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Old 05-03-12, 11:03 AM   #677
Stiebler
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Join Date: Oct 2005
Location: London, UK
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@Phoenix3000:

The important thing to remember, when adding new mods, is to add them one at a time with JSGME, testing the game after the addition of each new mod. Then you know immediately whether conflicts occur, and where the problem lies. If you just jumble everything together without testing, how will you know what caused the problem? How will anyone else know, since it is most unlikely that they have the same mod-mixture as you?

You should start with basic SH3 (patched, if necessary with Ubisoft's official 1.4b patch, but later releases of SH3 are supplied pre-patched). Make sure you can get this running properly first, or everything else is a waste of time!

Then you can add NYGM 2.5, 3_New and 3.6A (in that order) all at once, and test again, this time with a single patrol.

The MFM3.2 mod by IABL is enormous, you should add this last, because it may cause CTDs due to ID conflicts all by itself. But is safe *instead* to add the smaller IABL ship pack supplied with NYGM.

After that, add the other mods you listed one by one, testing after each addition.

You mentioned the Stiebler3a_Addon_patch_for V16B1. As the name suggests, you must FIRST patch your copy of SH3.exe with H.sie's V16B1 patch. This is essential! See this thread: http://www.subsim.com/radioroom/showthread.php?t=193301

I hope that helps,
Stiebler.
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