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#1 |
Sailor man
![]() Join Date: Aug 2011
Location: In scapa flow sinking your battleships
Posts: 49
Downloads: 50
Uploads: 0
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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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#2 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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![]() Quote:
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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#3 |
Sailor man
![]() Join Date: Aug 2011
Location: In scapa flow sinking your battleships
Posts: 49
Downloads: 50
Uploads: 0
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will do
![]() ![]() 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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#4 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
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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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#5 |
Sailor man
![]() Join Date: Aug 2011
Location: In scapa flow sinking your battleships
Posts: 49
Downloads: 50
Uploads: 0
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will do thanks again
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#6 | |
Mate
![]() Join Date: Feb 2010
Location: Finland
Posts: 53
Downloads: 250
Uploads: 0
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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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#7 |
Sailor man
![]() Join Date: Aug 2011
Location: In scapa flow sinking your battleships
Posts: 49
Downloads: 50
Uploads: 0
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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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#8 | |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
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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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#9 |
Sailor man
![]() Join Date: Aug 2011
Location: In scapa flow sinking your battleships
Posts: 49
Downloads: 50
Uploads: 0
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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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#10 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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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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#11 |
Sailor man
![]() Join Date: Aug 2011
Location: In scapa flow sinking your battleships
Posts: 49
Downloads: 50
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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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#12 |
Sailor man
![]() Join Date: Aug 2011
Location: In scapa flow sinking your battleships
Posts: 49
Downloads: 50
Uploads: 0
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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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#13 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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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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#14 |
Mate
![]() Join Date: Feb 2010
Location: Finland
Posts: 53
Downloads: 250
Uploads: 0
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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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