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Old 10-13-12, 12:13 AM   #2131
Silent Steel
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Default @ johan d

Hi Johan,

I'm not quite sure what you mean by 'Minimalistic Mod List'.
A short list?
Or
A list that's easy to apply?

Anyway - to get a list that's both short and easy to apply you could try this one;

- MMM - MyMegaMod (Mod Loadout compilation)

There are two versions.

- One in different pieces changing features that are related. Easy to apply
and flexible .

And

- One All In One. A BIG mod with all the pieces. With this one you can't
choose which features you actually want to change.

Quote:
Originally Posted by johan_d View Post
What is the best minimalistic mod list?
Grossdeutscher Rundfunk
Rel_SH4_BBC_1939_to_1945
No Damn Bubbles, No Damn Halo Mod
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
OHII V2 < I would add OHII here in this list
Church's SHV 1.01 Keyboard Commands v1.1
DBSM_Speech_1_0_4
No magic skills v1.5
Diesel
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith

And then add in OHII V2?
Will I have no CTD's with this?[IMG]file:///C:\Users\Admin\AppData\Local\Temp\msohtmlclip1\01\ clip_image001.gif[/IMG]
There are so many reasons why CTD:s occur that it's almost impossible to give a simple answer.
E.g. they can be caused by mods resulting in lack of memory or by mods including graphics chamges that are too heavy for a system or many, many more.
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Old 10-13-12, 07:55 AM   #2132
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Check here for Silentmichals mod list.... http://www.subsim.com/radioroom/show...=198394&page=7 post #101.

Steel, I noticed he has Magnum Opus v_0_0_1 installed bfore any other mod and OHII after several mods. Does that make a difference for mods working as they should and not causing any CTDs, or mods not to work as they should?. Mine are installed as you suggested and I have had no CTDs.... so far. LOL But I'm not sure they're working as the should be. Michal's list got me to wondering about it all.

Also check my post in the CSP Magui interface thread on a couple of question I asked... Page 41 #603.. just posted awhile ago. You'll probably have the right answer to my questions. As usual. LOL
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Old 10-13-12, 11:36 AM   #2133
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Quote:
Originally Posted by GT182 View Post
...Does that make a difference for mods working as they should and not causing any CTDs, or mods not to work as they should?. Mine are installed as you suggested and I have had no CTDs.... so far. LOL
...But I'm not sure they're working as the should be. Michal's list got me to wondering about it all.
Howdy partner,

Well, arranging mod lists is no rocket science and there are many ways to do it. MO activated first in that list is alright as he's running NewUIsTDC

When it comes to the specific order of mods in JSGME there are a few things to consider.
Each and every mod comes with one or more files in it that are tweaked in some way to give a certain desired effect in the game.

Let's say we have two mods, mod A and mod B.
Mod A contains two files; file 123 and file 456
Mod B contains two files; file 123 and file 789

So, if we now in JSGME want to activate them we have to make up our minds and decide in which order we're gonna do it. We have two options. Right?

1st option is; A first followed by B
2nd option is: B first followed by A

What difference does this make?
The two '123' files are tweaked. we know that, but not exactly how this was done by the modders.
So if we go for our '1st Option' above this would mean that the '123' file in mod B will be activated after the first one in mod A. Right?
In this case the '123' file in mod B will overwrite the '123' file in mod 'A'. JSGME will prompt 'Enabling this mod 'may' have adverse effects on your game.' We have a conflict.
We still can't be sure if this conflict will ruin all features of the mod A. If any.
Anyway, as JSGME tells us it still is a conflict just because the two mods hold one or more files that have exactly the same name.

As the modders wanted to create a mod that gives a certain effect this means that if another (latter activated) mod holds one or more files with the same names the first activated mod might lose some features but maybe not all. Or this could even mess your whole mod list up. Mayhem, CTDs or even BSOD.

We simply have to try what order gives the best overall result.
We could even go into the mods' files more in detail to find out how the conflicting files were tweaked, just to find out if this conflict will result in something we don't want.

As a rule of thumb - the later a mod is activated (further down the list) the more likely it is all desired features are kept.

For your second question - please tell why you're not sure your mod list isn't working as expected.

Sic cogito

Last edited by Silent Steel; 10-13-12 at 12:00 PM.
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Old 10-13-12, 01:13 PM   #2134
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Now that's the best explanation of how mods work that I've ever seen. Maybe even the only explanation around in writing. Thanks you.

Well, as for my mod order, There's a couple of things that don't show up in my modded SH5 with CSP Magui beta and OHII.

One is the lifeboats.

Next is the Loop antenna not working. It does now as I have installed the R.E.M_by_Xrundel_TheBeast_1.2 mod.

Last, and I'm not sure it's even been done as a mod to install by JSGME, is the Spread Angle dial for the stock TDC. I have tried the cfg change but that didn't work at all.
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Old 10-13-12, 02:26 PM   #2135
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Quote:
Originally Posted by GT182 View Post
..One is the lifeboats...
Here you can find the lifeboats mod (enable it after OHII) - http://www.subsim.com/radioroom/showthread.php?t=183381

Quote:
Originally Posted by GT182 View Post
...Last, and I'm not sure it's even been done as a mod to install by JSGME, is the Spread Angle dial for the stock TDC. I have tried the cfg change but that didn't work at all.
Here is Spread Angle mod for stock:

1. subsim version (not JSGME ready, UZO and Attack Scope only) - http://www.subsim.com/radioroom/down...o=file&id=1580

2. sukhoi.ru version, edited by Obelix (JSGME ready, UZO, OBS and Attack Scope) - http://www.sukhoi.ru/forum/showthrea...=1#post1417684
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Old 10-13-12, 08:39 PM   #2136
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That's the first time I've seen one JSGME ready for the Spread Angle. Many many thanks to you Volodya for the link.

Do you think Obelix would mind if someone uploaded it to SubSim? It's one that needs to be found and is needed by by many of us.
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Old 10-14-12, 05:50 AM   #2137
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Quote:
Originally Posted by GT182 View Post
..Do you think Obelix would mind if someone uploaded it to SubSim? It's one that needs to be found and is needed by by many of us.
I don't think that he would mind but it's not his mod, he only edited it..
If you want you can upload it to subsim.. (I myself can't upload mods to the d/l section)
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Old 10-14-12, 06:23 AM   #2138
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Quote:
Originally Posted by volodya61 View Post
Here you can find the lifeboats mod (enable it after OHII) - http://www.subsim.com/radioroom/showthread.php?t=183381



Here is Spread Angle mod for stock:

1. subsim version (not JSGME ready, UZO and Attack Scope only) - http://www.subsim.com/radioroom/down...o=file&id=1580

2. sukhoi.ru version, edited by Obelix (JSGME ready, UZO, OBS and Attack Scope) - http://www.sukhoi.ru/forum/showthrea...=1#post1417684
Do you know if this mod can be used with Sobers mod list (TDW new ui)?
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Old 10-14-12, 06:53 AM   #2139
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Quote:
Originally Posted by Segwin View Post
Do you know if this mod can be used with Sobers mod list (TDW new ui)?
This mod is for stock interface only..
NewUIs by TDW already included Spread Angle dial and you don't need it..
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Old 10-14-12, 10:09 AM   #2140
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I'm not using TDW's NewUIs so the stock Spread Angle mod is just what I need. Again, my thanks. I'll try and up load it but not sure if I can either. LOL Maybe Silent Steel or one of the other guys can.
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Old 10-14-12, 10:19 AM   #2141
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Quote:
Originally Posted by GT182 View Post
I'm not using TDW's NewUIs so the stock Spread Angle mod is just what I need. Again, my thanks. I'll try and up load it but not sure if I can either. LOL Maybe Silent Steel or one of the other guys can.
What's this?
Need assistance?
Go for Drop Box and let's see what we can do about it.
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Old 10-14-12, 10:37 AM   #2142
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Quote:
Originally Posted by Silent Steel View Post
What's this?
Need assistance?
Go for Drop Box and let's see what we can do about it.
Check DropBox Silent Steel. I just ran SH5 with the Salvo Spread Angle mod installed and it works. It can even be installed while at sea.
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Old 10-14-12, 12:07 PM   #2143
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Quote:
Originally Posted by volodya61 View Post
This mod is for stock interface only..
NewUIs by TDW already included Spread Angle dial and you don't need it..
I must be missing it then. In SH4 you can set the spread per fish however I haven't seen that in SH5 or TDW interface

EDIT: Found the Salvo button which allows the spread dial to work.

Last edited by Segwin; 10-15-12 at 08:07 AM.
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Old 10-15-12, 08:11 AM   #2144
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Hi guys! I'm new here but an old veteran when it comes to Silent Hunter 1-3. I have been running SH3 with GWX for years. But now I have a new compeuter with Windows 7 and since SH3 won't work with W7 I installed SH5 instead.
And a few days ago I downloaded Open Horizon II V.2 Full.

But HOW do I install it?
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Old 10-15-12, 08:47 AM   #2145
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Quote:
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...But HOW do I install it?
Welcome aboard Verdun!

You can do it via JSGME..
see here - http://www.subsim.com/radioroom/showthread.php?t=180046
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