View Full Version : CTD everytime i enable GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
theroc44
08-29-11, 08:21 PM
Ok so im trying to add some new ships and since this seems to be the only ship addon that i can find im trying to get it to work.GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 adds a bunch of stuff but the read me isnt clear on installation method. Theres a main Data folder containing the ships and 3 seperate mod folders containing GWX-alantic and east,GWX-LIte ATL and Northsea, GWX lite harbor and GWX merged campaign. Now am i supposed to add these seprately or leave them where they are in the folder. Any help would be appercaited thanks again Sub Sim crew.
Fish In The Water
08-29-11, 08:35 PM
Here's a pretty good post that helps clear up the read me:
http://www.subsim.com/radioroom/showpost.php?p=1737077&postcount=2
As for the CTD's, I'd hold off until you're sure the mod is properly installed. Once we're over that hurdle, we can address the CTD's (if they're still around)... :sunny:
theroc44
08-29-11, 08:38 PM
gonna try to install it the way it says there. Fish other than this mod are there any other ship mods addon's. Besides Jim's Q-ship mod...
theroc44
08-29-11, 08:44 PM
did u enable the merged campaign on this? I have the GWX merged campagin already active, do i need to disable that one in order to activate the merged campaign with this mod?
Fish In The Water
08-29-11, 08:45 PM
gonna try to install it the way it says there. Fish other than this mod are there any other ship mods addon's. Besides Jim's Q-ship mod...
I'd say the Merchant Fleet Mod is probably the best:
http://www.subsim.com/radioroom/showthread.php?t=170741
It adds a ton of hi-res textures, graphic enhancements and new ships. :up:
One word of caution though... It's quite memory intensive, (and as I don't know your specs), I'll just advise that most people need at least 4GB of ram (plus the patch) to get it to run.
theroc44
08-29-11, 08:50 PM
I'd say the Merchant Fleet Mod is probably the best:
http://www.subsim.com/radioroom/showthread.php?t=170741
It adds a ton of hi-res textures, graphic enhancements and new ships. :up:
One word of caution though... It's quite memory intensive, (and as I don't know your specs), I'll just advise that most people need at least 4GB of ram (plus the patch) to get it to run.
I got a good system and 4gigs of ram, shouldnt be a problem. Maybe i wont even use the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 and just use this instead. What you think?
Fish In The Water
08-29-11, 08:55 PM
did u enable the merged campaign on this? I have the GWX merged campagin already active, do i need to disable that one in order to activate the merged campaign with this mod?
Yes disable, as (IIRC) the two are not compatible...
Matter of fact, here's the answer right from the horses mouth, :03: (the creator of the mod):
http://www.subsim.com/radioroom/showthread.php?t=162292
PS. AFAIK the 'fix' was never released... But even if it was, you don't need the extra scripted traffic for a theatre you have no intention of sailing into. Just eats up system resources and adds to the load time for no real gain. :down:
Fish In The Water
08-29-11, 09:01 PM
I got a good system and 4gigs of ram, shouldnt be a problem. Maybe i wont even use the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 and just use this instead. What you think?
Ya, personal preference...
If it was me and I only had enough memory to run one, I'd go with the Merchant Fleet Mod. You should take a look at the screens, they're pretty awesome! :up:
http://i33.photobucket.com/albums/d54/iambecomelife/General8.jpg
theroc44
08-29-11, 09:02 PM
Ya, personal preference...
If it was me and I only had enough memory to run one, I'd go with the Merchant Fleet Mod. You should take a look at the screens, they're pretty awesome! :up:
http://i33.photobucket.com/albums/d54/iambecomelife/General8.jpg
Fish as usual your opinion is most apperciated, you the man :rock:
Fish In The Water
08-29-11, 09:06 PM
Fish as usual your opnion is most apperciated, you the man :rock:
You're very welcome, enjoy! :sunny:
theroc44
08-29-11, 09:19 PM
wow that merchant fleet mod is insane. 3 gigs of tgas and 3,207 variations of shipping. Thats gotta be the best ship addon for SH3 hands down, the question is can i get it running lol with my other mods :hmmm:
Sailor Steve
08-29-11, 11:46 PM
If it was me and I only had enough memory to run one, I'd go with the Merchant Fleet Mod. You should take a look at the screens, they're pretty awesome! :up:
I would certainly be running it if I had the machine to handle it, but alas I don't.
Two things: If you are running it and using Commander, you'll want the latest Ship Names mod.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3124
And What the Wilhelmshaven mod adds is much more accurate harbors, including the locks for those harbors (with working gates) and the locks with gates for the Kiel Canal.
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img13-3-2011_17238_968.jpg
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img6-5-2010_215518_187.jpg
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img6-5-2010_215254_265.jpg
wow that merchant fleet mod is insane. 3 gigs of tgas and 3,207 variations of shipping. Thats gotta be the best ship addon for SH3 hands down, the question is can i get it running lol with my other mods :hmmm:
I watched it being made over a period of a couple of years, all the while researching historical names for all the ship types. And I can't even use it!
:rotfl2:
danasan
08-30-11, 06:03 AM
wow that merchant fleet mod is insane. 3 gigs of tgas and 3,207 variations of shipping. Thats gotta be the best ship addon for SH3 hands down, the question is can i get it running lol with my other mods :hmmm:
Wasn't there a "light" version of this mod?
http://www.gamefront.com/files/16730755/MFM-Interim-Beta.7z
for some slower rigs...
theroc44
08-30-11, 01:07 PM
I would certainly be running it if I had the machine to handle it, but alas I don't.
Two things: If you are running it and using Commander, you'll want the latest Ship Names mod.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3124
And What the Wilhelmshaven mod adds is much more accurate harbors, including the locks for those harbors (with working gates) and the locks with gates for the Kiel Canal.
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img13-3-2011_17238_968.jpg
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img6-5-2010_215518_187.jpg
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img6-5-2010_215254_265.jpg
I watched it being made over a period of a couple of years, all the while researching historical names for all the ship types. And I can't even use it!
:rotfl2:
I cant run it either steve freezes on load bunch of times already for me.
theroc44
08-30-11, 03:48 PM
do i need another name addon for the name.cfg folder in commander for GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6. I added the name cfg from Jim earlier for MFM do i need one as well for the extra ships in this mod?
Sailor Steve
08-30-11, 03:52 PM
No. It's a standalone add-on.
theroc44
08-30-11, 04:38 PM
No. It's a standalone add-on.
Whatcha mean its not incorporated in GWX campaign. I thought it was just an additional few uboat bases and a few ships. Am i wrong? I havent even got it running yet mind you.
frau kaleun
08-30-11, 08:23 PM
Whatcha mean its not incorporated in GWX campaign. I thought it was just an additional few uboat bases and a few ships. Am i wrong? I havent even got it running yet mind you.
I think Steve may have been talking about the Real Ship Names feature in Commander. You don't need to add anything to that for the mods to be used in the game, but if you get them working you'll want the most recent version of his ShipNames file to use with Commander so you have all the currently available names for as many ships as possible.
Don't know what your specs are but FWIW I could never get either version of the MFM, or the GWX Wilhelmshaven mod, to run without CTD issues until I switched to a 64-bit OS which allowed Windows to recognize more than 4 GB of system RAM. The best I could do was to load the game with the Wilhelmshaven mod with Lite Harbor Traffic enabled. Some people are able to use them on 32-bit with the 4GB patch, but then a lot depends on how much of your total RAM is available and Windows 32-bit will always set the limit at less than 4GB (if only because it takes some of your RAM just to run the necessary processes) and how much of that the game has access to will depend on what other stuff is running while you are trying to play.
If you are having CTDs just trying to load the game with the mods enabled, it is most likely a RAM issue so if you haven't already I would also try shutting down any unnecessary background processes before starting the game.
theroc44
08-30-11, 08:55 PM
I think Steve may have been talking about the Real Ship Names feature in Commander. You don't need to add anything to that for the mods to be used in the game, but if you get them working you'll want the most recent version of his ShipNames file to use with Commander so you have all the currently available names for as many ships as possible.
Don't know what your specs are but FWIW I could never get either version of the MFM, or the GWX Wilhelmshaven mod, to run without CTD issues until I switched to a 64-bit OS which allowed Windows to recognize more than 4 GB of system RAM. The best I could do was to load the game with the Wilhelmshaven mod with Lite Harbor Traffic enabled. Some people are able to use them on 32-bit with the 4GB patch, but then a lot depends on how much of your total RAM is available and Windows 32-bit will always set the limit at less than 4GB (if only because it takes some of your RAM just to run the necessary processes) and how much of that the game has access to will depend on what other stuff is running while you are trying to play.
If you are having CTDs just trying to load the game with the mods enabled, it is most likely a RAM issue so if you haven't already I would also try shutting down any unnecessary background processes before starting the game.
gotta head to work but im gonna try your method when i get back yea darn limitations of X86 architecture. But thank you for your assistance. It was most apperciated.
frau kaleun
08-30-11, 09:41 PM
gotta head to work but im gonna try your method when i get back yea darn limitations of X86 architecture. But thank you for your assistance. It was most apperciated.
Good luck! Hope you get it working to your satisfaction. :DL
Sailor Steve
08-30-11, 11:49 PM
I think Steve may have been talking about the Real Ship Names feature in Commander. You don't need to add anything to that for the mods to be used in the game, but if you get them working you'll want the most recent version of his ShipNames file to use with Commander so you have all the currently available names for as many ships as possible.
Yep, that and you don't need an extra .cfg with ship names for the Wilhelmshaven mod.
I run the Wilhelmshaven mod with full harbor traffic and no problems on my XP 32-bit system, but I can't run MFM at all and FlakMonkey's New Interiors causes the Dreaded Death Dive bug. Even as it stands I use three separate program killers before I load up the game, just in case.
Capt. Morgan
08-31-11, 02:38 PM
Re: CTD's on GWX3,Wilhemshafen, St Naz... Have you tried starting at different dates and ports? I know that with V5, I get a CTD if I start a new career in aug/39 at Wilhemhafen. All the other ports are fine and I can dock at Willi afterwards, no problem. Just a shot in the dark.
:hmmm: Intersting how different peoples experiences can be in what they can run.
I've got a modest rig (dual-core 1.8ghz Athlon with 2 gigs of ram, running 32-bit XP-Pro, service-pak3), and I can get GWX3, Wilhemshafen-St. Naz, FM's interiors, M.E.P 2.1, MaGui, and the full MFM all running - along with a dozen other lesser mods.
I do need the 4GB patch to get MFM to run, so it does work on 32 bit OS's (perhaps because the Athlon is a 64-bit processor??), but since it's use is debatable on 32-bit OS's, I've removed MFM - the only mod that required it - just to be safe.
I think F.K.'s point about background apps may be more important than most might give it credit for. My XP install is only used as a game consol, and has never been on line. If you're using XP as your day-to-day OS, you may have picked up dozens of web active, always on, apps. Just about every program these days is running background updates, at the least.
Kaleun Wagner
12-11-11, 05:01 PM
EDIT: I have since abandoned my attempts to recover my previous game as I have found additional mods which make the reload more than worthwhile. I will mention the idea of using the "Start at Sea" mod to potentially correct this issue for anyone else having problems in harbor when applying mods to an existing career. /EDIT
Are there any known issues with using this mod with existing careers?
I know that mod conflicts are usually the culprit, but in this instance I am fairly certain that is not the case. I can start new '39 careers in both Kiel and Wilhelmshaven with no issues; whenever I try to load my current career (in between third and fourth patrols), regardless if I use the after or before patrol files, I get an immediate CTD. Disable this mod and the saves work again.
If you're wondering why I'm a little attached to my current career... even though it is relatively new: I just came back from my third patrol where I randomly stumbled into a task force which included HMS Hood, Rodney, a Revenge class, and an assortment of escorting vessels. Sunk the Hood and likely scored a hit on the Revenge (heard it), but I was too busy crash diving as all hell was breaking loose on the surface :D. I have been modding the game after playing with vanilla SH3 for awhile and can appreciate how rare it is to even have the opportunity to attack a capital ship (especially without some spectacular antics like sneaking into Scapa Flow). If that wasn't enough, I also randomly ran into an S-class British sub on my way back to Wilhelmshaven and had a surface deck gun duel before putting into dock - it is the first time I've even seen an enemy sub, much less sank one! I was close enough to Wilhelmshaven that I assumed it was a U-boat until I decided to take a look at it.
Not all is lost if I cannot use this mod with my current save, but I am hoping that this is an issue with something like an incompatible ship in my patrol logs that can be edited out.
One last thing - if anyone has any mod recommendations after looking at the list below, please let me know. If I have to restart my career, I want to make it worthwhile! :D
Obligatory JSGME mod list for reference:
http://img13.imageshack.us/img13/3787/jsgme.png (http://imageshack.us/photo/my-images/13/jsgme.png/)
http://imageshack.us/photo/my-images/13/jsgme.png/
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