View Full Version : FM_NewInterior_V2.1 CTD's game
Dronston
02-05-13, 07:12 AM
Hi all, I was able to use FM_NewInterior_V2.1 before but after a clean install it keeps crashing my game just before showing "not so long ago or once upon a time". See my activated mod list, anyone know which mod causes a conflict? (when activating the interior mod I remove open hatch mod)
Das_Boot_Clothes
Waterstream+Exhaust Combi V2.3 for GWX3
Type VII Black-White-Grey MK1
SH-5 Water for SH-3 16 Km V84
Rbs1_SH4_Effects_GWX_30_71
Thomsen's Sound Pack V3.2cg
GWX3.0 Additional_Ammo
GWX3.0 All_Weather_Guns
LifeBoats&Debris_v4
GWX - Open Hatch Mod
GWX - Alternate Loadscreen - Full Circle
kurfürst
02-05-13, 10:38 AM
Horrido,
I have the same problem when playing single missions. Some work, others don´t and I can´t see any reason for this. I had no problems with the V1.0 version, but V2.0 and V2.1 simply cause a CTD. I had this problem with the CCom Mod, too.
I don´t use many Mods, just GWX 3.0 gold and High-Res fix Mod.
Any ideas?
Kurfürst
Valentino
02-05-13, 11:47 AM
Hello, I have the same issue before (with CCOM torpedo compartiment), for me the reason was not enough RAM in my computer.
Now I use "Open hatch V3 beta" and everything work fine.
I hope this this will help you.
Dronston
02-05-13, 11:53 AM
Thanks for the replies.
I have 4 GB RAM which is not much but used to be enough to run the interior mod. Maybe it is the combo with SH4 effects and SH5 water that is now too much for my RAM.
Was thinking about it anyway so maybe I will buy more RAM for my system soon.
(win7 64 bits - 4 GB RAM - NVidia GTS250 1GB VRAM - I5 CPU)
Valentino
02-05-13, 12:16 PM
If you have 4GB of RAM you should use the 4GB patch if you not already applied it, i dont know about sh4 effects and don't think sh5 water is the problem i use it and i have no problems ( I have only 2GB and a single core cpu)
Dronston
02-05-13, 12:21 PM
yeah I used to use the 4GB patch but didn't seem to make a difference, will try again though. Is the 4GB patch still useful with win 7? It was made I think for Vista and the way it handled memory allocation?
Valentino
02-05-13, 12:28 PM
More RAM can be only good, i dont know more about the 4GB patch i guess it only alter the sh3.exe so it will be compatible with any operating systems :hmmm:
I run the 4GB patch with Win 7 64bit, it does help.:yep:
brett25
02-05-13, 12:48 PM
this is one of the biggest mysteries in SH3, i don't think anyone knows, or has come up with a definitive cause of this crash. Some feel its memory, others mods conflicts. I personally believe it may have some thing to do with the save structure of the game, possibly its need to recheck on the state of things in the world vs your save, and perhaps a conflict arises between the two for some reason. I did a buch of tests with simplified campaign files and this seemed to be in the right direction, Bigboywooly made a much smaller simplified version of the GWX camapign RND, which I tested, and can say that I was no longer getting save crashes after this. Having said all of this, I could also be way off, as well. Its just a bummer, its a Gremlin
kurfürst
02-05-13, 02:23 PM
Hi Brett,
I tried everything, but without success. I have the same opinion as you have, I believe that some parts of the interior Mod conflict with others structures of the game, but I have no idea which. I gave up on this and returned to V1.0 of Flakmonkeys brilliant Mod. I am quite happy that others have this problem, too as I believed to be the only one!
Cheers, Kurfürst
brett25
02-05-13, 04:17 PM
I dont belive this has as much to do with Mods as one would think. Blaming the cause of crashes on Mods would be the obvious assumption, and of course there are many crashes that are totally the result of a mod conflict, But I should add that in my testing I never found mods to be the issue with regard to the save game issue. To this day I cannot remember having a save game crash using a stock SH3 install, regardless of mods, and I use all the heavies (merchant fleet, FM interiors, etc). this leads me to believe the cuase may be in modified .RND files. But I could be way off, I realize.
Rickster1
02-05-13, 04:28 PM
This is interesting, no problems with fm2 and nygm latest but just switched to gwx3 tonight and get the same crashes as you guys(not using the 4gbswitch) so i think its something to do with ram. I only changed from nygm because i like the weather in gwx and there is more ships in harbours ect, so for ease I am going back to nygm. Hope this helps
Madox58
02-05-13, 04:43 PM
I'm thinking an ID conflict is the most suspect?
:hmmm:
I tried with a bone stock install of GWX 3 and CTD'ed right off the bat.
I'll try the 1.0 and see what happens.
I'll then start looking at any modded files between versions as the main suspects if it works.
brett25
02-05-13, 05:13 PM
Privateer, can you explain ID conflict a little more?
Madox58
02-05-13, 05:26 PM
Privateer, can you explain ID conflict a little more?
Each part of the files contain ID's as to what is It's own ID and what is it's parent ID (If any).
IF any of thoses ID's are already used by any other stuff?
You'll have problems.
I can run Version 1 with no problems.
Version 2.1 CTD's.
That tells me it's in the modded files between versions.
I'll need to DL version 2.0 and see if that CTD's me.
That will help narrow the search for the problem file.
I can scan for ID matches. After I narrow the suspects down some.
You can also suffer ID problems IF there is an ID call and it does not exist.
I have 2.1 running on my laptop, 8GB ram with the 4GB patch.
My mods list
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
SH-5 Water for SH-3 16 Km V84 Less yellow afternoon
VonDos' RMS Empress of Britain
VonDos' RMS Queen Elizabeth
VonDos' RMS Queen Mary
Waterstream+Exhaust Combi V2.3 for GWX3
U-Boat III Alpha Dials1b
Torpedo damage Final ver2.0
Timetraveller's Moon Mod
Searchlights_Removed
Thomsen Dockside by Payoff
RadioMessage - MorseCodeOnly
Origional ContLine
NFD
New EnglishNames CFG
LifeBoats&Debris_v4
Ina Ray Hutton Picture Mod Type VII
GWX_DFa-Flag&Pens_2010
FUBARSVIIC U552
Fubars crew skins
Fubar crew skins flannel
CSO Clean Map Mod
Contact Marker C2 Merchant Inverted
Big Band Songs 1940
Aces' Super Turms v6 for GWX
Aces' Combined SH3.SDL Files v2
99% Realism Percentage Mod
Aces' Super Turms v7 Taster
FM_NewInterior_V2.1
Flags_enlighten
:salute:
Madox58
02-05-13, 05:31 PM
I'll add the 4 gig patch since I don't have that on this system.
(I don't recall. It's a copy paste from older system install of SH3)
Dronston
02-05-13, 05:40 PM
Quick update: I applied the 4 GB patch again and re-activated the FM interior mod 2.1 --> so far so good! Looks like, for me, I underestimated the 4GB patch.
Madox58
02-05-13, 05:57 PM
4 Gig did fix some CTD's for me.
Still get a CTD from different single missions but that may be from me messing about.
I used the 4 gig patch I uploaded to SubSim in case anyone cares or wonders.
Looked at the files anyway.
:hmmm:
CapZap1970
02-13-13, 11:33 AM
Same happens to me, and also when I try to use Wilhemsafen... V7.
It CTD's when I start a new campaign from Kiel, it always CTD's in the cannal, leaving or coming back... :hmmm:
with version V5 it runs almost all the times, but now and then it happens too.
fitzcarraldo
02-13-13, 02:34 PM
Same happens to me, and also when I try to use Wilhemsafen... V7.
It CTD's when I start a new campaign from Kiel, it always CTD's in the cannal, leaving or coming back... :hmmm:
with version V5 it runs almost all the times, but now and then it happens too.
I finished a campaign GWX with Wilhelmshaven v7 and Interiors v2.1, and no CTD in Kiel. Channel not tested. Also I use my own version of Aces SuperTurms v7 (Taster version).
Wilhelmshaven v7 uses a modified version of GWX Merged Campaign; if you use Merged Campaign (GWX default) or another campaign file over Wilhelmshaven v7, you will have problems.
Regards
Fitzcarraldo :salute:
machiavelli
02-13-13, 05:46 PM
It's a wonder, but this game uses more RAM than any other game I play I believe.... and this game is from 2007? Just amazing the work the modders have put into this thing. Last time I ran it I was around 4.7 GB of RM being used and my campaign SCR and RND layers were empty.
CapZap1970
02-14-13, 10:00 AM
I finished a campaign GWX with Wilhelmshaven v7 and Interiors v2.1, and no CTD in Kiel. Channel not tested. Also I use my own version of Aces SuperTurms v7 (Taster version).
Wilhelmshaven v7 uses a modified version of GWX Merged Campaign; if you use Merged Campaign (GWX default) or another campaign file over Wilhelmshaven v7, you will have problems.
Regards
Fitzcarraldo :salute:
Fitzcarraldo:
I am a little confused.... :hmm2:
I always tried to enable this mod over a fresh SH3 install with GWX. So, my question is: Must I use the files that come standard with the Wilhelmshafen, St. Nazaire, Schleuse V7 mod? If that's the case, I am doing it right, otherwise, I would appreciate very much if you could tell me what campaign files should I use.
Thanks for your help and sorry for the confusion. :up:
fitzcarraldo
02-14-13, 02:59 PM
Fitzcarraldo:
I am a little confused.... :hmm2:
I always tried to enable this mod over a fresh SH3 install with GWX. So, my question is: Must I use the files that come standard with the Wilhelmshafen, St. Nazaire, Schleuse V7 mod? If that's the case, I am doing it right, otherwise, I would appreciate very much if you could tell me what campaign files should I use.
Thanks for your help and sorry for the confusion. :up:
The campaign in Wilhelmshaven v7 is the GWX merged with the ships added by the mod. You must not overwrite the campaign files of the Wilhelmshaven with another campaign file, included the GWX merged campaign submod.
Regards.
Fitzcarraldo :salute:
CapZap1970
02-18-13, 10:55 AM
The campaign in Wilhelmshaven v7 is the GWX merged with the ships added by the mod. You must not overwrite the campaign files of the Wilhelmshaven with another campaign file, included the GWX merged campaign submod.
Regards.
Fitzcarraldo :salute:
Rgr That! :salute:
thanks again. :up:
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