View Full Version : Coming back to SH3+GWX3 Gold after a long Lay-Off--Need Advice Please.
Feuer Frei!
02-19-13, 12:31 AM
Kaleuns,
after many years(3 approx.) I am about to install SH3 and GWX3 and have been actively scouring the forum section of SH3 and its stickies. However as you know there is a plethora of information and mods available to use, which of course is wonderful. But. What I would like to know from people currently playing SH3 WITH GWX3 is what has changed in relation to mods having been updated, what files/mods are still working, what are must-haves, what mod load-out orders are optimal, what mods have been discontinued, ie out-dated, cause ctd's, etc etc.
Some mod stickies and threads unfortunately do not state the last update made to them, some if not most are dated from several years back, or longer.
Updated only through forum posts, however it becomes difficult navigating through 20+ pages, perhaps some of you have a quick bit of time posting here what are the current optimal mod load-outs with the least amount of, if any, ctd's or smooth, uninterruptable gameplay.
Perhaps if i may offer some feedback tying in with my requests: a sticky or a thread for us people who are about to install the game to pinpoint easily and without having to make a thread asking what i am asking. A sticky or a thread(a kind of 'one-stop go-to place) where current, updated mod load-outs are posted with a user's summary of this load-out, why it's optimal or that it's optimal, a updated list of what does and currently does not work in the game?
Just a suggestion.
scudder
02-19-13, 01:14 AM
[...] what has changed in relation to mods having been updated, what files/mods are still working, what are must-haves, what mod load-out orders are optimal, what mods have been discontinued, ie out-dated, cause ctd's, etc etc.
[...] what are the current optimal mod load-outs with the least amount of, if any, ctd's or smooth, uninterruptable gameplay.
First things first...you ask some very complex questions, so I'll try to give informative, albeit general, answers.
As a general rule, updates are fewer and farther between these days. GWX has long since ceased to be updated, and other major mods (MaGui leaps to mind) are in final versions as well. There are exceptions, of course. That said, these forums are still active with current and past modders. For example, you can hardly make a post around here without tripping over one of the GWX team, and that's a good thing.
As for CTD's and load-outs, well, that depends on any number of factors. What OS are you using? What release of SH3? What graphics hardware? What resolution are you using? Chances are no one out there has your exact set up, though there are some common problems (and solutions) that can be found in the forums.
Lots of people come here and ask about "must-have" mods. For me, right now, I need GWX, SH3Commander, and (my own) SoundTrimmer, cause I was seriously about to strangle my WO. My must-haves are someone else's waste of time, though.
As for what does and does not work, again, that's highly variable. Remember that you're trying to play a game released in 2005 in 2013. It's hard enough to get a new game to work on a new computer. Around these parts we live by trial and error.
I know you want a nice clean list of mods and ideal load outs, but it's just not possible. There are way too many variables. I'd suggest figuring out what mods you want, then try loading them. It's hard to call a mod out-dated, since the game itself is out-dated. Many of the old mods still work. If you hit a snag, make a thread about it here. Rarely do questions go unanswered.
Feuer Frei!
02-19-13, 01:39 AM
As for CTD's and load-outs, well, that depends on any number of factors. What OS are you using? What release of SH3? What graphics hardware? What resolution are you using?
Win7, GTX570, 8GB RAM, the rest is not important to the overall working of the game. Game version patched to 1.4, res currently 1980x1020.
I've run SH3 on this system before so from that perspective it'll be fine.
As for what does and does not workJSGME should certainly be able to warn me beforehand of any impending trouble before running the game, that much i remember.
Thanks for the reply.
fitzcarraldo
02-19-13, 06:29 AM
Kaleuns,
after many years(3 approx.) I am about to install SH3 and GWX3 and have been actively scouring the forum section of SH3 and its stickies. However as you know there is a plethora of information and mods available to use, which of course is wonderful. But. What I would like to know from people currently playing SH3 WITH GWX3 is what has changed in relation to mods having been updated, what files/mods are still working, what are must-haves, what mod load-out orders are optimal, what mods have been discontinued, ie out-dated, cause ctd's, etc etc.
Some mod stickies and threads unfortunately do not state the last update made to them, some if not most are dated from several years back, or longer.
Updated only through forum posts, however it becomes difficult navigating through 20+ pages, perhaps some of you have a quick bit of time posting here what are the current optimal mod load-outs with the least amount of, if any, ctd's or smooth, uninterruptable gameplay.
Perhaps if i may offer some feedback tying in with my requests: a sticky or a thread for us people who are about to install the game to pinpoint easily and without having to make a thread asking what i am asking. A sticky or a thread(a kind of 'one-stop go-to place) where current, updated mod load-outs are posted with a user's summary of this load-out, why it's optimal or that it's optimal, a updated list of what does and currently does not work in the game?
Just a suggestion.
Only for your reference, this is my SH3 GWX JSGME list:
Generic Mod Enabler - v2.6.0.157
[F:\SH3\MODS]
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part1
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part2
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part3
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part4
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
FM_NewInterior_V2.1
Aces' Super Turms v7 Taster
MaGui 3.4
Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
TorpedoSolutionButton for WideScreen MaGui v3.4
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.4
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Flags_enlighten
Pascal_Port_People
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Merchant_Fleet_Mod_3.2
Q Ship mod GWX3.0
Combat Radio Frequency
Thomsen's Sound Pack V3.2cg
GWX Speech
Torpedo_HAHD_1024_GWX
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
OLC's Modified Searchlight Beams for GWX3
Rbs1_SH4_Effects_GWX_30_71
Rbs2withbuoyance
Rbs3withlifeboat
Carotio_SH3_Seafloormod - 128mb
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Modified Headphones
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Type VII salvo selector
KJF_Moon_v1.1
Low Contrast Instruments
pascal_map
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Scirč-Tikigod- repeated order
Real Depth Charge
TiefeMkI(German)
TorpedoTubesFfireFinal vGW
Rapt0r's Das Boot Skin
Konrad_Krumm_VIIc Decks
_LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5.1_SLS_Spezialeffekte-Gross
Aces' Combined SH3.SDL Files v4
Sub Image mod
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
WAC3.0 RealAtlantic 2 v.TP
WAC4.1 16k Atmosphere
Plus:
A lot of mods in SH3 Commander.
All Wreford Brown mis files (scripted ships).
Regards.
Fitzcarraldo :salute:
Feuer Frei!
02-19-13, 07:30 AM
@fitzcarraldo:
thanks for your reply. That is a massive list of mods enabled there.
Well, i've installed SH3+GWX3 and have the following mods enabled with jsgme:
Ace's super pens v4 gwx3 v
das boot officers mod
16km atmosphere
alternate load scrn
alt flotillas
contact colour
enhanced dmge effx
no medals on crew
haunting atlantic wind
ice age
no continuous ship spotted
olc's modified searchlight beams
integrated orders
open hatch
fix french
axis medit. aircraft skins
sf grass full
lite harbour traffic
and...ctd!
As you can see, bugger all mods loaded, jsgme tells me of no clashes with any other mods when loading.
However that SOB will not load.
Sailor Steve
02-19-13, 08:26 AM
Read this thread to get some ideas.
http://www.subsim.com/radioroom/showthread.php?t=170090
Jimbuna
02-19-13, 09:16 AM
GWX3 does not come with the latest/final version of JSGME
Here is a link to it:
http://www.mediafire.com/?5sryab9masy5xt6
Sailor Steve
02-19-13, 09:46 AM
Perhaps if i may offer some feedback tying in with my requests: a sticky or a thread for us people who are about to install the game to pinpoint easily and without having to make a thread asking what i am asking. A sticky or a thread(a kind of 'one-stop go-to place) where current, updated mod load-outs are posted with a user's summary of this load-out, why it's optimal or that it's optimal, a updated list of what does and currently does not work in the game?
Just a suggestion.
It's been done, and more than once. It doesn't take long before links become broken and people start posting in the thread, making it just as bad as others. The bottom line is that they end up being unstickied because it just doesn't work. It would require someone to have moderator powers to lock the thread so no one could post in it, and that someone would have to be dedicated to updating the thread every single day, deleting old links and supplying new ones. Basically it would be a full-time job for no pay.
max-peck
02-19-13, 02:29 PM
May I just suggest a few more?
1. H.Sies realism fixes.
http://www.subsim.com/radioroom/showthread.php?t=174225
Read post one for a rundown.
I now consider this mandatory.
2. There are some good environment mods
The two I am thinking of are MEP and SH5 Water for SH3.
I use the second and it is just beautiful.
You don't say whether you are running Commander.
That is an absolute must IMO.
Finally if you are experiencing CTDs or a failure to load you'll have to disable them all then enable one by one until you find the culprit.
Could be one of them has not downloaded properly and is corrupt or incomplete.
CapZap1970
02-20-13, 11:30 AM
Only for your reference, this is my SH3 GWX JSGME list:
Generic Mod Enabler - v2.6.0.157
[F:\SH3\MODS]
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part1
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part2
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part3
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part4
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
FM_NewInterior_V2.1
Aces' Super Turms v7 Taster
MaGui 3.4
Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
TorpedoSolutionButton for WideScreen MaGui v3.4
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.4
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Flags_enlighten
Pascal_Port_People
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Merchant_Fleet_Mod_3.2
Q Ship mod GWX3.0
Combat Radio Frequency
Thomsen's Sound Pack V3.2cg
GWX Speech
Torpedo_HAHD_1024_GWX
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
OLC's Modified Searchlight Beams for GWX3
Rbs1_SH4_Effects_GWX_30_71
Rbs2withbuoyance
Rbs3withlifeboat
Carotio_SH3_Seafloormod - 128mb
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Modified Headphones
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Type VII salvo selector
KJF_Moon_v1.1
Low Contrast Instruments
pascal_map
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Scirč-Tikigod- repeated order
Real Depth Charge
TiefeMkI(German)
TorpedoTubesFfireFinal vGW
Rapt0r's Das Boot Skin
Konrad_Krumm_VIIc Decks
_LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5.1_SLS_Spezialeffekte-Gross
Aces' Combined SH3.SDL Files v4
Sub Image mod
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
WAC3.0 RealAtlantic 2 v.TP
WAC4.1 16k Atmosphere
Plus:
A lot of mods in SH3 Commander.
All Wreford Brown mis files (scripted ships).
Regards.
Fitzcarraldo :salute:
Fitzcarraldo:
I am curious: I've downloaded the GWX Wilhelmshafen, St. Nazaire, Schleuses and xtra ships mod V7, and tried to use it, but it always CTD's. Now in your list of enabled mods I see parts 1,2,3 and 4 that I never knew they existed, which makes me wonder if I downloaded the right file. Could you please tell me if there is another d/l link to it?
Thanks a lot and sorry for the trouble.
CapZap
Jimbuna
02-20-13, 11:40 AM
IIRC it was split up into smaller files because the original zipped file was 314MB in size.
CapZap1970
02-20-13, 11:47 AM
Thanks for the prompt reply, Jim. Useful as always.! :up:
Jimbuna
02-20-13, 11:52 AM
Always a pleasur CZ http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Feuer Frei!
02-22-13, 05:34 PM
Thanks for the answers so far.
I've bumped this thread now because i wanted to ask if anyone is using SH3 Mini Tweaker Tool?
If so, can they answer me please a few questions.
I used to be able to run SH3 and GWX3, along with a big list of mods enabled via JSGME very successfully, along with heavily-tweaked .zon and .sim files via this tool.
Now what i've found is that when i fire up SH3 with GWX3 without tweaked files via this tool i can most often boot up the game fine.
However, as soon as i tweak for eg the ai sensors file and gun sub sim zon file, along with shells zon file, the game will load to the career screen and ctd when loading a new career. Loading a new career is necessary i remember so that the newly-tweaked files 'stick'.
Now, i am NOT tweaking the files to insane amounts, then i would understand that the game would ctd.
I've read instructions for using the tweaker utility, also ensuring that everything is installed correctly etc.
Upon tweaking a file it creates a copy of that tweaked file in the same directory, ie the data/library folder where the files relevant to the tweaks are stored in the game directory.
Does this tool actually work with GWX3 installed? I am soon trying to tweak files in a completely unmodded, w/o GWX3 upgraded v1.4 game, to see if it works that way.
I can't for the life of me remember how i used to play the game with the files tweaked so much. Also which file do i copy to another directory? Is it the copied file that the tweaker tool creates of that tweaked file? Or.
Because in the instructions i've read the game sometimes might use the 'original' file, ie not using the new values tweaked with the tool?
Can someone that uses or has used the tool extensively shed some light on this?
Thanks in advance.
EDIT:
Just fired up a totally unmodded SH3 with some tweaked files, guns sub sim, shells.zon and bombs.zon and no ctd! So does that mean that tweaking files via the aforementioned tool with mods loaded and gwx3 ctd? Seems so. I just could have sworn that i had gwx running and also tweaked zon files etc ages ago
Madox58
02-22-13, 07:50 PM
A lot of files were changed with one tool or another that caused Hex offsets to change.
The original tweak files for mini-tweaker won't change the right areas of those files. Thus the CTD.
Use S3D and you'll have no problems.
Feuer Frei!
02-22-13, 09:05 PM
A lot of files were changed with one tool or another that caused Hex offsets to change.
The original tweak files for mini-tweaker won't change the right areas of those files. Thus the CTD.
Use S3D and you'll have no problems.
Aha, so with S3D i shouldn't get ctd's on GWX? You know, come to think of it, i had some guides stored on my hd with s3d to do with editing gun files and shell files, and their id numbers. I bet i had SH3 and GWX running with S3D as the editing tool.
Makes sense now.
Thanks for clarifying that.
EDIT: After using S3D and editing files(to a realistic amount) the game still crashes after selecting a new career. I have got no idea why.
EDIT2: After using S3D and editing files i can load the game. HOWEVER, with NO mods installed at all. I tried enabling and disabling mods with JSGME until i only had 1 mod enabled, still ctd. Until....no mods installed, just a version of SH3 with GWX3 and the edited files. I'm thinking that there's obviously a conflict with the tweaked files and one or more of the mods i install. Bah! Either i play with mods only, or tweaked files only.
Madox58
02-23-13, 10:01 PM
Something your doing is wrong.
S3D was used for many files in GWX 3 with no problems at all.
If you pack up the files you are editing and send me a link I'll look at them and tell you exactly whats wrong.
:up:
Feuer Frei!
02-23-13, 11:40 PM
Something your doing is wrong.
S3D was used for many files in GWX 3 with no problems at all.
If you pack up the files you are editing and send me a link I'll look at them and tell you exactly whats wrong.
:up:
Yep, that's what i thought was strange, since i had all of it running years ago alongside each other.
PM sent with link. :salute:
Feuer Frei!
02-25-13, 02:41 AM
Ok, shameless bump again:
I have finally found the culprit of my ctd's!
GWX Spysat! :D
Loading up the game, with mods installed/uninstalled one by one, until i happened to have a mod load-out of only gwx spysat.
So, i'm thinking this is weird, i looked at the 2 files inside the mod, and the culprit upon closer inspection was the Campaign_RND File.
The modded file size is 8,239 kb.
The original (unmoddified) campaign_RND file size is 8,574kb.
So, a big chunk is missing.
Haven't investigated the 2 to find out what's missing but really, i could just manually mod the file to make some tweaks stick.
Anyone else ever enable this mod?
Jimbuna
02-25-13, 09:03 AM
I guess I must have at some time or other
http://www.psionguild.org/forums/images/smilies/wolfsmilies/whistle.gif
Use a file comparison programme to see what the differences are between the original and modded RND files.
Either that or you could try replacing the RND in the mod with the one in the GWX installation but then you will need to change the spawn and probability factors of all the units to 100.
A lot of work I know but that is what I did in creating the mod.
Feuer Frei!
02-25-13, 10:24 PM
Either that or you could try replacing the RND in the mod with the one in the GWX installation but then you will need to change the spawn and probability factors of all the units to 100.
A lot of work I know but that is what I did in creating the mod.
Yea that wouldn't be a problem. At the moment i have a lot of time on my hands.
If i do that, i would need permission from you guys to re-release it as a full working mod, i assume? Or only if it was to be re-released, complete, under the name of "GWX Spy Sat" mod? In other words, could i re-release this mod, but under another name? Or is Spy Sat a name which is copy-righted by you guys, ie Grey Wolves Team?
There is also Dan Fraser's Spy Sat modder, which as you probably know, is an executable, which changes spawn rates and such.
Not sure on the procedure here.
:hmmm:
Madox58
02-25-13, 10:37 PM
Oh great! I can see some more, umm...
I shall call it 'comments',
on the permissions stuff again.
:haha:
And glad your sorted as to the CTD.
Was going to look at it tonite but it was a 12 hour day messing things up at the job site.
:yep:
I'm starting to feel as old as Steve.
:har:
Feuer Frei!
02-25-13, 10:49 PM
Oh great! I can see some more, umm...
I shall call it 'comments',
on the permissions stuff again.
:haha:
Ooops, just reading the mod etiquette thread now. Sorry, if and when i get into the position of releasing something i just want to cover all bases. :D
I'm starting to feel as old as Steve.
:har:
Haha, i'm sure Steve would appreciate you saying that :haha:
Madox58
02-25-13, 10:53 PM
I was refering to this.
http://www.subsim.com/radioroom/showthread.php?t=202390
:03:
And I'll probably get a warning about mentioning it.
:haha:
Jimbuna
02-26-13, 12:11 PM
@Feuer Frei!
I've responded to your PM.
KpnKardif
03-04-13, 03:05 PM
I as well, just got back into SH3 this week after a few years of not playing it. I've got GWX all loaded up and a respectable mod list, and I can get it to load fine (after four days of crashes and trial and error... man this game takes a lot of dedication just to get running!) My problem now is with saved games. It doesn't seem to matter where I save or what is or isn't going on around me, the save is always corrupt. I tested recently after making it through the English Channel, just off the continental shelf. I checked hydrophones myself to make sure no other ships were around, then saved and exited to desktop. Reloaded the game and reloaded the save, it get's to black screen with the phrase across the top, then crash back to desktop. So I am currently pairing down my mod list and running more tests to see if it helps at all.
But I'm curious... how do some of you guys with these epic mod lists (fitzcarraldo) run the game without crash problems? Don't think it's my computer, as it's no pushover...
win7 64
AMD Phenom II 850 quad core 3.1ghz
Radeon HD 7870
12gb DDR3 1600
Madox58
03-04-13, 03:29 PM
One of the posts somewhere told about checking the documents folder where the saves are, Well, Saved to the SH3 folder.
:D
Some people have reported that changeing permissions from read only helps.
fitzcarraldo
03-04-13, 03:39 PM
I as well, just got back into SH3 this week after a few years of not playing it. I've got GWX all loaded up and a respectable mod list, and I can get it to load fine (after four days of crashes and trial and error... man this game takes a lot of dedication just to get running!) My problem now is with saved games. It doesn't seem to matter where I save or what is or isn't going on around me, the save is always corrupt. I tested recently after making it through the English Channel, just off the continental shelf. I checked hydrophones myself to make sure no other ships were around, then saved and exited to desktop. Reloaded the game and reloaded the save, it get's to black screen with the phrase across the top, then crash back to desktop. So I am currently pairing down my mod list and running more tests to see if it helps at all.
But I'm curious... how do some of you guys with these epic mod lists (fitzcarraldo) run the game without crash problems? Don't think it's my computer, as it's no pushover...
win7 64
AMD Phenom II 850 quad core 3.1ghz
Radeon HD 7870
12gb DDR3 1600
Uhmmm...I run the game and save files without (many) problems. Of course, I had some CTD in saved games, but only a few. Ever I save the game in open sea, without ships in the sight or hidrophone contacts.
Do you use 4Gb patch?
Also, if you activate a mod after a saved game, and reload it, you will have some problems (depending of the mod).
My mod list have some heavy mods, but a great number of cosmetic (textures) mods.
Check the sound mod you use, too.
Regards.
Fitzcarraldo
We need a Sober-like mega mod list with all mods included (the best of the best mods for SHIII and SH 4) that Neal can add to his private site for those who donate to subsim. Would make it an incentive for folks to shell out a few coins to this site and save them the trouble of having to find all these mods and download them one at a time and trying to figure out the proper load order in JGSME with a MEP file. Would be nice to just be able to have them all and listed in the correct order the way Sober did it for SH V so they are easy to install.
Sailor Steve
03-04-13, 09:29 PM
The problem with SH3 and SH4 is that there is no "best of the best". Which of the 5 major supermods is best is a matter of opinion. Which mods are best to work with each one is a matter of opinion. You could end up with more than 100 different combinations, and there would still be people who said their favorite wasn't on the list. I'm not sure you realize just how big the mod selection for SH3 is.
KpnKardif
03-05-13, 03:37 PM
I'm using Thomsen's sound pack, which doesn't conflict with anything. I'm a sucker for eye candy, and I have a feeling that some of the difficulty may have come from running both Lifeboats/debris and Racerboy's SH4 effects mod at the same time. I started a new career without Lifeboats, left SH$ effects enabled, and so far I've been able to save ok. I'll run some more tests tonight after work and see if it sticks *crosses fingers*
EDIT: I am using the 4gb patch, discovered the hard way that I couldn't run MFM without it.
fitzcarraldo
03-05-13, 04:41 PM
I'm using Thomsen's sound pack, which doesn't conflict with anything. I'm a sucker for eye candy, and I have a feeling that some of the difficulty may have come from running both Lifeboats/debris and Racerboy's SH4 effects mod at the same time. I started a new career without Lifeboats, left SH4 effects enabled, and so far I've been able to save ok. I'll run some more tests tonight after work and see if it sticks *crosses fingers*
The problem with sounds mods is the Sh3.sdl file present in the "sound" folder. Thomsen sounds includes that file. Also Aces compatibility fixes adds this file. And Lifeboats has the same file. And SH4 effects and....and and and!
I use the Aces SH3.sdl file v4, it is compatible with a lot of mods. Also you can touch that file with S3D (editor).
There is a thread with instructions about how edit the file.
Some CTDs and bad saved games have their origin in that damned file.
Regards.
Fitzcarraldo :salute:
Jimbuna
03-05-13, 05:02 PM
The problem with sounds mods is the Sh3.sdl file present in the "sound" folder. Thomsen sounds includes that file. Also Aces compatibility fixes adds this file. And Lifeboats has the same file. And SH4 effects and....and and and!
I use the Aces SH3.sdl file v4, it is compatible with a lot of mods. Also you can touch that file with S3D (editor).
There is a thread with instructions about how edit the file.
Some CTDs and bad saved games have their origin in that damned file.
Regards.
Fitzcarraldo :salute:
Good response http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
KpnKardif
03-06-13, 01:50 AM
The problem with sounds mods is the Sh3.sdl file present in the "sound" folder. Thomsen sounds includes that file. Also Aces compatibility fixes adds this file. And Lifeboats has the same file. And SH4 effects and....and and and!
I use the Aces SH3.sdl file v4, it is compatible with a lot of mods. Also you can touch that file with S3D (editor).
There is a thread with instructions about how edit the file.
Some CTDs and bad saved games have their origin in that damned file.
Regards.
Fitzcarraldo
A useful bit of information, this. Thanks for bringing it up. I'm sure I saw it mentioned in mod conflict screens that this file was altered, but I didn't pay it much attention. The saves from my current patrol have been ok thus far, gonna find out in a few minutes if the most recent one works. Saved right after BDU sent a notification that a convoy was about 200km away and easily interceptable.
I've never done anything with s3d before, nor am I sure how aces sh3.sdl works, so it looks like I'll have to do some more research.
So my original question about how some people are able to run such beefy mod setups? Perhaps here lies something of an answer :yeah:
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