View Full Version : Mod Problems
reignofdeath
10-18-10, 12:09 AM
So I downloaded a few mods today and before starting a new patrol enabled them (Merhchant fleet just to name one) and I found out it always crashes when I load patrols HOWEVER when I go back to the original set up it loads fine, now could this be because of corrupt files or what?? Im going to go through enabling and disabling mods here in a bit to see what ones specifically cause the problem. Id really like some help with this one and the depth charge problem ive been having (not being able to see the explosions, same with torps, underwater) I think I might just do a whole new reinstall of the game and mods. which saddens me cuz Im quite attatched to my Kaleun:yeah:
Schwieger
10-18-10, 12:16 AM
What mods're they?
reignofdeath
10-18-10, 12:25 AM
GWX - Alternate Loadscreen - Full Circle
GWX - English Nav Map and Grid Refs
GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
Torpedo damage Final ver2.0
Real Depth Charge
Hitman Optics for GWX3 v.1
Uniform mod V.2
Merchant_Fleet_Mod_3.2(Compat)
A Green Atlantic 8k
A Green Atlantic 8k Greener
A Green Atlantic 8k Less Murky
Im not sure i like the Green Atlantic either, first I havent got it to work and second I really like the 16km mod since 16km is about where the horizon is in RL on the seas (I believe)
EDIT: After removing a green atlantic, it still crashed on load. I think it could be Merchant Fleet.
EDIT 2 : I just confirmed it IS the Merchant Fleet Mod 3.2 that is causing the crash, Im going to take snapshots of the files changed and lets see if you guys could help me at all with this problem, Ideally id love to have all the mods I want working and the game running completely bug free (depth charge problem I mean, not hard coded bugs) but sadly I cant :( I might try a fresh new install soon. Is it possible that the way the mods are enabled (order) has something to do with it?
VONHARRIS
10-18-10, 02:04 AM
I have the same problem with the Merchant fleet mod. The game starts Ok but when I tried to laod my patrol it crashed when the red bar was almost full. This has happened every time I tried to install this mod. I use the Generic Mod Enabler (GWX 3.0). When I uninstall it everything comes back to normal.
It is a pity because I really want this mod.
FIREWALL
10-18-10, 02:46 AM
It might be the order it's installed maybe.
papa_smurf
10-18-10, 04:10 AM
Theres a thread on the Merchant Fleet mod in SH3 mods that you can post in to see if you can get a solution.
Jimbuna
10-18-10, 05:37 AM
One of two reasons for this....
1) Your system specs aren't sufficient to support the additional content.
2) There is a conflict with a vessel in your original installation.
Schwieger
10-18-10, 06:49 AM
You should only install one of the green Atlantic mods at a time, not all three
desirableroasted
10-19-10, 04:38 PM
I really like the 16km mod since 16km is about where the horizon is in RL on the seas (I believe)
In real life, the horizon would be about 12 km from someone in the conning tower of a VIIB. Of course, you can see tall parts of ships "over the horizon," such as smoke and stacks, even though you can't see the ship itself.
The phenomenon of refraction can also "bend" light so that you can see objects that are not in a direct line of sight.
However, if you are standing at sea level, and are 6 feet tall, you will only see about 5 kilometers out.
The math for calculating this stuff is pretty complicated, but there is a website that does it for you:
http://www.boatsafe.com/tools/horizon.htm
Living as I do on the ocean, seeing tankers, merchants and ferries every day (and the occasional warship), I think the 16km mod is on the outer edge of reality. That said, if conditions are right, you really can detect ships that are miles and miles away.
reignofdeath
10-21-10, 07:31 AM
One of two reasons for this....
1) Your system specs aren't sufficient to support the additional content.
2) There is a conflict with a vessel in your original installation.
Im just gonna go with the former since I have a clean GWX install and no ships added.
Herr-Berbunch
10-21-10, 07:42 AM
GWX - Enhanced Damage Effects
Torpedo damage Final ver2.0
Would these two mods also be conflicting?
frau kaleun
10-21-10, 08:17 AM
Would these two mods also be conflicting?
I don't think so, I'm running both of them with no problems.
The Torpedo Damage Final, I'm pretty sure, is just an overwrite of the .tga (or whatever type) file for the representation of exterior damage on ships in the game, it just alters/enhances what you see when you look at your own (damaged) boat in external cam or at some other ship that's taken a hit.
Enhanced Damage Effects, I think, has to do with how much and what kind of splodey stuff happens during/after a successful attack.
Herr-Berbunch
10-21-10, 08:35 AM
I don't think so, I'm running both of them with no problems.
The Torpedo Damage Final, I'm pretty sure, is just an overwrite of the .tga (or whatever type) file for the representation of exterior damage on ships in the game, it just alters/enhances what you see when you look at your own (damaged) boat in external cam or at some other ship that's taken a hit.
Enhanced Damage Effects, I think, has to do with how much and what kind of splodey stuff happens during/after a successful attack.
Thanks for setting me straight :DL
Sailor Steve
10-21-10, 09:20 AM
Merchant Fleet Mod is HUGE. I can't run it, due to my old system. That seems the likely answer to me.
frau kaleun
10-21-10, 09:29 AM
Merchant Fleet Mod is HUGE. I can't run it, due to my old system. That seems the likely answer to me.
Same here. I even tried a couple of "cut down" versions with way fewer ships, still couldn't handle it.
Jimbuna
10-21-10, 09:52 AM
I don't think so, I'm running both of them with no problems.
The Torpedo Damage Final, I'm pretty sure, is just an overwrite of the .tga (or whatever type) file for the representation of exterior damage on ships in the game, it just alters/enhances what you see when you look at your own (damaged) boat in external cam or at some other ship that's taken a hit.
Enhanced Damage Effects, I think, has to do with how much and what kind of splodey stuff happens during/after a successful attack.
Pretty much says it all :sunny:
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