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Old 08-11-12, 02:29 PM   #376
CCIP
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Sorry it took me a while to get to it, but... thread stickied
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Old 08-11-12, 02:55 PM   #377
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Quote:
Originally Posted by CCIP View Post
Sorry it took me a while to get to it, but... thread stickied
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Trevally Mods for SH5
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Old 08-11-12, 03:01 PM   #378
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Congratulations Sober!
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Old 08-11-12, 03:43 PM   #379
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Now it is Sober's time to provide drinks and fishes for the party!

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Old 08-11-12, 07:37 PM   #380
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I can spam my own thread all i like now
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Old 08-12-12, 09:47 AM   #381
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Thx Sober, this is definately going to improve my stock sh5
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Old 08-12-12, 04:47 PM   #382
topper6
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I enabled most of the mods in the list cause i couldn't wait to get them all due to the download limit, but i think the ones i left out are more or less cosmetic.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
DynEnv 2.1 SkyColor Hotfix DarkerNights
New_Sub_Bubbles_v0_0_1a_ byTheBeast
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
sobers best ever fog V13 SH5
sobers best ever waves V5 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_Real_Navigation
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Reworked Morale and Abilities v.1.01
OPEN HORIZONS II_full v2
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map
Grossdeutscher Rundfunk
sobers NO water drops V1
Shadow Improvement ModLR


--------------------------------------------------------------

The most of the mods are new to me, and call me nub, but i wan't to navigate like vanilla, clicking my uboat and plotting the course. I can't see my sub now in the TAI or the map and i don't see my old circles 1-2-3 for my torpedoes.

Which mod should i disable or edit for the above to work?

Btw, otherwise the mods seem to be very cool and nicely done.

Ty!

EDIT: I understand that Trevallys mods are essential for automication if would try no use the real navigation... Hmm.. But have to wait for tomorrow then for those mods..

And another thing, can i just remove one of the mods via JSGME after installed Sober's mod list? Or do i have to remove all mods, reinstall the game then make a new custom sobers.mep??

Last edited by topper6; 08-12-12 at 05:16 PM.
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Old 08-12-12, 05:42 PM   #383
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Uninstall individual mods the n click on Tasks\save mod profile . Call the new MEP file a diffrent name . Now you have 2 diffrent mod setups which you can auto install by clicking on Tasks\load mod profile . Just uninstall NewUIs_TDC_7_1_0_Real_Navigation if you want to go back to vanilla plotting . But it is more fun using real navigation and use automation button on the right of the GUI and the navigator will draw a plot on the nav map every 2 hours . Just grap your compass from the compass tools or ther is a plotter to the right of the gui and place over the plot and drag the compass to see which way you need to go . If you click on the red square on the heading bar then it brings up the submarine compass . Click on this compass to change direction (only works at 8TC or below i think ).
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Old 08-13-12, 10:41 AM   #384
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Moin sober,

first of all i have to pay respect for your work.

My english is not so good, but i think can understand your installation instructions.

Downloading your mod list and reading the whole thread one thing i noticed. Someone asked about the R.E.M.by Xrundel and the beast.
http://www.subsim.com/radioroom/showthread.php?t=184224
Is there another mod which fixes the equipment? Without that in my previous mod soup i have the problem with the radio antenna when submerged.

Can you help?

EDIT2: I think stormys DBSM is killing my memory, so ihe question itself has done about the Sound-Mods

Last edited by Kalleblom; 08-14-12 at 07:19 AM.
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Old 08-13-12, 04:00 PM   #385
Mikemike47
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Default Mod update

Hi Sober.
For Reworked Morale and Abilities v.1.01
http://www.subsim.com/radioroom/showthread.php?t=195193

Reworked Morale and Abilities v.1.1
Change log:

v.1.1

-Removed morale increase from destroyed merchant ships
-Removed morale increase from several dialogue lines
-Tweaked values further, now active abilites reduce less morale
-Added support to OH II 1.9 Monsun Gruppe campaign

Compatible with OH II v.2


Download link: http://www.gamefront.com/files/22122...ities+v.1.1.7z

I have not played it yet since I am in the middle of a mission.

Thanks again for (INF) sobers mega mods and all of your own individual mods.
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Old 08-14-12, 09:31 AM   #386
Targor Avelany
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Thanks, sober Nice to find thread for someone who have been away for a while!

Cheers
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Old 08-14-12, 12:31 PM   #387
topper6
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First of all,

Thank you all modders and Sober for making me enjoy and beeing able to play the game for the first time!

A question, theoretically, if i have enabled most of Sober's mod list and started a new campaign, can i when i go to port and get the autosave do like this? I want to disable all addons and reinstall them with Sober's mod list and add the rest that i wan't to the list to get the mods installed in the right order and then continue my saved campaign?

And a last thing. When i play my campaign "Coastal Waters, North Western Approaches" my objective is corrupted with "Campaign.camp.obj.macro.obj......" etc. in the objective text.

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Old 08-14-12, 04:44 PM   #388
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Load the mods then start a new campaign .
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Old 08-14-12, 04:49 PM   #389
THE_MASK
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Quote:
Originally Posted by Mikemike47 View Post
Hi Sober.
For Reworked Morale and Abilities v.1.01
http://www.subsim.com/radioroom/showthread.php?t=195193

Reworked Morale and Abilities v.1.1
Change log:

v.1.1

-Removed morale increase from destroyed merchant ships
-Removed morale increase from several dialogue lines
-Tweaked values further, now active abilites reduce less morale
-Added support to OH II 1.9 Monsun Gruppe campaign

Compatible with OH II v.2

Download link: http://www.gamefront.com/files/22122...ities+v.1.1.7z

I have not played it yet since I am in the middle of a mission.

Thanks again for (INF) sobers mega mods and all of your own individual mods.
Added to list
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Old 08-14-12, 05:13 PM   #390
volodya61
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Hi Sober!
I think that Reworked Morale and Abilities v.1.1 in your list should be after the OHII v2.0

Quote:
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Reworked Morale and Abilities v.1.1
OPEN HORIZONS II_full v2
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
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