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Old 01-07-15, 06:31 PM   #46
Sailor Steve
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On a whim I tried again, this time with Game Booster turned on. It loaded and seems to run just fine. I'm still a little worried though. Will it run in that configuration with the Merchant Fleet Mod activated? I guess only time will tell.
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Old 01-07-15, 09:01 PM   #47
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Quote:
Originally Posted by Sailor Steve View Post
On a whim I tried again, this time with Game Booster turned on. It loaded and seems to run just fine. I'm still a little worried though. Will it run in that configuration with the Merchant Fleet Mod activated? I guess only time will tell.
I'm impressed that you can resist the temptation to just load everything up and try it Right Now.
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Old 01-07-15, 09:07 PM   #48
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I feel the need to try to make everything work together. I already know from experience that if it doesn't I've accomplished nothing. Meanwhile I like to drive around the harbors looking at the sights, and if I need to sink something there's always a single mission waiting for me.
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Old 01-07-15, 10:57 PM   #49
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Quote:
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I feel the need to try to make everything work together. I already know from experience that if it doesn't I've accomplished nothing. Meanwhile I like to drive around the harbors looking at the sights, and if I need to sink something there's always a single mission waiting for me.
I find myself doing similar things. I haven't finished many careers because of this
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Old 01-08-15, 03:58 AM   #50
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Ditto RDP, in fact I don't think I have ever finished one !

Best regards.

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Old 01-08-15, 08:19 AM   #51
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Sailor Steve, try to use Schluese v6 instead of v7. I had always problems with CTD using version 7, don't know why. Version 6 is much more stable and good looking too.
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Old 01-08-15, 08:44 AM   #52
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Ditto RDP, in fact I don't think I have ever finished one !
I don't think either. Oh, that wasn't what you meant.

That said, I know I've never completed a career.

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Sailor Steve, try to use Schluese v6 instead of v7. I had always problems with CTD using version 7, don't know why. Version 6 is much more stable and good looking too.
I've thought about that. I looked, and v7 is more than twice the size of v6. On the other hand with v6 I'll have to install the bridge mod that BBW made just for me, whereas v7 has the correct Kiel bridges built in. Still, as you say, that may be the way to go.
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Old 01-08-15, 10:10 AM   #53
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Steve, I have used v7 in the past with no problems. I do use the 4GB patch with it. I am not using v7 right now because I am at Lorient and the changes made in St. Nazaire in v7 cause the sub pen walls in Lorient to disappear. When I sail out of Keil, or St. Nazaire, I use v7, otherwise I use v6.
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Old 01-08-15, 01:06 PM   #54
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I'm not inclined to switch back and forth. Even though v6 follows the Stock pattern of having the U-boat docks in the wrong place, I agree that I like the way it looks and feels, so I'll probably stick with v6 and use the Bridges add-on.

I've re-enabled H.sie's patch, but not the Supplement. I'm saving that for last. I intend to compare and contrast all the relevant text files as I go along. That should make it work, and I think I'll be happy with my final result.
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Old 01-08-15, 03:49 PM   #55
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@Steve

A tad late I'm sorry, hectic day at work. Here is, as promised, my working mods list:

Generic Mod Enabler - v2.6.0.157
[H:\SilentHunterIII\MODS]

GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - Merged Campaign
GWX - VIIC41 Player Sub
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Late War Sensors Snorkel Antennas
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Merchant_Fleet_Mod_3
MFM3.2 displacement correction mod
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
Q Ship mod GWX3.0
Kaleun's Cap
Destroyers&Corvette
A_to_I_class_mod
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
EnvSimAct_Stiebler
M.E.P v5
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
Optional - Zoomable Free Camera
M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod
Torpedo_HAHD_1024_GWX
GWX3.0 All_Weather_Guns
M04B-MX04B
Karle's_Crash_Dive_Mod
KB's Diesel Sound Mod
J_to_Z_Class_mod
Hunt_I_to_III_mod
WB's Renown Replacement
SH3 Gramophone
Thomsen's Sound Pack V3.2cg
Aces' Multimod compatability fix v1.6 beta
Aces' Combined SH3.SDL Files v4
New Uboat Guns 1.2
TKSS18 German U-Boats Compilation
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX


Hope this helps

Best regards.

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Old 01-09-15, 09:50 PM   #56
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Well, Wilhelmshaven etc v6 works just fine, but I get another crash with the Bridges add-on. But I have to have those bridges! Maybe I'll just switch to LSH3.

First, though, I'm going to compare the files from all three versions side by side. Maybe I can figure it out.
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Old 01-10-15, 09:12 PM   #57
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This is getting frustrating...but still entertaining. I tried the different Wilhelmshaven mods with mixed results. I finally tried loading v6 manually. It ran fine. Put in the Bridges add-on and got a crash. To fix that I had to remove the whole game and clean everything. Reloaded SH3, then GWX, then tried to run it that way. Crash. I deactivated and reactivated the 4-Gig patch. No luck. Then I made sure I had the GWX-Commander files installed. It's been so many years that I forgot all about that little wrinkle. Still no luck.

Then I remembered the Save-Game folder in My Documents. Deleted that and tried to start again, and got the message saying Commander can't function until the game has been run once. Good! That means it realizes it's a fresh install. Replayed the Navigation class, then tried a career start. All good so far.

Tomorrow I'm back to testing the Wilhelmshaven mods. I had planned on starting a career on New Years Day. Nine days later I haven't even started installing my favorite mods.

Maybe by next New Years...
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Old 01-10-15, 10:20 PM   #58
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Thursday, February 19th?
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Old 01-11-15, 01:35 PM   #59
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Well, I'm reaching the point where I'm pulling my hair out and screaming at the monitor. I can't get any of the Wilhelmshaven, St Naz & Schleuse versions to work. I know I've used one in the past, on the old machine, so I know it's possible. There isn't much to investigate. I set up a fresh version, load GWX, test it in Academy, Single Mission and Campaign mode, then load one of the mods. When I get to Campaign mod it crashes. Nothing fancy, nothing seems to conflict, but there it is.
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Old 01-11-15, 01:56 PM   #60
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I've thought about buying a new computer and then perhaps be able to run LSH. It seems like it might not be as simple as I thought it would be.
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