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Old 02-26-20, 09:19 AM   #211
Jimbuna
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Welcome gpawood
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Old 05-17-20, 12:51 PM   #212
Reaktionslos
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I've installed all the mods by using Generic Mod Enabler and tested the submarine school with torpedo training.
When using the deck gun my ears explode.
The gun are so loud. I turned down the volumen to the last possible position but the gun is still extremly loud.
Does anyone got the same problem? Did I install anything wrong or a wrong order?
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Old 05-17-20, 09:34 PM   #213
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Old 05-18-20, 09:30 AM   #214
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A Warm Welcome To The Subsim Community > Reaktionslos
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SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below


Disable Webster' deck gun mod and see if that cures your problem.


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Old 05-18-20, 03:39 PM   #215
Reaktionslos
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Quote:
Originally Posted by THEBERBSTER View Post
Disable Webster' deck gun mod and see if that cures your problem.
Thank you. This help a little bit.


I've attached my JSGME. Does the order make sense?
I am confused because of the grey out ones.
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File Type: jpg SH4_JSGME2.jpg (14.8 KB, 23 views)
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Old 10-09-20, 12:13 AM   #216
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wow thanks a lot for this awesome mod
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Old 03-31-21, 12:08 AM   #217
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Hello Berbster, thank you for this mod! I'm really enjoying this so far.



Would anyone be able to comment on compatibility with these two mods?



Improved Ship Physics 2.x
https://www.subsim.com/radioroom/dow...o=file&id=4578
(I know it says for RFB/RSRD, is there anything similar?)



Natural Sinking Mechanics
https://www.subsim.com/radioroom/dow...o=file&id=1306
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Old 04-03-21, 01:21 PM   #218
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I do not recall myself about those mods versus Game Fixes Only, which is what THEBERBSTER's mix is, and which is basically the Stock game. So anything for stock, for the most part, should function in THEBERBSTER's mix. Look at the Roster folder listings in THEBERBSTER's mix, and anything in ISP or NSM not listed would not be affected by the mods. You would also have to cross-reference the mods, and see if there are conflicts between the two that might cancel the first-activated mod out... Hopefully, someone more knowledgeable will come along, if you have more questions.
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Old 04-03-21, 07:33 PM   #219
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Quote:
Originally Posted by eelwick View Post
Hello Berbster, thank you for this mod! I'm really enjoying this so far.



Would anyone be able to comment on compatibility with these two mods?



Improved Ship Physics 2.x
https://www.subsim.com/radioroom/dow...o=file&id=4578
(I know it says for RFB/RSRD, is there anything similar?)



Natural Sinking Mechanics
https://www.subsim.com/radioroom/dow...o=file&id=1306
i am adding comments to what PB posted.

the simplest way to find conflicts to to apply each one of these mod-sets, one-at-a-time AFTER GFO, and take note of the files you are overwriting that have already been replaced in the JSGME message box
.
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Old 08-28-21, 01:46 PM   #220
Capt Codetrucker
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Support Which Beginner's Mod Options Should i Use?

Hi,

I have installed a clean vanilla SH4 + UBM.

I am trying to install THEBERBSTER's Beginner's Mega Mod via JSGME.

I have activated the "1 Game Fixes Only v1.1."
I have tried activating "2 MaxOptics IV for SH4 1.5" and was presented with a warning box with an avalanche of this-has-already-been-altered warnings asking me if I am sure I want to activate the mod. I am not sure which is why I am posting.

First, I am making the assumption I am supposed to activate each mod, one at a time by following the prefix number of each mod, but it is not working as related above.

Q1: Are the mods supposed to be activated following the numbers?

Q2: If the above is correct, am I supposed to activate each chronological mod with impunity and just ignore the warnings?

Your help is appreciated. I am an old man who gets easily confused. Please be patient.
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Old 08-28-21, 02:12 PM   #221
Mad Mardigan
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Quote:
Originally Posted by Capt Codetrucker View Post
Hi,

I have installed a clean vanilla SH4 + UBM.

I am trying to install THEBERBSTER's Beginner's Mega Mod via JSGME.

I have activated the "1 Game Fixes Only v1.1."
I have tried activating "2 MaxOptics IV for SH4 1.5" and was presented with a warning box with an avalanche of this-has-already-been-altered warnings asking me if I am sure I want to activate the mod. I am not sure which is why I am posting.

First, I am making the assumption I am supposed to activate each mod, one at a time by following the prefix number of each mod, but it is not working as related above.

Q1: Are the mods supposed to be activated following the numbers?

Q2: If the above is correct, am I supposed to activate each chronological mod with impunity and just ignore the warnings?

Your help is appreciated. I am an old man who gets easily confused. Please be patient.
Ahoy, Capt Codetrucker

As it goes, get everything set up, to the point of having the mods, dropped into the 'MODS' folder... once done, ensure that there is no zipped files inside of them. After that, reread post 1, on the special notes before it gets to the pic's... taking note of those mods mentioned that are not needed.

Delete those from out of 'MODS' folder... once that is done, then renumber accordingly.

Once that is done, then begin the activate process, by the numbers. As for the override notification... those in that list, will be swapped accordingly. Unless there is some major error in their being put together (which is a small chance, but a chance nonetheless... ) you 'should' be alright in allowing the override to go forth.

Am pretty confident that the work THEBERBSTER put into that compilation, has been tested by them & is about as error free as is humanly possible.

Hope this helps.

M. M.

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Old 08-28-21, 02:29 PM   #222
Capt Codetrucker
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Thank you, M. M. It helps a lot.

Accorfing to your guidance and the mods, I only had to delete/renumber one file.

I suspected the Q.C. had been handled. The deficit was not with the product, but with my lack of understanding and an unsympathetic gimpy noodle. LOL.
Thanks again.
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Old 08-28-21, 02:32 PM   #223
Mad Mardigan
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Quote:
Originally Posted by Capt Codetrucker View Post
Thank you, M. M. It helps a lot.

Accorfing to your guidance and the mods, I only had to delete/renumber one file.

I suspected the Q.C. had been handled. The deficit was not with the product, but with my lack of understanding and an unsympathetic gimpy noodle. LOL.
Thanks again.
No prob.

Good huntin'...

M. M.

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Old 08-28-21, 05:40 PM   #224
Mad Mardigan
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radar Re: Query...

Am wanting to know...

would vickers03's interiors mod & subskin 4k mods (SH4_original_4k_light_gray_less_rust / SH4_original_4k_normal_maps_STOCK) , be able to be used with this... am including the order activated list from JSGME, & any insight in where to best add them in, if it is possible to use them. Thanks.

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\THEBERBSTER-All-n-1 SH4 mix\MODS]

1 Game Fixes Only Mod v1.1
2 MaxOptics IV for GFO 1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM v3.0
8 Webster's Upgraded Deck Gun v1
9 Webster's New sonar view for v1.5
10 Pacific Sound Mod
11 Stop The Shouting
12 sobers compass mod version color
13 3000 Yard Bearing Tool (1920x)

M. M.

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Old 04-29-22, 03:08 AM   #225
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First post in years. I have forgotten about owning this game & a couple of weeks ago Steam sent me a Wish List price drop and I got the U-Boat Missions add on. So, here I am again looking at mods for SH4 & I have a question about these mods in the Mega Mod Pack.

I know, by reading the ReadMe of the mods that any of them that are for GFO will not work with FotrS, but for the mod Stop the Shouting it says it's been tested with TMO and RFB.

Can anyone point out the mods that will work with FotrS, please?
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