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View Full Version : Wierd SH3+GWX+Mods behavior - Help Please


derrinurban
11-29-10, 01:03 PM
I have SH3 on a new computer and am getting some pretty weird behavior. I am thinking it is a mod conflict, but was hoping someone here had some thoughts on which ones were conflicting. Here is my mods list.

GWX - 16km Atmosphere
GWX - English Nav Map and Grid Refs
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Lite Harbor Traffic
GWX - No Medals on Crew
GWX - Open Hatch Mod
FM_NewInterior_V1.0
LifeBoats&Debris_v4
Longer Repair Times 2.04 (All)
WB's Renown Replacement
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0
Thomsen's Sound Pack V3.2cg
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3
MaGui F
Type VII salvo selector
FM_NI_Fix_for_MaGui F


I played a single mission to check things out and everything seemed fine. Started a career and now I have no hydrophone. The AI hydrophone works fine, I just can't. I can go to the hydrophone, but all I hear is the ambient ship noise not the hydrophone. There was a ship in hydro range, just hydro was not working for me.

Exit out and go back to single mission, both AI and manual hydro working fine. Has me confused.

DU

frau kaleun
11-29-10, 01:23 PM
A couple things I see right off that might be problematic, but which may have nothing to do with the hydrophone issue:

If you are using the M.E.P. environment mod, you don't need GWX 16k Atmo enabled as this would be redundant at best. The M.E.P. mod provides its own "extended atmosphere" and the GWX 16k Atmo should be disabled before enabling M.E.P. to avoid any possible conflicts. It's possible that the latter simply overwrites everything the former did, but I'm not sure.

Second, FM_NewInterior and LifeBoats&Debris both overwrite the same .sdl file with their own versions; you will lose the unique audio effects provided by whichever one is enabled first if you have not manually edited the relevant .sdl file from the second one to make it compatible with both. There was also a compatibility "fix" that worked for these two mods if you wanted to use both at the same time, done by Aces if I remember correctly. There should be a thread or threads on his various compatibility fixes in this forum somewhere.

Also, FM_NewInterior overwrites files which would already have been overwritten by GWX Integrated Orders, meaning that unless you manually edited those files to work with both mods, you've compromised the functionality of Integrated Orders.

Plus I think the GWX Open Hatch mod is probably unnecessary if you are using FM_NewInterior as there is an "open hatch" function built into the latter.

Again, I don't know if any of these redundancies and possible conflicts is causing the loss of your hydrophone. Since it seems to be an audio issue though I would look at the mods that affect in-game sound first.

derrinurban
11-29-10, 02:19 PM
Thanks, frau. I am going to go back to a clean install and add the mods one by one and see where the problem lies. I will omit installing the ones you mentioned that are known to do the same or have conflicts.

DU

frau kaleun
11-29-10, 02:33 PM
Or just disable your mods one by one until the problem goes away.

Either way, going through them one by one until the problem disappears/reappears is usually the best way to pinpoint the issue.

Good luck!

Edit: just noticed that the problem only happened when you were in career mode, but not with a single mission... were you in the same type boat in the career you started and the single missions you tried? Or were you in a Type VII in one mode but not the other?

The FM_NewInterior mod only creates interiors, etc. for the Type VII u-boat. So I was wondering if maybe you were playing a Type VII in one mode, but not in the other mode, and that's got something to do with why the issue seems to be coming and going like that.

irish1958
11-30-10, 11:14 AM
Or just disable your mods one by one until the problem goes away.

Either way, going through them one by one until the problem disappears/reappears is usually the best way to pinpoint the issue.

Good luck!

Edit: just noticed that the problem only happened when you were in career mode, but not with a single mission... were you in the same type boat in the career you started and the single missions you tried? Or were you in a Type VII in one mode but not the other?

The FM_NewInterior mod only creates interiors, etc. for the Type VII u-boat. So I was wondering if maybe you were playing a Type VII in one mode, but not in the other mode, and that's got something to do with why the issue seems to be coming and going like that.
Exactly;
And check for a problem in the campaign files compatibility in your mods.

derrinurban
11-30-10, 11:56 AM
Frau, took your advice and disabled them. Actually disabled everything and re-enbled everything but the ones you suggested. Hydrophone seems to be working again.

However, I now noticed a problem with the keyboard shortcut for the periscope. The switch on the MaGUI for raising the periscope does not cause any issues but using the pg up/pg dn keys to raise and lower causes you to get the message "no officer at helm". Weird.

Will play some more and see what happens.