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Old 01-27-13, 07:04 AM   #1321
winduff
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After countless hours of trying to install this great mod collection, I installed one by one without using the automated list.

For me, this one seems to be the bugger (CTD after starting a campaign):

"TDW FX Fix for Sobers chimney smoke"

- deactivated, now it works
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Old 01-27-13, 07:11 AM   #1322
Johndb
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Default Mapping Tools on Nav map

Hello Sober,

Thank You for all the effort on the mega mod.

So far I have patched the EXE file and enabled half of the mods with no problems. I am half way and probably expecting something to go wrong some time or another.

Thanks to you and everyone on this forum everything is going this well.

One Question:

I noticed that you have images on the your first post showing the map tools being displayed on the nav map.

What mod is used to achieve this ?

Has anybody got any ideas to get this working?

Many Thanks
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Old 01-27-13, 08:39 AM   #1323
limkol
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Default question:

Just an idea:

When I'm at sea, there's no problem with Ship Inertia mod or IRAI Inertia Damage mod. But I have found that I can't sail into Kiel with them activated....whether I use Time Compression on no TC. As soon as a German ship is in sight the game crashes.
When I disable the 2 mods, there's no problem.
So what I've done is I've made 2 copies of sobers mep file. In one I've deleted the 2 Inertia mods and renamed the mep file 'sobers harbour mep'. I've named the other 'sobers sea mep'. I use jsgme to enable 'sobers harbour mep' to get in and out of the harbour and I enable 'sobers sea mep' when I am sea. (after saving and loading of course).
I've done this without ctd's (...so far).

My question to you is, is this a good idea or is there a risk that I mess things up? I know there are some mods that can only be enabled in the bunker or at the start of a new campaign.
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Old 01-27-13, 08:49 AM   #1324
Navuhodonosor
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Quote:
Originally Posted by limkol View Post
Just an idea:

When I'm at sea, there's no problem with Ship Inertia mod or IRAI Inertia Damage mod. But I have found that I can't sail into Kiel with them activated....whether I use Time Compression on no TC. As soon as a German ship is in sight the game crashes.
When I disable the 2 mods, there's no problem.
So what I've done is I've made 2 copies of sobers mep file. In one I've deleted the 2 Inertia mods and renamed the mep file 'sobers harbour mep'. I've named the other 'sobers sea mep'. I use jsgme to enable 'sobers harbour mep' to get in and out of the harbour and I enable 'sobers sea mep' when I am sea. (after saving and loading of course).
I've done this without ctd's (...so far).

My question to you is, is this a good idea or is there a risk that I mess things up? I know there are some mods that can only be enabled in the bunker or at the start of a new campaign.
I reported that too. There is some problem with German ships and inertia. If you wanna go trough campaign then my advice is to go without inertia because it may or may not bloat and corrupt your save. And when you are in the middle of the 1943 then you will be very angry if you have to start again. If you want simply to test stability then is OK. Mods are very nice, just needs some polishing. No one can tell you for sure what will be , I play without them ,I really want at least once to go trough entire campaign.
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Old 01-27-13, 11:56 AM   #1325
dem
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[QUOTE=limkol;1999668]Just an idea:

When I'm at sea, there's no problem with Ship Inertia mod or IRAI Inertia Damage mod. But I have found that I can't sail into Kiel with them activated....whether I use Time Compression on no TC. As soon as a German ship is in sight the game crashes.
When I disable the 2 mods, there's no problem.
So what I've done is I've made 2 copies of sobers mep file. In one I've deleted the 2 Inertia mods and renamed the mep file 'sobers harbour mep'. I've named the other 'sobers sea mep'. I use jsgme to enable 'sobers harbour mep' to get in and out of the harbour and I enable 'sobers sea mep' when I am sea. (after saving and loading of course).
I've done this without ctd's (...so far).

Hi all


Just for a note, i have no problem with the 2 mods above i can sail out of kiel, i have not sail back in yet ?!!!! ( so will i have a problem when i come home) the one mod i have a problem with is AI_sub_crew_1_0_2_TheDarkWraith

thanks sobers for the work you have put in and all you other modleies out they you have made the game
Dem
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Old 01-27-13, 02:38 PM   #1326
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Quote:
Originally Posted by dem View Post

Hi all


Just for a note, i have no problem with the 2 mods above i can sail out of kiel, i have not sail back in yet ?!!!! ( so will i have a problem when i come home) the one mod i have a problem with is AI_sub_crew_1_0_2_TheDarkWraith

thanks sobers for the work you have put in and all you other modleies out they you have made the game
Dem
I had problem when I Was returning from Baltic, but I Think it is not related to route but to specific ship. If that sort of ship is there or near the entrance to Kiel then there you go, must delete the mod.
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Old 01-27-13, 03:24 PM   #1327
THE_MASK
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0701 28/01/2013
changed the mod order around to try to stop the ctds

Last edited by THE_MASK; 01-27-13 at 03:58 PM.
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Old 01-27-13, 04:01 PM   #1328
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FX update v0.0.20 - incorporated KZS's Hull Wetness mod into this one
so i dont know if 3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
is compatable anymore so i removed it .
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Old 01-27-13, 04:11 PM   #1329
dem
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Quote:
Originally Posted by sober View Post
0701 28/01/2013
changed the mod order around to try to stop the ctds

Hi

Thanks for all your help

Report

load the new changed the mod order, started a new campaigm, skip tatorial crashed to desk top, same order just removed AI_sub_crew_1_0_2_TheDarkWraith all ok at the minboth on new and old campaigm

dem
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Old 01-27-13, 04:26 PM   #1330
dem
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Quote:
Originally Posted by sober View Post
FX update v0.0.20 - incorporated KZS's Hull Wetness mod into this one
so i dont know if 3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
is compatable anymore so i removed it .

This did not work for me
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Old 01-27-13, 05:11 PM   #1331
Navuhodonosor
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Quote:
Originally Posted by sober View Post
FX update v0.0.20 - incorporated KZS's Hull Wetness mod into this one
so i dont know if 3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
is compatable anymore so i removed it .
Ufff ,I am in the middle of the sea, can I remove it now.
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Old 01-27-13, 06:09 PM   #1332
THE_MASK
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Quote:
Originally Posted by Navuhodonosor View Post
Ufff ,I am in the middle of the sea, can I remove it now.
yes
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Old 01-27-13, 06:13 PM   #1333
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Is this the problem ?
TDW_GenericPatcher_v_1_0_74_0 conflicts with NewUIs_TDC_7_1_0_ByTheDarkWraith
\TDWFileUtils.dll -D -A -W -S
\TDWUtils.dll -D -A -W +S

Enable the TDW_GenericPatcher after NewUIs_TDC is enabled !
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Old 01-27-13, 06:32 PM   #1334
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Thanks for rapid response! Just for info I am still on newer version of UI and works great no CTD-s for loong time
Here is mep
Code:
TDW_GenericPatcher_v_1_0_74_0
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips SH5
DBM Background Video
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1
Dynamic Environment - Winter hotfix 1
sobers best ever fog  V20 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V9 09012013
Small_trees_SH5_V1
sobers see thru wake fix
Window_Lights_Redone_V1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichals interior mod 1.2.1
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Speech fixes and additions (german 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
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_2_0_Real_Navigation
NewUIs_TDC_7_2_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OH II Minefield map for TDWs Ui
Grossdeutscher Rundfunk
sobers NO water drops V1
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers DOF V4 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers bad weather deck gun V3 SH5
I did not noticed any problem with 3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
I had only problem with corrupted saves but it was my fault
and Trevally helped me solve it.
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Old 01-27-13, 06:46 PM   #1335
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Ok , added them back in .
0930 28/01/2013
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