View Full Version : CTD with Wilhelmshaven, St Naz... V7
Rosencrantz
01-12-13, 05:59 PM
Hello!
Reporting a problem/asking help. I'm installing/testing SHIII with GWX on Win8 (with Intel Core i7-3770 3,5 GHz, 8 Gb RAM, NVidia GTX660). I started to get CTDs during loading after installing Wilhelmshaven, St. Nazaire, Schluese...V7. My build up in order is:
GWX3
16 km Atmosphere
No Medals on Crew
TMTv2
MaGui Final
German images for MaGuiF
Type II salvo selector
Wilhelmshaven, StNaz...V7
I'm running the game as administrator and in compatibility mode (XP SP3). I also used JSGME as administrator, and SH3 is installed outside of the Program Folders.
Any ideas?
Greetings,
-RC-
vanjast
01-12-13, 06:33 PM
Hello!
Any ideas?
Only use Admin for.... admin.
Create a user, public folder and install games here.
:)
edt: Copy the whole game folder to the user's public folder, delete the Admin/Mydocs/SH3 folder - start again under user
You will probably need the 4GB patch to run it, I do, and I also have 8GB of ram.
:salute:
Anvar1061
01-12-13, 11:58 PM
You will probably need the 4GB patch to run it, I do, and I also have 8GB of ram.
:salute:
SSS
+1
4Gb Patch
Rosencrantz
01-13-13, 06:27 AM
Thanks, guys! At least I forgot 4 GB patch. Somehow I still have a feeling there is something wrong with setup, maybe Win8 messing up or even a corrupted download.
@vanjast: is there anything else but common security reasons why I should not run the game as admin? As admin I have tried to avoid waking up Win8 UAC.
Greetings,
-RC-
The UAC shouldn't bother you since you installed outside the programs folder.
:salute:
REDSKULL_00
01-17-13, 08:01 PM
:hmm2: I also can not load Wilhelm/St Naz, goodies without CTDing.. so I play without. Is there a fix for this? I also am having random CTD's while on patrol? other than that no complaints.
Running Win7/64
with 4gigs
and SLI setup
@1440x600
GWX 3.0 gold
Johnners
01-22-13, 09:02 AM
I hope it's o.k. to post here as I'm also having problems with CTD in Win7, and have narrowed the culprit down to GWZ Wilhelmshaven, St. Naz ...v7. Responses to my post in another thread suggest it is a ram problem although I have 12gb - so I guess I'll try the 4gig patch.
Sailor Steve
01-22-13, 10:28 AM
I'm not sure, but it's possible that some of the changes made aren't compatible with similar changes made by another mod.
One option is to use the older v6. It doesn't rewrite Kiel harbor the way v7 does, but it still has all the other changes, including the Kiel Canal bridges.
Johnners
01-22-13, 01:23 PM
I'm not sure, but it's possible that some of the changes made aren't compatible with similar changes made by another mod.
One option is to use the older v6. It doesn't rewrite Kiel harbor the way v7 does, but it still has all the other changes, including the Kiel Canal bridges.
I applied 4gb patch to existing (and modded install) but still no success with v7, swapped v7 with v6 and all seems to be o.k., but I'd still like to get v7 working!
Rosencrantz
02-25-13, 11:50 AM
4GB patch made it to me, so thanks again guys! Don't know, how I forgot that.
Greetings,
-RC-
CaptBones
03-01-13, 01:53 PM
I'm not sure, but it's possible that some of the changes made aren't compatible with similar changes made by another mod.
One option is to use the older v6. It doesn't rewrite Kiel harbor the way v7 does, but it still has all the other changes, including the Kiel Canal bridges.
Hey SS...
First of all, thank you thank you thank you for the excellent work on the ship names for SH3 Commander. Even though I'm almost totally useless when it comes to working with computers and software, I'd be happy to help you out with that "project" in any way that I can.
Secondly, please accept an apology in advance for this long message.
Anyway, the point of this note is to ask about your comment re: Wilhelm/St. Naz v6. Specifically, does v6 really have the changed and additional KW Kanal bridges? I tried using v7, but had CTD problems; plus, the harbor in Kiel changed, but the ships in port didn't! Very strange to see some of them embedded in piers and quay walls with others "adrift" in the middle of the harbor. I did manage to avoid colliding with any of them and transit the canal, found all of the new and reworked bridges before the game crashed and I'd really like to have them if they are compatible with v6.
But, I have v6 enabled and have been using it for quite some time, transiting the canal many times (with and w/o TC) and have only seen the two original GWX bridges.
If you can throw some ideas my way, here's my current SH3 MODS list:
GWX 3 Wilhelmshafen, St. Naz, Schluese & xtra ships v6
GWX 3 Xtras Wilhelmshafen campaign v2.4c
GWX - 16km Atmosphere
GWX - Alternative Flotillas
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
GWX - Open Hatch Mod
Ace's Combined SH3.sdl files v2
Das Boot Officers and Binoc RelBrgs (I tailored the mod)
No Jawohl and my sound fixes (I made some add'tl changes)
OLC's modified searchlight beams
RaptOr's Das Boot Interior
RaptOr's Instruments v3.5 (w/o Red Circle)
RaptOr's Uniforms_my changes (ditto...changes)
SH-5 Water for SH-3 20km v84
TeifeMkI(German)
TorpedoTubesFireFinal vGW
Merchant_Fleet_Mod_3.2
MFM3.2 displacement correction mod
Patch v16B1 (JSGME)
Thanks again for the ship names and for any light you can shed on my question...
Sailor Steve
03-01-13, 02:04 PM
Anyway, the point of this note is to ask about your comment re: Wilhelm/St. Naz v6. Specifically, does v6 really have the changed and additional KW Kanal bridges?
It might not. I could be misremembering. I haven't had any Silent Hunter on my computer for a long time now, as my old beat-up system won't run all the mods I want to and I won't play without them any more. Bigboywooly added in the bridges from LSH3 at my request, and I thought that resulted in version 6, but it might have been a pre-release for v.7. I hope that's not the case, because I'm tired of looking stupid all the time, but it may be.
I tried using v7, but had CTD problems; plus, the harbor in Kiel changed, but the ships in port didn't! Very strange to see some of them embedded in piers and quay walls with others "adrift" in the middle of the harbor.
That is not the way it is supposed to be. The ships are in the "right" spots on my installation. It looks like you had a mod conflict where one mod overwrote the scripting of the ships placement in the harbor.
This is what the v7 change log says
LSH bridge mod for GWX
BBW 12 March 2012
Added new LSH bridges at Rendsburg and Levensaur with terrain changes in Kiel.
Added GWX bridge at Hochdann.
Replaced Kiel port with LSH Tirpitz hafen.
Removed port at Holtenau.
Moved port at Rendsburg.
Moved port Kiel2
Removed lighthouse Rendsburg buried in the ground.
Adjusted shipping to suit new port placements at Rendsburg/Kiel and Kiel2.
Adjusted Kiel canal auto plots to suit new terrain and bridges. ( New plots are only available once thru the schluese and you will need to be near enough on the map marking before asking navigator to plot either Kiel in or out )
Moved Uboat starting position to a tender - historically in Kiel they would have left either from the victualling depot ( not ingame ) or a depot ship
Added further towns/industry to Kiel close to start point ( from LSH )
Added SMS Schleswig Holstein from LSH - have placed in Kiel before war starts then in Stettin and Gotenhafen where she met her fate
Added Aces rework of the St Naz sub pens
:subsim:
CaptBones
03-28-13, 02:17 PM
Belated thanks HW3...
Sorry to resurrect this guys; I've been otherwise occupied for awhile and am just getting back to SH games and looking into the problem further.
I'm starting to think the order of MOD installation is the key to the issue that I encountered. IIRC, somewhere or other I read instructions or recommendations that called for installation of the GWX 3 Wilhelm...St. Naz V6 MOD first, before installing any other MOD, even the GWX options (thus, the order of installation contained in my March 1st post). But, looking at the V7 change log, I wonder if that is still the right approach?
I'm also thinking (trying to anyway!) that perhaps the GWX 3 Xtras Wilhelm...campaign v2.4c is not compatible with the GWX Wilhelm...St. Naz V7 MOD.
If anyone has any ideas about those thoughts, I'd appreciate hearing them; thanks...in advance. Otherwise, I suppose it'll be a trial and error process to see if I can get it sorted out and working smoothly.
I'm also thinking (trying to anyway!) that perhaps the GWX 3 Xtras Wilhelm...campaign v2.4c is not compatible with the GWX Wilhelm...St. Naz V7 MOD.
You are correct, it is not, because of the scripting of the Kiel ships placement in the campaign files.
:subsim:
CaptBones
03-29-13, 11:37 AM
Thanks HW3, appreciate the info...even though it's what I hoped I would not hear. Well, I suppose I'd rather have the ships and other goodies in WB's Xtras (as well as Rubini's stuff incorporated) instead of getting focused on the V7 eye candy in Kiel and along the KWK. I guess I'll compare the folders and files in WB's Xtras with V7 to see what would be the better approach (for me). Maybe there's a "pick and choose" approach for using one or another, or a combination of two or more, of the four parts of V7 instead of the entire package. Hhhmmm...:hmmm:
machiavelli
03-29-13, 03:07 PM
Belated thanks HW3...
Sorry to resurrect this guys; I've been otherwise occupied for awhile and am just getting back to SH games and looking into the problem further.
I'm starting to think the order of MOD installation is the key to the issue that I encountered. IIRC, somewhere or other I read instructions or recommendations that called for installation of the GWX 3 Wilhelm...St. Naz V6 MOD first, before installing any other MOD, even the GWX options (thus, the order of installation contained in my March 1st post). But, looking at the V7 change log, I wonder if that is still the right approach?
I'm also thinking (trying to anyway!) that perhaps the GWX 3 Xtras Wilhelm...campaign v2.4c is not compatible with the GWX Wilhelm...St. Naz V7 MOD.
If anyone has any ideas about those thoughts, I'd appreciate hearing them; thanks...in advance. Otherwise, I suppose it'll be a trial and error process to see if I can get it sorted out and working smoothly.
To understand the difference here:
The gwx3 extras wilhelm mod is the extra mod in the mod folder that comes with the gwx3 mod? And the St. Naz of course is the standalone monster that adds those huge ports with the snazzy ships and stuff?
machiavelli
03-29-13, 03:15 PM
You are correct, it is not, because of the scripting of the Kiel ships placement in the campaign files.
:subsim:
One drawback of using JSGME exclusively and not implementing mods manually is that you cant get the best of both worlds and combine mods that are incompatible.
CaptBones
03-29-13, 10:15 PM
To understand the difference here:
The gwx3 extras wilhelm mod is the extra mod in the mod folder that comes with the gwx3 mod? And the St. Naz of course is the standalone monster that adds those huge ports with the snazzy ships and stuff?
Not quite...
Neither of these that we've discussed here were part of the GWX3 Gold Options package. The GWX 3 Wilhelm...v6 Xtras v2.4c was released by Wreford-Brown to add a couple more ships and to script into the campaign the ships already added by bbw. He (WB) also put in meduza's improved St. Nazaire map, incorporated some of Rubini's Mods, and provided a few more Options, including his own Mission Orders Lite Mod.
But, you're correct on the "standalone monster" Wilhelm...St. Naz part; that is the Mod bigboywooly created, using a variety of ship models by Von Dos, Iambecomelife, AOTD_MAX and adding the new harbors and/or locks at Wilhelmshaven, St. Nazaire, Holtenau/Brunsbuetel and additional terrain by thfeu58, Rowi58, Trainer42, as well as some of his own tweaks.
The Xtras v2.4c is added on top of the Wilhelm...St. Naz V6.
BTW, my apologies to all for the abbreviated credits...the complete versions are in the Mods' documentation.
CaptBones
03-29-13, 10:38 PM
One drawback of using JSGME exclusively and not implementing mods manually is that you cant get the best of both worlds and combine mods that are incompatible.
Yes, but given my "average user's skills", I'd rather trust JSGME than to my own feeble attempts to get the best of both worlds. I can live with compromises (unlike most people today, it seems [shameless expression of political viewpoint] :smug:).
I've managed to tweak a few sound files and other minor things to customize a few Mods for both SHIII and SHIV to my own tastes, but I think I've just been lucky in not screwing something up completely.
Of course, I'd be incredibly happy if some skillful modder or group/team of modders would undertake the reconciliation/consolidation of some of the "incompatible" Mods/Mod features/Optional Mods and etc. that keep popping up in these forums from time-to-time. :D
I guess that's deja vu all over again...better quit while I'm ahead.
fitzcarraldo
04-11-13, 07:54 AM
I have a CTD with Wilhelmshaven...v7, in the Museum. No CTDs in campaign. The museum CTD is a rare issue: I have the CTD when access the Greece ships. I explored the roster and sea folders and I donīt see errors...But I have that CTD. Any recommendations?
Many thanks!
Fitzcarraldo :salute:
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