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Old 11-08-11, 08:05 AM   #1
THE_MASK
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You definately want this . The AI is useless without it .
http://www.subsim.com/radioroom/showthread.php?t=171973

I would get this .
http://www.subsim.com/radioroom/showthread.php?t=166093
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Old 11-08-11, 10:39 AM   #2
oakdesign
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Quote:
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting => move these two down to after the NewUIs_TDC_6_8_0_ByTheDarkWraith
I'm always confused if IRAI should be installed before or after NewUI. Having compared both mods it's clear that there is only one conflicting file
data/Objects/Sensors/UBoot_Sensors.sim
Examine the file Details of both files the one that comes with NewUI is the newer one
creation date 17.09.2011
weheras the one with IRAI is dated as of 30.01.2011.
As far as I remember TDW stated somewhere in the UI Thread to install always newest/latetest version of his mods last and that would be NewUI 6.8 or even 6.9 now
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Old 11-08-11, 10:55 AM   #3
0rpheus
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IRAI
FX Update
New UIs with TDC.

TDW has stated this is the correct order.
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Old 11-09-11, 07:50 AM   #4
Silent Steel
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Quote:
Originally Posted by oakdesign View Post
I'm always confused if IRAI should be installed before or after NewUI. Having compared both mods it's clear that there is only one conflicting file
data/Objects/Sensors/UBoot_Sensors.sim
Examine the file Details of both files the one that comes with NewUI is the newer one
creation date 17.09.2011
weheras the one with IRAI is dated as of 30.01.2011.
As far as I remember TDW stated somewhere in the UI Thread to install always newest/latetest version of his mods last and that would be NewUI 6.8 or even 6.9 now
Enable IRAI after NewUIs
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Old 11-08-11, 12:24 PM   #5
adrians69
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Default IRAI

Quote:
Originally Posted by sober View Post
You definately want this . The AI is useless without it .
http://www.subsim.com/radioroom/showthread.php?t=171973

I would get this .
http://www.subsim.com/radioroom/showthread.php?t=166093
Thanks for your advice. I've now got this and will give it a run now!! Glad this community is so helpful!

Cheers!
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Old 11-14-11, 03:44 AM   #6
redsocialist
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Mod Loadout/Order

Well here is my mod soup
.................................................. .
Not sure if I have them in the correct order please help put them in correctly if they are wrong! Or you have suggestions of course
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Old 11-14-11, 09:36 AM   #7
Marduk11
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Here is My Mod Soup seems to be working Great!!
Any suggestions would be Greatly appreciated


A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Accurate German Flags
NDB,NDH OM#1 - No Dialog Indicator
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Old Style Explosions V1.1
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith <<<<<(Patched)
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_8_0_jimimadrids_map_tools
IRAI_0_0_30_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
TDW_No_Hydrophone_On_Surface
R.E.M_by_Xrundel_TheBeast_1.2
ShapeTexturesColor <<<<<( I loved the map that came with "Magnum_Opus_v0_0_1" though this one is fine)
IO_MapCourseLine_sharp pencil_mod
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
TheBeast Bunker Mechanics Upgrade List image (U-552-Red Devil)
Torpedo Splash
Church's Compass Dials Mod v2.2 - Option Four (Dark Comp. Light Rud)
Critical hits 1.1 Torpedos
Critical hits v 1.2
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
noir decks
NewUIs_TDC_6_x_x_Progress Bar_by_Torpedo v2
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
OPEN HORIZONS II_base v1.4
OPEN HORIZONS II_New_Ships v1.4
OHII v1.4 Patch2 Base - New Ships
OH II Minefield map
OH II Campaign Radio Messages v4
Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Advanced Shift Keys 2.3 DBSM <<<<<<<<<<<<<<<( I long wondered if this mod blocks/disabled other mods?)
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 BrighterNights V2.1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Floor Blue
sobers chimney smoke V2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Manos Scopes-patch for 8x5
gap - HD 1 deg Scope Bearing v 1.0
ALTAC
New_ Start_VIIB
Force Type VIIA-std Alberich
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast
Change days in bunker
SeaWolf all icons V3
Grossdeutscher Rundfunk
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
Real_Sink_1.0
TDW Round Fire Button v2 by Torpedo

I was wondering where in the list That I should place " Icebergs v2.4, + Icebergs v2.4 DSD SonarTarget Patch? "

Last edited by Marduk11; 11-14-11 at 10:48 AM.
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Old 11-14-11, 12:47 PM   #8
Silent Steel
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Quote:
Originally Posted by redsocialist View Post
Well here is my mod soup
.................................................. .
Not sure if I have them in the correct order please help put them in correctly if they are wrong! Or you have suggestions of course
Dobryj vetjer comrade,
Here are my suggestions;

- If you want the effects of the 'Old Style Explosions' mod you should move it down the list to afterDynamic Environment', I don't think you really need it.

- You are not running nor the mod 'Fistfull of Emblems' nor the 'Equipment Upgrades Fix 1.2.
I suggest you replace the 'stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast' with 'stoianm upgrade available mod' - I would have moved it down to after Dynamic Environment

- Sub Exhaust and SUB hyd fix interfer with Stormy's DBSM and I would have taken them away

- The same goes for U-Boat Ballast Tanks SFX & U-Boat Propulsion, take them away. Stormy's DBSM takes care of this.

- The mod 'Unterseeboot II SFX' conflicts with Stormy's DBSM. Stormy's takes care of this. Take it away.

- The 'Enhanced Funnel Smoke' would I take away.

- The 'sobers best ever fog' & 'sobers chimney smoke' conflict with Dynamic Environment and I'd taken it away, they don't improve anything.

- The 'sobers smaller water drops' is already included in Dynamic Environment - take it away.

- All the 'Ail' mods conflict with Dynamic Environment and should be taken away.

One question - could you please tell what the mod 'CptEmblem Lighting' is and where to find it?

Hope this makes sense.

Regards
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Old 11-14-11, 03:32 PM   #9
vlad29
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Quote:
Originally Posted by Silent Steel View Post
Dobryj vetjer comrade,
Here are my suggestions;

- Sub Exhaust interfer with Stormy's DBSM and I would have taken them away

Regards
Dobryj vetjer SilentSteel

How did you know that? When applying 'Sub Exhaust' mod via JSGME no conflicts are spotted. But something is really wrong because I get CTD each time when it is activated in my modlist (doesn't matter where it is positioned in the order) Chto za lazha, blin
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Old 11-15-11, 01:04 AM   #10
Silent Steel
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Quote:
Originally Posted by vlad29 View Post
Dobryj vetjer SilentSteel

How did you know that? When applying 'Sub Exhaust' mod via JSGME no conflicts are spotted. But something is really wrong because I get CTD each time when it is activated in my modlist (doesn't matter where it is positioned in the order) Chto za lazha, blin
Dobroe utro,
Ja ne mogu skazat kak ja eto uznal, prosto kogda-to zametil
Poka
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Old 11-14-11, 04:49 PM   #11
Rongel
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Quote:
Originally Posted by Silent Steel View Post
Dobryj vetjer comrade,
Here are my suggestions;


- The 'Enhanced Funnel Smoke' would I take away.

I need to comment this . TDW's FX update gives a boosted funnel smoke also, but I still find the 'Enhanced Funnel Smoke' better. I get sometimes weird graphical glitches with TDW's smoke (floating smoke balls in the water and smoke that sometimes skips frames and shows in the wrong place.

I switched back to 'Enhanced Funnel Smoke', and all these problems were gone, everything works perfect. Don't know about the compatability though, but everything seems to be ok with 'Enhanced Funnel Smoke'.
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Old 11-15-11, 01:16 AM   #12
Silent Steel
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Quote:
Originally Posted by Rongel View Post
I need to comment this . TDW's FX update gives a boosted funnel smoke also, but I still find the 'Enhanced Funnel Smoke' better. I get sometimes weird graphical glitches with TDW's smoke (floating smoke balls in the water and smoke that sometimes skips frames and shows in the wrong place.

I switched back to 'Enhanced Funnel Smoke', and all these problems were gone, everything works perfect. Don't know about the compatability though, but everything seems to be ok with 'Enhanced Funnel Smoke'.
Right.
What you say is correct, that 'boosted' funnel smoke might be better and I've seen those 'balls' as well but -
IF you really want to run the FX Update I've found it runs better without smoke improving mods.
Why?
I can't say but that's what it's been like here for me.
In this case I've found it necessary to make a pick and as the FX Update adds so many immersive features the FX Update is the one to choose.
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