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Old 01-13-15, 12:06 PM   #166
ReallyDedPoet
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Originally Posted by scott_b View Post
Hey ReallyDedPoet,

Thanks for your response. Yes, I do have the 4gig Patch installed, but maybe I did it incorrectly? Not sure. I was able to get it to work last night, but only after it crashed to desktop several times. I'm a stubborn person so I just kept doing the same thing until it worked. I feel like it is almost like flipping a coin. Sometimes it works, sometimes it doesn't.

Specs:
I have the steam version of the game
cpu: i7 4790k
gpu: gtx 980 sc
ram: 16gb
os: win 8.1
What 4gig Patch did you use? There are a couple that are available. Your specs are more than adequate

Good to be stubborn when playing the Silent Hunter Series, but worth it when you get to the right set-up. Did you do this: Right click on SH3.exe set compatability mode to Win XP Service Pack 3. Do this after applying the patch. I saw something earlier in the SH3 Forums and this worked. Also I have done this before as well.

Forgot to mention it earlier.
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Old 01-13-15, 12:28 PM   #167
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Originally Posted by ReallyDedPoet View Post
What 4gig Patch did you use? There are a couple that are available. Your specs are more than adequate

Good to be stubborn when playing the Silent Hunter Series, but worth it when you get to the right set-up. Did you do this: Right click on SH3.exe set compatibility mode to Win XP Service Pack 3. Do this after applying the patch. I saw something earlier in the SH3 Forums and this worked. Also I have done this before as well.

Forgot to mention it earlier.
I used the 4gb patch from the Living Silent Hunter III "tools" page. I read somewhere that it worked well with the steam version. Please note that I'm not running Living Silent Hunter. So maybe that is the problem?

I also haven't done the right click and set the compatibility mode. I will try that tonight. I usually just right click on the GWX shortcut and "run as administrator" because if I don't it crashes immediately with the widescreen mod active. I don't have to do this when the widescreen mod is inactive.

Thanks again for troubleshooting with me. It is greatly appreciated.
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Old 01-13-15, 12:51 PM   #168
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Originally Posted by scott_b View Post
I used the 4gb patch from the Living Silent Hunter III "tools" page. I read somewhere that it worked well with the steam version. Please note that I'm not running Living Silent Hunter. So maybe that is the problem?

I also haven't done the right click and set the compatibility mode. I will try that tonight. I usually just right click on the GWX shortcut and "run as administrator" because if I don't it crashes immediately with the widescreen mod active. I don't have to do this when the widescreen mod is inactive.

Thanks again for troubleshooting with me. It is greatly appreciated.
Let us know how you make out.

As far as the 4gig Patch I think that one is ok. The one I use is hsie's, it has the patch and a bunch of other fixes.
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Old 01-20-15, 05:35 PM   #169
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Got a problem. I can't make version of this mod entitled 'final' working in career with GWX+FM_Interrior Mod v 1.0 as well as 2.1 d neither activating it befor or after interrior mods. Inspite of it works fine with Ub7 interriors in Naval Academy and with Torpedoraum Typ II for Postalbyke, as soon as I trying to choose 'семерку' Uboat Typ 7 in campaign I always got CTD with bug report.

Report says:
AppName: sh3.exe AppVer: 1.4.0.1 ModName: d3d9.dll
ModVer: 0.0.0.0 Offset: 000067e7

Last edited by Hunter; 01-20-15 at 06:32 PM.
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Old 01-20-15, 05:58 PM   #170
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What order are your mods in?
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Old 01-20-15, 07:27 PM   #171
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GWX 3.0
----
Ahnenerbe WideGui 1920x1080 Final
Torpedoraum Typ II...
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flags&Pens 2010
FM_New Interrior v2.1d
FM cameras interrior

Tryed both to place Ahnenerbe mod befor and after FM_New interrior and it works in Naval academy but always got CTD with Ub7 in career. As well as I have tryied to activate two mods - Ananerbe and New Interrior alone with same result.

Applying German U-boat copilation after FM_New Interrior v2.1d didn't help.
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Old 01-20-15, 07:36 PM   #172
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Quote:
Originally Posted by Hunter View Post
GWX 3.0
----
Ahnenerbe WideGui 1920x1080 Final
Torpedoraum Typ II...
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flags&Pens 2010
FM_New Interrior v2.1d
FM cameras interrior

Tryed both to place Ahnenerbe mod befor and after FM_New interrior and it works in Naval academy but always got CTD with Ub7 in career. As well as I have tryied to activate two mods - Ananerbe and New Interrior alone with same result.

Applying German U-boat copilation after FM_New Interrior v2.1d didn't help.
Are you using the 4gig Patch? By the way the mod should go at the end.
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Old 01-20-15, 07:42 PM   #173
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The below is basically what I have installed and it works fine
All on top of GXW 3.0

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

LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v6 for GWX
Pascal_Port_People
Merchant_Fleet_Mod_3.2
Combat Radio Frequency
b25_SF_Grass_Full_V2
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Real Depth Charge
DAS BOOT Music
DBSMMainMod
DBSM_SH3_Speech_Fix
Das Boot Clothes
Flags_enlighten
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Rubini´s Underwater dust&plancton v1
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Dunkle_Torpedos
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Ahnenerbe WideGui 1920 x 1080 Final
Aces' Torpedo Rooms Camera Fix v2.2 for CCom Mod
Supplement to V16B1 (JSGME)
M.E.P v5
Optional - FSF for MEP v5
M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod
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Old 01-21-15, 05:28 PM   #174
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Originally Posted by ReallyDedPoet View Post
Are you using the 4gig Patch? By the way the mod should go at the end.
Yes, I have 4Gb patch applied to my sh3.exe and the game loads faster with it. Here is what I have found. I have disabled all mods in JSGME and then applied first FM_New_Interrior v2.1d and Anhnenerbe GUI mod. I loaded Naval academy mission and it worked fine as always, I had widescreen resolution and saw all additional compartments of the boat, but each time as I was trying to launch new campaign choosing Type 7 u-boat, the game showed loading screen, loading bar reched 100% progress and game crushed. As I have noticed from mod lists above you use FM_New_Interrior v1.0 instead of 2.1d, which adds torpedoroom and Flakmonkey's Interior with crew, wich adds more crewmembers. Thus I have activated FM_New_Interrior v1.0 and launched new campaign Type 7 in Kenigsberg, surprisingly it started normally!Thus I assume that this mod could be incompatible with FM_New_Interrior v2.1d and Flakmonkey's Interior with crew in campaign somehow but it works fine in naval academy missions.

UPD: haven't been tracking new mods carefully for several years and just missed CCoM_8.x_Bug_Hecktorpedoraum mod. WOW! It there any mods to add crew members to new and empty compartaments?
UPD2: Sh*t! Got the same CTD starting campaign as soon as activated:

FM-Interrior 1.0,
CCoM_8.x_Bug_Hecktorpedoraum mod 1.0
Ahnenerbe WideGui 1920 x 1080 Final

Last edited by Hunter; 01-21-15 at 06:46 PM.
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Old 01-21-15, 08:21 PM   #175
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Not that I am aware of as far as mods adding crew to the CCom Mod. I use it as it is compatible with FM 1.0.
I am wondering if: Aces' Multimod compatability fix release v1.3 public beta is making a difference on my end. It is almost right after the FM mod.
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Old 01-22-15, 02:59 PM   #176
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Originally Posted by ReallyDedPoet View Post
Not that I am aware of as far as mods adding crew to the CCom Mod. I use it as it is compatible with FM 1.0.
I am wondering if: Aces' Multimod compatability fix release v1.3 public beta is making a difference on my end. It is almost right after the FM mod.
Thanks for your advisep but I hardly can try it as soon as all links to Aces' Multimod compatability fix release v1.3 public beta in its thread are dead.
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Old 01-22-15, 03:59 PM   #177
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Thanks for your advisep but I hardly can try it as soon as all links to Aces' Multimod compatability fix release v1.3 public beta in its thread are dead.
You are looking in the wrong place. Try Maik's Archives ( sticky in the SH3 Mod Forum ) and search under Aces, you will see it there.

Take note though of the mods it makes compatible. All good ones by the way.

LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
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Old 01-22-15, 04:20 PM   #178
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Aces Mod
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Old 01-27-15, 02:11 PM   #179
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this is an incredible mod!! wow!! good job!! a whole new game.

the kiel kanal in and out don't plot properly with the way this mod is right now.

the ruler's protractor in tool helper isn't flipped 180 degrees

in the control room when you click on one of the officers the camera does not pan in on his face.

i find that a lot of text and other interactive features have become smaller and more difficult to read despite there being a lot more screen space.

why is the navigation chart so small when there is so much unused screen space?

the crew management screen has become smaller than it was and more difficult to navigate.

im sure you have good reasons. thanks for the great mod.

Last edited by corporalspiffy; 01-28-15 at 08:57 AM.
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Old 01-28-15, 06:06 PM   #180
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Default RAOBF Wheel Markings

Excellent mod much appreciated.
I prefer to use the RAOBF wheel and attack disc for my manual targeting set up. However when using the RAOBF wheel in this mod the the horizontal and vertical scale marks on the x hairs are missing.
Anyone else have this problem? Is there a fix?
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