campaing
Ask Patrol...
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