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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jul 2010
Location: Canada
Posts: 24
Downloads: 64
Uploads: 0
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Question about mods
Hello!
![]() I have today redownloaded my SH5, and I am planning to replay this sim again, hopefully founding help along the way from this community, and maybe joining a french or english fleet, to help me out and play online matches or missions against theAI or human players, if possible. 1- Where can I get in touch with some french and/or english fleet to join up? 2- With all those mods I am really confused into wich one to pick. So I have notice while surfing on this site, that there is plenty of mods to: enhanced the gameplay of the game, and some other to enhanced the graphics, the sound, the interface etc and also I have seen some mega mods to be downloaded so: - What would be for now the BEST compatible mod to enhanced the gameplay of the game? - What would be for now the BEST compatible mod to enhanced the interface of the game? - What would be for now the BEST compatible mod to enhanced the graphics of the game? - What would be for now the BEST compatible mod to enhanced the sounds FX of the game? - What would be for now the BEST compatible for a Mega Mod? - and finally what would be the BEST compatible patch for the game? Thank you very much helping me out, cause I am a very confused man, with those mods. ![]() |
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#2 |
Sonar Guy
![]() Join Date: Sep 2010
Location: Switzerland
Posts: 388
Downloads: 86
Uploads: 0
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Look here : SH5 Mod Guide for Beginners http://www.subsim.com/radioroom/showthread.php?t=190656
and here : MMM - MyMegaMod by pedrobas http://www.subsim.com/radioroom/showthread.php?t=192236 and here : sobers mega mod by sober http://www.subsim.com/radioroom/showthread.php?t=192374 patch your game to version 1.2 by running the gu.exe within the SH5/support/gameupdater folder (THIS IS A MUST IN ORDER TO PLAY WITH THE MODS)
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Von den 40'000 deutschen U-Boot-Männern des Zweiten Weltkrieges kehrten 30'000 nicht zurück... 40’000 German sailors served on U-boats during World War II – 30’000 never returned home... |
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#3 | |
Watch
![]() Join Date: Jul 2010
Location: Canada
Posts: 24
Downloads: 64
Uploads: 0
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![]() Quote:
![]() Again thank you! ![]() |
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#4 |
Planesman
![]() Join Date: Mar 2010
Posts: 194
Downloads: 64
Uploads: 0
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I've been doing a lot of testing lately.
I'm using this mod order for my current campaign... Remove Electric Torpedo Wakes sobers see thru wake fix Real Environment - Revision_3 FX_Update_0_0_19_ByTheDarkWraith Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Sounds V2.1 NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke NewUIs_TDC_6_9_0_ByTheDarkWraith Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith Manos Scopes-patch for 16x9 NDB,NDH OM#1 - No Dialog Indicator So far only minor bugs that seem to be part of the main program or stock part of the game. Like rain drops not removing themselves from the screen/glasses/eyes/whatever. When you see that happening, you should save and exit the game. Then reload your save and continue. What that means is that a script has stopped running (in this instance, the one that removes the rain drops). If one script can stop, other can too. This is what causes strange effects. But the mod list I posted above is a pretty stable setup. They need to be in that order if you want to use those mods. People say that Real Env and Dynamic Env should not be used together. But I have tested that list through the entire first campaign with not apparent problems. If you want to run OH-II 1.7 campaign, I suggest putting it on last. I'd suspect it would run OK then. I intend to test it again with my above setup later. But I'm having a blast in stock campaign right now. |
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#5 | |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
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![]() Quote:
http://www.subsim.com/radioroom/down...o=file&id=3048
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Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
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