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test_m4a1
10-21-13, 04:55 PM
Hey!

I must ask You for favor. I made mod-list 90% based on Fifi's mods but I really cant make it ok. After many many tries I still have CTD's.

My mods:

Generic Mod Enabler - v2.6.0.157
[E:\Gry\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Naights Submaine Textures v1.2 (PUV)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
Fifi mods for NewUIs V2
Manos Scopes-patch for 16x9
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Conus' Das Boot Crew Faces
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraithPatch
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (U-96 BLACK) v-1.1.0
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
sobers no footstep sound mod
Old Style Explosions V1.1
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Shadow Improvement Mod
Depth Charge Range Fix
smaller flags for Warships 1_0b
RPM Hydrophone v2.2.1
sobers DOF V6 SH5
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
36 Wordeees' Actual Footage Menu
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.a Alternate Dialog Cursors - Default
Change days in bunker
SH5 External Cargo 1.0
Paajtors_Renown_cheat (compatible with Equipment_Upgrades_Fix_v1_4_byTheBeast)
TDW GenericPatcher

During building this modlist i was checking if game works on a mission with 4 ships called SM20 from this forum.

Till I have activated TDW 7.5.0 and checking options in FileOptionViever and checking SOAN everything was just fine. Then i was adding other mods and in the end i have activated Generic Patcher according to:

http://www.subsim.com/radioroom/showthread.php?t=205620

I have enabled allmost everything beside:

real navigation
independent engine controls
"advanced users options"

After it all when im loading the mission and suddenly it crashes, i tryed with "TDW Torp Tutorial mission" and it works...

TDW 7.5.0 after being activated "lost" all this changed options. I was doing everything according to this link but after enabling it, it lost all options including SOAN... :(

http://www.subsim.com/radioroom/showthread.php?t=202346

I spent hours on fixing it but im out of ideas... I would be glad to see some answers from You

Im very sorry for my english, cheers!

plj
10-21-13, 05:04 PM
You need to set the options first, and then install the mod. From your post it looks like you did it in reverse order .. that would explain it not holding on to the settings you choose.

Did you check for compatability of DBSM with the rest of the list ?

Cant see any other obvious starting points but my knowledge is limited ;)

test_m4a1
10-21-13, 05:07 PM
I did it according to the link. First i put folder of TDW 7.5.0 to MODS, then i have opened FileOptionViever and checked option including SOAN and then i have enabled it by JSGME, that's why i dont understand why all this options are "lost".

I dont know if DBSM is matches, its on Fifi's mod list so i guess its ok :)

http://www.subsim.com/radioroom/showthread.php?p=1984220#post1984220

plj
10-21-13, 05:09 PM
If it's on fifi's list it should be ok. You did save the optionfile with the same name right ?

test_m4a1
10-21-13, 05:17 PM
Yes, but i think TDW isnt the biggest problem cause even without this option it should work but it crashes after loading a mission so it must be some other problem more

Targor Avelany
10-21-13, 05:24 PM
you can go to the basics of troubleshooting:

remove all the mods and add them one by one, loading the game and checking, making sure that they work correctly.

Mikemike47
10-21-13, 08:18 PM
During building this modlist i was checking if game works on a mission with 4 ships called SM20 from this forum.
Is SM20 a stock mission?

Yes, but i think TDW isnt the biggest problem cause even without this option it should work but it crashes after loading a mission so it must be some other problem more

Sounds like you have problems centering around NewUIs TDC_7_5_0 ByTheDarkWraith.
Are you sure the mod folder structure for this mod and every other mod is:

SH5 game\MODS\NewUIs TDC_7_5_0 ByTheDarkWraith\data
and NOT
SH5 game\MODS\NewUIs TDC_7_5_0 ByTheDarkWraith\foldername\data?

Bathrone
10-22-13, 12:52 AM
How much GPU RAM do you have? I use a similar list and often hit 2GB. My cards (SLI) have 4GB each so its OK but many dont have that much

plj
10-22-13, 02:30 AM
How much GPU RAM do you have? I use a similar list and often hit 2GB. My cards (SLI) have 4GB each so its OK but many dont have that much
I respectfully disagree with everybody claiming that a 2010 game could be able to put that much strain on a videocard. I have a 512mb card .. it runs fine. CTD's are *NOT* related to graphics .. the game stutters because it's crashing, not because your card isnt able to keep up.

A more logical bottleneck would be diskspeed, given the amount of textfiles that get parsed.

Fifi
10-22-13, 04:17 AM
I made mod-list 90% based on Fifi's mods but I really cant make it ok.

Try it 100% same! It should work :up:
If not, it's a problem on your side i'm afraid.

Bathrone
10-22-13, 04:56 AM
I respectfully disagree with everybody claiming that a 2010 game could be able to put that much strain on a videocard. I have a 512mb card .. it runs fine. CTD's are *NOT* related to graphics .. the game stutters because it's crashing, not because your card isnt able to keep up.

A more logical bottleneck would be diskspeed, given the amount of textfiles that get parsed.

Its not a matter that has any uncertainty. As I said with my mod list which has some similarities (and differences) to this one, I routinely see 2 GB of GPU RAM utilisation. There is a few usual suspects involved in it, being the Harbour Additions, Steel Vikings Interior Mods, Silent Michaels interior mods etcetc. Its not an issue of when the game was released its the combined texture load of graphics intensive mods added to it. This is a directx 9 app and it will in fact crash when the render breaks down from bad memory allocations of textures that over the size of the GPU. Theres no doubt the telemetry data is clear.

plj
10-22-13, 06:59 AM
...please explain why I dont CTD on a regular basis on this proposed issue then with my ATI Radeon HD 4800 Series with 512 mb and this list:

Accurate German Flags
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Breakwater Piers
DynEnv v2.9 - No Glaring Sunlight
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - No U-Mark
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Sobers Terrain fix for OH2 V2.2
OH II Minefield map for TDWs Ui
IO_StrategicMap_7_5_0_for_TDWv750
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D._R.E.M. - GHG Hydrophone add-on (no hyd on surface)
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
Water reflections intensity decrease with fog by TheDarkWraith
TDW_GenericPatcher_v_1_0_149_0

Trevally.
10-22-13, 07:37 AM
http://www.subsim.com/radioroom/showpost.php?p=1718707&postcount=24

:hmmm:

gap
10-22-13, 08:22 AM
http://www.subsim.com/radioroom/showpost.php?p=1718707&postcount=24

:hmmm:

This makes me to think that we should reverse the usage of HD/low res textures in Dynamic Environment: low resolution as standard textures of the main mod and high redolution ones as optional. As to now, no one uses the low resolution patch I have introduced with v 2.9. :hmm2:

test_m4a1
10-22-13, 08:41 AM
Thank You all for an answers :)

The mission called SM20 is this mission from link:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1608

I think RAM isnt a problem, neither graphic card - my specifications:

Win7
8GB RAM
GeForece GTX670
Intel I5 2500k CPU 3.30gGHz

I think i would just try to make TDW 7.5.0 ok and then ill try with every single mod if game runs, just to see where is exactly the problem if You dont see any mistake in my mod list.

plj
10-22-13, 09:13 AM
http://www.subsim.com/radioroom/showpost.php?p=1718707&postcount=24

:hmmm:

This makes me to think that we should reverse the usage of HD/low res textures in Dynamic Environment: low resolution as standard textures of the main mod and high redolution ones as optional. As to now, no one uses the low resolution patch I have introduced with v 2.9. :hmm2:

Again .. I have done worse to my card then what sh5 can bring, even with rediculously large tesxture sizes. They will affect render time, not cause a CTD. NONE of the CTD's is on DX telling you to stuff the textures where the sun doesnt shine.. they all refer to scripts.

I'm willing to change my mind .. should be quite easy .. anybody cares to replace some standard sized textures with some rediculously large ones to the point where this theory would predict my 512mb card to go on strike ?

Mikemike47
10-22-13, 09:29 AM
The mission called SM20 is this mission from link:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1608

I think i would just try to make TDW 7.5.0 ok and then ill try with every single mod if game runs, just to see where is exactly the problem if You dont see any mistake in my mod list.

You may be creating a new problem. Just because Arclight says in the description "Used to test tweaks in mods" doesn't mean it is accurate for today's mods. He does not include a modlist in his description in March 2010 on how this single mission was tested. Many current mods have changed or were not around in 2010.

Use a new single mission compatible with current modlist by seeing what mods have added missions in the single mission folder.

gap
10-22-13, 09:34 AM
@ plj

just for your information: the subsim member quoted by Trevally in his last post, is one of the devs and, within the limits of what he was free to share with us given his position, during the last years he has been one of the most reliable sources of information on the architecture of this game. Should we believe that you know more than him on this topic? :hmm2:

test_m4a1
10-22-13, 09:34 AM
You are right Mikemike47, i didnt think about it...

I made a test now, i made from stock game mod list till i should enable TDW 7.5.0 and then:

First i checked many option in FileOptionViever including SOAN and then i have activated it by JSGME - reauls CTD in that mission.

Then i have disabled this TDW 7.5.0 and i have added NEW 7.5.0 with ONLY SOAN checked - resault this mission works...

It seems the problem is some option of FIleEditorViever :) But i have no idea which of this options makes problems, i checked many many like "desh awash installed" Crash dive in 8 seconds etc...

volodya61
10-22-13, 09:43 AM
Use a new single mission compatible with current modlist by seeing what mods have added missions in the single mission folder.

Mike, this is a very simple mission.. and it's fully compatible with all the mods.. you're trying to search in the wrong place.. don't complicate the issue.. :03:

test_m4a1
10-22-13, 09:49 AM
As i said before, TDW with only SOAN checked works... but TDW with many options checked including SOAN doesnt work so i guess problem is here :)

gap
10-22-13, 09:53 AM
As i said before, TDW with only SOAN checked works... but TDW with many options checked including SOAN doesnt work so i guess problem is here :)


There are chances that you messed things up while trying to edit New UI's options. I would suggest you to disable the mod, scrap it, and enable a fresh copy of it. Leave alone configurable options until you can fully understand what they are for :03:

:up:

test_m4a1
10-22-13, 10:35 AM
Thanks gap, will do :)

Ill share my results with You at evening (europe GMT+1) :D

gap
10-22-13, 10:38 AM
Thanks gap, will do :)

Ill share my results with You at evening (europe GMT+1) :D

GMT+1 myself :salute:

Mikemike47
10-22-13, 10:51 AM
and it's fully compatible with all the mods.. you're trying to search in the wrong place. don't complicate the issue.. :03:
And I thought I was bringing it to current mod standards, not overcomplicating it!:har::haha:
Not at game computer so I could not check files.

plj
10-22-13, 03:11 PM
@ plj

just for your information: the subsim member quoted by Trevally in his last post, is one of the devs and, within the limits of what he was free to share with us given his position, during the last years he has been one of the most reliable sources of information on the architecture of this game. Should we believe that you know more than him on this topic? :hmm2:
I believe nothing unless it can be proven ... so I certainly wont expect any different of others ;)

I cant really find the context in which he made that remark in the 5 mins I tried to dearch, and am about to play dad .. but I'll look later.

Seriously tho .. recommend me a list that should not be able to start on my rig based on that comment .. I'd like to test that theory. It would honestly be the first situation I ever encountered where a lack of video memory results in anything else but horribly low framerate. It would also be the first out of memory CTD that would hide behind shcollision.act or other .act files I ever heard of. I'm open to that possability, but I'd like to confirm it first...

Trevally.
10-22-13, 03:38 PM
Try:-


Mtns
TDWs UI v7.4.2
OHII v2.2

Each of these three mods have been tested with most other mods and work fine.
Use them together (even though they are fully compatible) and you will get a ctd in Kiel harbour

If you install only them when outside a 40km radius of Kiel - they will work fine together.
So the extra stress caused by Kiel and these mods - pushes the game over a limit - resulting in a ctd

plj
10-22-13, 04:13 PM
even though they are fully compatible

I'm at page 5 of http://www.subsim.com/radioroom/showthread.php?t=192061&page=5 now, reading about a lot of not so compatible things .. and it seems it was compatible with 1.8 of OHII .. has much changed compared to 2.2 ?

Can I assume that it still is compatible ?

volodya61
10-22-13, 04:17 PM
I'm at page 5 of http://www.subsim.com/radioroom/showthread.php?t=192061&page=5 now, reading about a lot of not so compatible things .. and it seems it was compatible with 1.8 of OHII .. has much changed compared to 2.2 ?

Can I assume that it still is compatible ?

If you need to make a stress-test then you don't need a full compatibility of these mods..
If you want to play campaign with these mods then you need a new MTNS-OHII fix.. and for now it's impossible..

EDIT: small correction -

1 - NewUIs
2 - MTNS
3 - OHII
4 - MTNS - OHII fix..

EDIT: I can upload OHII v1.9 or v2.0 for you, if you need fully compatible mods.. latest Uekel's fix v1.9 works fine with v1.9-2.0..

THE_MASK
10-22-13, 04:22 PM
Played a campaign for over 4 months with over a hundred saves . Its either your computer isn't good enough IE: not enough ram or too many mods for your computer ram IE: running out of ram or wrong mods or mods conflict causing ctd or wrong mods installation .

Quote from Pintea (DEV)
06-25-2010, 02:27 AM
''First of all, the patch "readme" is wrong.
The 3GB switch won't do anything performance-wise. It will just avoid errors and crashes when SH5 runs out of "memory" (addressing space actually).
And it will only matter for 32 bit systems.

Even though you only have 2GB RAM, the 3GB switch refers to _virtual memory_, not physical memory. So you can enable the 3GB switch even with 1 GB of RAM, it will help.

If you have windows vista/7, the more video RAM you have, the more your harbors will disappear ! (as paradoxical as it can be....)
That's because the video card memory uses the same 2GB of virtual memory as the game uses, so you will have less memory for the game.

As a conclusion, this will only avoid errors/crashes, and only works on 32bit systems (with more positive impact for vista/win7 uses).''

Trevally.
10-22-13, 04:31 PM
I'm at page 5 of http://www.subsim.com/radioroom/showthread.php?t=192061&page=5 now, reading about a lot of not so compatible things .. and it seems it was compatible with 1.8 of OHII .. has much changed compared to 2.2 ?

Can I assume that it still is compatible ?

They are not now fully working together because Uekel stopped work on his mods and OHII continued for a few more versions.
The parts that will now not work together are campaign parts - thus not all preset ports by Uekel will work as the OHII campaign files will overwrite them or vice/versa

But the point is that this was tested by many people and it was like SH5/PC or both just could not cope
The ctd due to Kiel only showed this to be the case.

At the same time there are much discussion about another sim that hit the same wall - resulting in the 4 gig switch being made (a flight sim I think)

If you need to make a stress-test then you don't need a full compatibility of these mods..
If you want to play campaign with these mods then you need a new MTNS-OHII fix.. and for now it's impossible..

EDIT: small correction -

1 - NewUIs
2 - MTNS
3 - OHII
4 - MTNS - OHII fix..

Yes that correct Volodya thanks:up: - but installing OHII after mtns will only prevent the harbour addons working - the extra ships will still work.

I do not recommend this for game play, but only for a test to show the issue with Kiel

Trevally.
10-22-13, 04:33 PM
As a conclusion, this will only avoid errors/crashes, and only works on 32bit systems (with more positive impact for vista/win7 uses).''

yes - as at the time that was the most common issue for the disappearing harbours followed by a time related ctd

gap
10-22-13, 04:57 PM
@ plj

I, Trevally, Volodya and Sober, just to menion some of the "senior" members who have replied in this thread, have spent countless hours of our lives studying this game, reading old posts which could apply to it, looking for ways to improve it, and trying to help new members like you whenever and however we could.

I don't want to sound as I was patronizing someone, but if only you "new generations" trusted us and followed our instructions, we all would have more free time for our families and our hobbies... including modding and even (!) actually playing this game from time to time.

On the contrary, we are always discussing the same topics :dead:

test_m4a1
10-22-13, 05:19 PM
Im sorry im interrupting You guys but i figured out that the problem in my modlist is:

R.S.D. - Reworked Submarine Damage v5.4 by vdr1981

Without this mod everythings seems working, im saying about single mission, maybe campaign with this mod would work but i didnt try it :)

plj
10-22-13, 05:29 PM
@ plj

I, Trevally, Volodya and Sober, just to menion some of the "senior" members who have replied in this thread, have spent countless hours of our lives studying this game, reading old posts which could apply to it, looking for ways to improve it, and trying to help new members like you whenever and however we could.

I don't want to sound as I was patronizing someone, but if only you "new generations" trusted us and followed our instructions, we all would have more free time for our families and our hobbies... including modding and even (!) actually playing this game from time to time.

On the contrary, we are always discussing the same topics :dead:
Tho my knowledge of the game is lacking, my knowledge of computers most certainly is *NOT*. I diagnose **** that stopped working like it should on a daily basis and the amount of errors I have not yet seen is not all that big.

NEVER EVER, has an out-of-memory error presented itself like this to me before. Ever.

The fact that it always seems to need a combination of mods to cause CTD's, and the fact that I get CTD's when I only pause the game for half a day and alt-tab back in and unpause has a lot to say about it too. The fact that my 'CTD profile' changes when I change NewUI version gives info, and all these little bits just do not add up to the amount of video memory available being the issue.

Then instead of a CTD I sometimes experience a complete computer freeze .. as in system halt .. as in reset button needed. It is impossible to ascribe that to a low video memory issue in Win7.

I'm sorry if I'm making you guys feel as if you are wasting time on a done deal, but with my knowledge of computers in general, my system, and how sh5 performs on my system, I find it impossible to 'buy' the theory as it would dictate my system reliably crashing in certain high memory consumption situations ... it doesnt.

@ test_m4a1: I should appologize to you for going off-topic in your help request, not the other way around .. sorry for that.

gap
10-22-13, 05:30 PM
Im sorry im interrupting You guys but i figured out that the problem in my modlist is:

R.S.D. - Reworked Submarine Damage v5.4 by vdr1981

Without this mod everythings seems working, im saying about single mission, maybe campaign with this mod would work but i didnt try it :)

What is this "Paajtors_Renown_cheat (compatible with Equipment_Upgrades_Fix_v1_4_byTheBeast)"? :hmm2:

Does JSGME notify you with conflicting files among it and RSD? If so, this is likely the cause of your problems.

test_m4a1
10-22-13, 05:33 PM
It makes everything cost 0 renown points :)

I think yes but im shocked cause lots of people uses it and no one has problems with this mod

gap
10-22-13, 05:37 PM
It makes everything cost 0 renown points :)

I think yes but im shocked cause lots of people uses it and no one has problems with this mod

Never mind, if it only does what you are saying it shouldn't have any file in common with RSD. If you have a link to it I would e curious to have a look into it tho :)

Trevally.
10-22-13, 05:39 PM
Tho my knowledge of the game is lacking, my knowledge of computers most certainly is *NOT

:up:

For me it is the other way around - I cant tell one end of my PC from another:doh:

test_m4a1
10-22-13, 05:43 PM
Gap, here You are:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4232

For example Fifi is using this mod and it works for him, sometimes i dont understand SH5 :)

gap
10-22-13, 05:54 PM
Gap, here You are:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4232

For example Fifi is using this mod and it works for him, sometimes i dont understand SH5 :)

Okay, just checked it. I can confirm that it cannot mess RSD up. Anyway it fully overwrites Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober, thus making its use pointless :yep:

I will try reviewing this thread and looking for any possible reason on incompatibility among RSD and the rest of your mod list

:up:

For me it is the other way around - I cant tell one end of my PC from another:doh:

:rotfl2:

P.S: stop leaving your fingerprints on your monitor: it is not the screen of a tablet :03:

test_m4a1
10-22-13, 05:57 PM
So shouldnt i use this mod for renown points? Is it gonna mess things up with files? Actually im tired of "buying" things thats why i wanted to upgrade and install things without counting renown points all the time :)

Ill be glad to see some advices from You about this modlist :)

volodya61
10-22-13, 06:00 PM
I think yes but im shocked cause lots of people uses it and no one has problems with this mod

Gap, here You are:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4232

For example Fifi is using this mod and it works for him, sometimes i dont understand SH5 :)

a lot of people?
as I can see this mod is just five days old :hmmm:
and still no any replies in its thread :hmm2:

EDIT: http://www.subsim.com/radioroom/showthread.php?t=208428

test_m4a1
10-22-13, 06:05 PM
Volodia, Renown points mod isnt a problem, the R.S.D MOD is a problem and i was reffering to this about lots of people...

I ment that lots of people are using r.s.d without any problems

volodya61
10-22-13, 06:08 PM
Volodia, Renown points mod isnt a problem, the R.S.D MOD is a problem and i was reffering to this about lots of people...

I ment that lots of people are using r.s.d without any problems

Ah, I see.. but as I remember there were a lot of problems with RSD too.. don't know how it works now..

gap
10-22-13, 06:09 PM
So shouldnt i use this mod for renown points? Is it gonna mess things up with files?

Going by its readme file, it should go well with EUF's 1.4 patch fix, but it is not compatible with sober's upgrades available by date patch. Whichever of them you are enabling last, will overwrite the other, thus making it useless :yep:

Ill be glad to see some advices from You about this modlist :)

If it is based on Fifi's mod list, it should be okay. The more strictly it follows it, the better. I just want to understand where your problem with R.S.D. is coming from. :hmmm:

test_m4a1
10-22-13, 06:10 PM
What a pitty, it looked for a veru usefull mod :)

I just hope its the last problem in my modlist!

If You guys dont see any other problem or You dont have any suggestions more i tihnk its gonna stay like this :)

@Gap

Do You recomend to delete Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober and replace it with mod of 0 renown points?

I dont really know why is it crashing... but tell me, are You using this mod too? I mean RSD

gap
10-22-13, 06:51 PM
@Gap

Do You recomend to delete Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober and replace it with mod of 0 renown points?

It depends on personal taste. Personally I like the renown system and upgrades getting available gradually, so I would go for sober's mod. With little patience you could as well remove renown costs from the latter. :yep:


I dont really know why is it crashing... but tell me, are You using this mod too? I mean RSD

No, I don't actually run the game since when I was working on the JU_88's B-25 (this summer). I was going to give it a try today for making some adjustement to its menu layouts, but then I started working on the FXU patch which is probably more urgent :-?

Bathrone
10-23-13, 02:40 AM
I believe nothing unless it can be proven ... so I certainly wont expect any different of others ;)

I cant really find the context in which he made that remark in the 5 mins I tried to dearch, and am about to play dad .. but I'll look later.

Seriously tho .. recommend me a list that should not be able to start on my rig based on that comment .. I'd like to test that theory. It would honestly be the first situation I ever encountered where a lack of video memory results in anything else but horribly low framerate. It would also be the first out of memory CTD that would hide behind shcollision.act or other .act files I ever heard of. I'm open to that possability, but I'd like to confirm it first...

Mate as I said I already have, and others have too, measured the telemetry data. Your speculations and guesses that this is impossible for a 2010 game to use around 2GB of GPU RAM is absurd when its been repeatedly measured. I like you and the majority of posts you make are insightful so Im trying to explain to you what I previously said.

Use my test mod list I provided in the diagnose freezing thread I started as a sample reference. There I use 2GB of texture ram in the GPU, its a measured fact. Yes some of that is caching but its still well over your 512 MB limit for direct z buffer textures in the scene that have to be in the scene for the render to work.

I'll try to explain another way. This is a 32 bit directx 9 app. It cant offload 2GB worth of textures to system ram because of 32 bit memory allocation limitations where the game code needs to use system ram for real system work not for a poor mans texture solution. And, worse still even if the app could do that which it cant but for the sake of argument, it would be horribly slow because of the latency between the system ram and the GPU processing.

So the textures have to reside in the GPU RAM just like almost every other directx 9 app around (there are exceptions but sh5 isnt one of them). The app is already RAM constrained in system memory to run the game as its limited to 32 bit memory allocation.

When the z buffer of the render tries to cull what textures arent needed, and it faces the problem of a bad memory allocation for the texture data on the GPU that must be in the scene, the GPU driver will say so that there is a bad memory allocation and SH5 then abends throwing a halt code to the system kernel to shut down the app.

In real time rendering this is unavoidable (because otherwise no render could occur due to the corruption of GPU RAM) and is why recent aaa titles have 64 bit compiles amongst other things.

Its not a theory its a fact. I do fully understand and applaud that youve noted other ways CTDs can occur, but no one here is trying to mislead you or waste your time.

plj
10-23-13, 03:10 AM
Mate as I said I already have, and others have too, measured the telemetry data. Your speculations and guesses that this is impossible for a 2010 game to use around 2GB of GPU RAM is absurd when its been repeatedly measured. I like you and the majority of posts you make are insightful so Im trying to explain to you what I previously said.

Use my test mod list I provided in the diagnose freezing thread I started as a sample reference. There I use 2GB of texture ram in the GPU, its a measured fact. Yes some of that is caching but its still well over your 512 MB limit for direct z buffer textures in the scene that have to be in the scene for the render to work.

I'll try to explain another way. This is a 32 bit directx 9 app. It cant offload 2GB worth of textures to system ram because of 32 bit memory allocation limitations where the game code needs to use system ram for real system work not for a poor mans texture solution. And, worse still even if the app could do that which it cant but for the sake of argument, it would be horribly slow because of the latency between the system ram and the GPU processing.

So the textures have to reside in the GPU RAM just like almost every other directx 9 app around (there are exceptions but sh5 isnt one of them). The app is already RAM constrained in system memory to run the game as its limited to 32 bit memory allocation.

When the z buffer of the render tries to cull what textures arent needed, and it faces the problem of a bad memory allocation for the texture data on the GPU that must be in the scene, the GPU driver will say so that there is a bad memory allocation and SH5 then abends throwing a halt code to the system kernel to shut down the app.

In real time rendering this is unavoidable (because otherwise no render could occur due to the corruption of GPU RAM) and is why recent aaa titles have 64 bit compiles amongst other things.

Its not a theory its a fact. I do fully understand and applaud that youve noted other ways CTDs can occur, but no one here is trying to mislead you or waste your time.
I was affraid I'm wasting your time, not the other way around ... I am very well aware that I'm a sh5 n00b and have little insight into how this game works ... or doesnt.

How come the CTD's are obfuscated as if they have something to do with SHCollision.act or one of the other (patched) .act files ?

How come I cant find a trace of this supposed low memory situation ? Not in my eventlog, not in my game log, nowhere.

Also, I did not say that sh5 has no issues regarding low memory, I just stated that the CTD's I have, and the CTD's that get reported that I have been able to replicate, dont show the signs of a low memory crash. I also stated that sh5 would be the first game to CTD on me due to low memory, instead of just get unplayable slow.

Lastly, the fact that I experience system freezes on a system that is stable as can be, screams 'illegal operation', not 'low memory'. (as the later would be prompted by windows ..with suggestions to kill Aero and such)


I'm sorry if I come across as being too stupid to listen properly .. I honestly try to understand this .. but have difficulties attaching logic to it. Also, thanks for the patience you have with stubborn me ;)

Bathrone
10-23-13, 03:38 AM
How come the CTD's are obfuscated as if they have something to do with SHCollision.act or one of the other (patched) .act files ?

How come I cant find a trace of this supposed low memory situation ? Not in my eventlog, not in my game log, nowhere.

Also, I did not say that sh5 has no issues regarding low memory, I just stated that the CTD's I have, and the CTD's that get reported that I have been able to replicate, dont show the signs of a low memory crash. I also stated that sh5 would be the first game to CTD on me due to low memory, instead of just get unplayable slow.

Lastly, the fact that I experience system freezes on a system that is stable as can be, screams 'illegal operation', not 'low memory'. (as the later would be prompted by windows ..with suggestions to kill Aero and such)


I'm sorry if I come across as being too stupid to listen properly .. I honestly try to understand this .. but have difficulties attaching logic to it. Also, thanks for the patience you have with stubborn me ;)

Hi mate. I think you are asking very good question and I have no feeling its stupid questions in your latest post, on the contrary I can see there is real thought going into them.

On your first question I dont know why this happens. Sometimes the debug messages will be helpful othertimes it will CTD and wont provide anything of use to hint at the problem. Since I dont know the exact conditions in which your experiencing issues with SHcollision.act I cant comment on it its a GPU RAM issue or something else. What I can say is that there is multiple reasons why CTDs occur.

On your second question I can speak to NVIDIA drivers in detail and with AMD Im not as close to that. NVIDIA wont write to the event log for a number of conditions where it will tell the app the runtime is borked and the kernel needs to kill the process. One of those is GPU memory allocation errors as experienced in the case were talking about. SH5 does not maintain a sanity system for GPU memory allocation. This is why your not seeing traces of it but you can see it if you start to monitor GPU utilisation and add mods to exceed your allowed limit, you will see the CTD. Ive done this many times.

On your third statement I applaud your contributions to other causes of CTDs and I encourage you to continue contributing. At the moment I'm working on my mod list and supporting documentation. We all give something. This is a community effort. I get so much joy from the modded game, and the stock game was so limited and wrong, to think what people have done for no charge to fix Ubisofts errors just amazes me. People like Trevally, Gap, Sober, I look up to those blokes as they know the game and have done so much for us. When my kid has gone to sleep and the wife is watching TV, after a stressful day of work its so relaxing to be involved in SH5. I hope you too can see whats in my heart and experience it yourself. I know I annoyed Gap with some of my questions in the past, but its all good, fundamentally people who want to help out are welcome and needed. We need you, we need to move SH5 forward. And Im having another beer cos unlike sober, I deserve three beers on a Wednesday night :arrgh!::yeah:

gap
10-23-13, 04:08 AM
I know I annoyed Gap with some of my questions in the past...

Not at all, :salute:

I am always glad to answer questions, especially informed questions like the ones posed often by you and plj, and to help however I can.

In all sincerity, the one times I get slightly irritated, is when I notice that someone mistakes this place for a supermarket, and pretends to match the most oddly assorted mods without even bothering to read the labels of stuff he is cramming in his cart. :doh:

plj
10-23-13, 06:14 AM
So yeah .. I realize I'm making you guys repeat yourself on this issue and that there might be 1000's of reasons why what normaly does not lead to a CTD, does in sh5.

I'm willing to attribute 50% of vague CTD's to a memory issue. I cant however attribute a CTD half way between Memel and Poland to a memory issue except for a memory leak perhaps .. yet, my (by now) extensive logging, shows no sign of this. It consumes ~ 1600mb of my available 6 .. with 2 gb doing absolutely nothing. My graphic card is showing same as always.

I can suppress CTD's by saving every 2 game hours or so .. and by not being stupid with time compression. Another sign of a different conflict imho.

THE_MASK
10-23-13, 06:34 AM
When I had SH3 my laptop was over minimum specs but with mods always ctds for years . Now I have a 64 bit os with 8 gigs of ram and a great video card I hardly ever get a ctd playing SH5 .

test_m4a1
10-23-13, 06:52 AM
Guys, the subject is about mod list, not specifications of PLJ's computer. 3/4 of this topic is about CTD due to technical stuff. There is no doubt that my CTD arent due to computer on his own :)

plj
10-23-13, 07:24 AM
Guys, the subject is about mod list, not specifications of PLJ's computer. 3/4 of this topic is about CTD due to technical stuff. There is no doubt that my CTD arent due to computer on his own :)
The short answer is: there is no short answer to the reason for your CTD's. Join the club. All we can do is try to reproduce CTD's reliably, and then go from there.

Have you tried saving at least every 2 game hours ? Does that improve the situation ?

You will get told that a certain amount of mods seems to be more then sh5 can handle, you will get told dat memory is an issue, you will get told idk if you manage to convince people of the first two not being applicable.

If we can not reproduce reliably, we can no investigate beyond your report. My CTD's are sortof random .. can you reproduce yours reliably ?

gap
10-23-13, 08:00 AM
You will get told that a certain amount of mods seems to be more then sh5 can handle...

not any mod. If a mod replaces a texture with a better texture of equal size and compression, if a mod corrects a setting with one more accurate, If a mod changes an FX with another one having the same pps rate and using the same base texture etc, I don't see why they should compromise game performance. On the contrary, mods adding lot of new features such as New UI's, OHII, Fx Update and probably R.S.D, are burdening a lot the game engine, and enabling too many of them might increase the crash occurrence. This has nothing to do with them being intrinsically bugged.

I won't deny that a bug can occasionally happen when a new version of the aforementioned mods is released, but this sort of problem is easily replicable and the tracking of its causes is just a matter of planning the appropriate tests, as the recent experience of FXU 0.0.22 vs 0.0.21 demonstrates. I wish the solution for the other crashes, the random ones, was that easy, but unfortunately it isn't.

In any case, I wish you good luck with your stress tests and I invite you to keep us informed on any progress you might make :up:

vdr1981
10-23-13, 08:45 AM
Guys, the subject is about mod list, not specifications of PLJ's computer. 3/4 of this topic is about CTD due to technical stuff. There is no doubt that my CTD arent due to computer on his own :)

Hello test_m4a1,
Before you do anything else please describe me your CTD situations in a bit more details. Do you remember fault modules names?

Post your JSGME conflict warning message when you installing RSD, this is important...

test_m4a1
10-23-13, 01:04 PM
I have two questions for You guys :)

1. Do You have any suggestions about mod list? I mean some mod should be higher or lower on modlist? Or maybe some mod shouldnt be at all?

2. Why i dont see information about destroyed ship? Ship is sinking but i dont see any information about it, i remember i had it before (previous SH5 mod list). I know there were options in TDW FileEditorViever about it but they were all enabled...

3. vdr1981 - here is a jpg witj RSD conflict on JSGME

http://img5.imageshack.us/img5/1365/0y6g.jpg

http://img46.imageshack.us/img46/7963/0maf.jpg

Its in 2 parts :)

vdr1981
10-24-13, 09:18 AM
So, are you going to tell me something about those CTD or ? Are they random? Are you 100% sure that you do not have CTD without RSD?

Give me copy/paste, I can't see anything from those images...

test_m4a1
10-24-13, 09:26 AM
I already said it, CTD is right after loading a mission, i cant even start mission cause between loading and starting a mission comes CTD...

Anyway its ok vdr1981, ill just skip this MOD cause many people have problems with this mod

Just tell me guys, which option enables destroyed ship information?

plj
10-24-13, 09:29 AM
RSD is not the issue .. trust me ... read my Silentotto CTD Hunt topic.

Destroyed ship marks are called death marks .. I dunno how to turn them on or of .. should be burried in the optionfileeditorviewer

test_m4a1
10-24-13, 09:32 AM
I ment radio message/information that ship is destroyed :)

vdr1981
10-24-13, 09:34 AM
Many people? I don't see them?
The mod is extensively tested and 100% stable with Sobers mod list so maybe you should check his thread also...:yep:

Trust me ,it's worth of try...

plj
10-24-13, 09:36 AM
I ment radio message/information that ship is destroyed :)
The WEPS notification ? You get that automatically I think .. on true death .. if within certain range.

test_m4a1
10-24-13, 09:40 AM
Ok ill give a try with RSD but what do You exactly need to see? Isnt it this thing i have posted on imageshack? Where should i loof for it?

Yes WEPS notification, the problem is i dont get it on radio messages. For example im sending 3 torpedos in Liberty class, its sinking but there is no WEPS notification

vdr1981
10-24-13, 09:44 AM
Ok ill give a try with RSD but what do You exactly need to see? Isnt it this thing i have posted on imageshack? Where should i loof for it?

Yes WEPS notification, the problem is i dont get it on radio messages. For example im sending 3 torpedos in Liberty class, its sinking but there is no WEPS notification
Just give me copy/paste of text from your pictures... I can't see whole names of the mods like this...

Do you have CTD in every mission? What about campaigns?

gap
10-24-13, 09:50 AM
Trust me ,it's worth of try...

:agree:

@ test_m4a1

Have you tried loading another mission?

@ Vecko

Have you tried running the missison which is crashing test_m4a1's game?

I have had a quick look into RSD's conflicting files and everything seems okay: RSD is based on the mods whose files are being overwitten; you should make sure that nothing overwrites RSD though. :yep:

vdr1981
10-24-13, 09:56 AM
@ Vecko

Have you tried running the missison which is crashing test_m4a1's game?


Will do, just say me which mission?

gap
10-24-13, 09:58 AM
Will do, just say me which mission?

http://www.subsim.com/radioroom/showpost.php?p=2131882&postcount=15 :up:

P.S: just to be sure, can you confirm this?


I have had a quick look into RSD's conflicting files and everything seems okay: RSD is based on the mods whose files are being overwitten

vdr1981
10-24-13, 10:10 AM
This mission, with 3 static ships? No problems at all...

http://s6.postimg.org/80s6t54hd/SH5_Img_2013_10_24_17_06_48.jpg

vdr1981
10-24-13, 10:14 AM
http://www.subsim.com/radioroom/showpost.php?p=2131882&postcount=15 :up:

P.S: just to be sure, can you confirm this?

Yes, from what could I see from those pictures, everything seems OK...BRF is "stranger" there but because it contains only one file (zones.cfg) that should not be a problem...

test_m4a1
10-24-13, 10:23 AM
I have no idea why You can load this mission while i have CTD right after mission finishes loading...

vdr1981
10-24-13, 10:25 AM
I have no idea why You can load this mission while i have CTD right after mission finishes loading...

What about other missions? I think i read that you managed to start TDW torpedo tutorial mission? What about campaigns?

gap
10-24-13, 10:28 AM
...BRF is "stranger" there but because it contains only one file (zones.cfg) that should not be a problem...

Yes, BARF is totally out of place there, for at least two reasons:

- it is not compatible with FX Update
- (luckily) it gets fully overwritten by RSD which restore full compatibility

No matter how many times we repeat not to let old and "unusual" mods to overwrite "core" mods. People will keep doing it forever :nope:

test_m4a1
10-24-13, 10:41 AM
Do You guys have any tip what to do with RSD? Im pretty sure im not overwriting it by any other mod...

gap
10-24-13, 10:44 AM
Do You guys have any tip what to do with RSD? Im pretty sure im not overwriting it by any other mod...

pretty sure is not enough. You must be completelysure before saying that the mod doesn't work for you :yep:

plj
10-24-13, 11:03 AM
I have no idea why You can load this mission while i have CTD right after mission finishes loading...
Try: disable all mods, start sh5 & close it, enable all mods again, try loading mission again.

This sounds exactly like the silentotto CTD issue .. all I did was unload and reload mods, and it all went away all of a sudden .. I cant reproduce it anymore. So please, try this .. a few times perhaps .. worth a shot given the fact that your list looks okay other then that.

test_m4a1
10-24-13, 11:14 AM
Im sorry, i ment im sure :)

Anyway i made a test, fresh copy of SH5, mods etc and with R.S.D this mission with 3 ships doesnt load - CTD

but TDW Torp Tutorial mission works...

@plj - will do, sounds crazy that it can help but ill try... ;)

vdr1981
10-24-13, 11:18 AM
Im sorry, i ment im sure :)

Anyway i made a test, fresh copy of SH5, mods etc and with R.S.D this mission with 3 ships doesnt load - CTD

but TDW Torp Tutorial mission works...

Black magic again...:)

So everything is working, only SM20 is problematic?!:doh:

Which submarine do you chose? VIIA or B, or both ?
Can we see your new modlist?

test_m4a1
10-24-13, 11:37 AM
Indeed, black magic... :(

Ok so:

Mission with 3 ships - VIIA and VII B - CTD

AI planes mission by TDW - VIIA and VIIB - works
SH5 External Cargo Mission - VIIA and VIIB - works
TDW Torp Tutorial VIIC - works

Modlist - Nothing overwrits R.S.D (for sure)

Generic Mod Enabler - v2.6.0.157
[E:\Gry\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Naights Submaine Textures v1.2 (PUV)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
Fifi mods for NewUIs V2
Manos Scopes-patch for 16x9
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Conus' Das Boot Crew Faces
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraithPatch
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (U-552-Red Devil Emblem) BETA
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
sobers no footstep sound mod
Old Style Explosions V1.1
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Shadow Improvement Mod
Depth Charge Range Fix
smaller flags for Warships 1_0b
RPM Hydrophone v2.2.1
sobers DOF V6 SH5
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
36 Wordeees' Actual Footage Menu
Change days in bunker
SH5 External Cargo 1.0
Paajtors_Renown_cheat (compatible with Equipment_Upgrades_Fix_v1_4_byTheBeast)
TDW GenericPatcher 1.0.149.0

gap
10-24-13, 11:49 AM
Im sorry, i ment im sure :)

:up:

Trevally.
10-24-13, 11:51 AM
This mission, with 3 static ships? No problems at all...



This mission has 4 ships not 3

No matter how many times we repeat not to let old and "unusual" mods to overwrite "core" mods. People will keep doing it forever :nope:

This is the key issue:yep:

vdr1981
10-24-13, 11:58 AM
This mission has 4 ships not 3





I don't see 4th ship?:doh: It's unnamed mission/June 1 1942 ? Right?

Cimaron and two steamers...

test_m4a1
10-24-13, 12:33 PM
vdr1981 -- This mission has 4 ships right after TDW 7.5.0 but 4th it gone after all this mods, i habe no idea why... have the same situation as You wth 3 only ;)

Black Magic - part 2

Any ideas why R.S.D?

vdr1981
10-24-13, 12:36 PM
vdr1981 This mission has 4 ships right after TDW 7.5.0 but its gone after all this mode, have the same situation as You wth 3 only ;)

I don't get It? 3 or 4? Why new UI now?:o

test_m4a1
10-24-13, 12:41 PM
vdr1981@

Im saying that this mission has 4 ships 2 streamers, crimson and little one dont remember his name. Try to run this mission without any mods and You will see magicly 4th ship ;)

Im just saying i can see this ship till im moding to TDW 7.5.0, after few mods (dont remember which mod deletes this ship) he is disappearing in a magic way :)

gap
10-24-13, 12:44 PM
I will tell you a possible reason:

some mods, OHII for sure, change the availability dates of some units. That mission was probably designed over stock game, and uses an unit which is not yet (or no longer) available for its current date.

How this can be related with RSD is still a mistery to me, but we have already seen that this mod is a non guilty amplifier of problems coming from elsewhere :haha:

vdr1981
10-24-13, 12:49 PM
vdr1981@

Im saying that this mission has 4 ships 2 streamers, crimson and little one dont remember his name. Try to run this mission without any mods and You will see magicly 4th ship ;)

Im just saying i can see this ship till im moding to TDW 7.5.0, after few mods (dont remember which mod deletes this ship) he is disappearing in a magic way :)

OK, tnx for the explanation Gap...:up:

m4a1, can you confirm that all missions and campaigns work fine, except SM20?

Do you wont to try my mep file, i think you already have all needed mods?

If you dont have some mod from my list, you can ask me and I'll tell you should you ignore it or not,OK?

gap
10-24-13, 12:56 PM
OK, tnx for the explanation Gap...:up:

This is only a conjecture, but a likely one. In a way, Mike was right when he said that that old mission might have not been updated for working togethhre with the most recent mods :yep:

test_m4a1
10-24-13, 01:06 PM
vdr, yes please, show me Your mod list if You mind :)

vdr1981
10-24-13, 01:11 PM
vdr, yes please, show me Your mod list if You mind :)

OK, you know how to load mep file ,right? You don't need to install every single mod manually...

http://www.mediafire.com/?z569yajjnd8ubg3

Trevally.
10-24-13, 01:15 PM
Sorry guys - I should have explained further
The missing ship is a hogisland
OHII changes the unit class of a hog to be a coastal ship
The mission SM20 - has it as a standard cargo
So - SH5 will ignore this unit as it has no file
If you install TDWs UI after OHII - it will be back - but this will stop OHII working correctly

vdr1981
10-24-13, 01:20 PM
Sorry guys - I should have explained further
The missing ship is a hogisland
OHII changes the unit class of a hog to be a coastal ship
The mission SM20 - has it as a standard cargo
So - SH5 will ignore this unit as it has no file
If you install TDWs UI after OHII - it will be back - but this will stop OHII working correctly

At least , some mysteries are solved pretty quick...Tnx Trev!:up:

gap
10-24-13, 01:28 PM
Sorry guys - I should have explained further
The missing ship is a hogisland
OHII changes the unit class of a hog to be a coastal ship
The mission SM20 - has it as a standard cargo
So - SH5 will ignore this unit as it has no file
If you install TDWs UI after OHII - it will be back - but this will stop OHII working correctly

This is a perfect example of what I tried to explain here (http://www.subsim.com/radioroom/showpost.php?p=2133009&postcount=16) :up:

test_m4a1
10-24-13, 01:34 PM
P.S even if this missions works - campaign doesnt.

Sometimes im loosing power to this game.

Trevally.
10-24-13, 01:41 PM
P.S even if this missions works - campaign doesnt.

Sometimes im loosing power to this game.

Don't give up - but

This sort of example shows why sobers mod list must be followed 100% as he knows all this.
If you try a use his list, but change a few things - the small change may cause one of these issues
So either trust Sober and stick to his mod just as he explains it
or be prepared for a lot of trial and error (even just making one change)

You could always make your own mod list - but keep it small and add to it very slowly when you are sure there are no issues
But remember - the more you add the harder it gets to find the culprit when it does go wrong

test_m4a1
10-24-13, 01:46 PM
I know trevally but sober's list is missing few mods i would like to have, for me they are essential and this is the problem

For example my modlist is 95% Fifi's but i have problems still, ill try to figure it out somehow, just thought im making some obvious mistake but it seems its something very small but still efects CTD.

gap
10-24-13, 02:39 PM
I know trevally but sober's list is missing few mods i would like to have, for me they are essential and this is the problem

For example my modlist is 95% Fifi's but i have problems still, ill try to figure it out somehow, just thought im making some obvious mistake but it seems its something very small but still efects CTD.

My suggestion is: start from Fifi's mod list, following it to the letter; keep it unchanged for a while for making sure that everything works as supposed; when you are ready, add/remove mods according to your taste, one at a time, taking note of the files of other mods that the selected mod overwrites/overwrited, and asking often for confirmation on the validity of your change here on the forum.

By doing things methodically, you will reduce drastically the chance of errors and, on the other hand, you will receive better assistance by the community :yep:

test_m4a1
10-24-13, 02:41 PM
With or without R.S.D campaign doenst work anyway - surrender ;))

Gap - i will, i think its the best idea now!

test_m4a1
10-24-13, 03:07 PM
Hey guys I think i have solved problem...

It wasnt R.S.D as i thought before. It was SubFLags 0 0 8 - it cant exist wth R.S.D together. Or this mod or this. Witohut SubFlags campaign works, singel missions as well :)

Second thing is that with External Cargo SM20 is crashing while campaign not so i have to choose - campaign or singlemissions and i think its quite easy to choose but i dont know if i wont have CTD during campaign if ill spot a ship which is in SM20 for example...

Dont know why but during single mission of External Cargo i had CTD while my torpedos exploded :))))

P.S Renown Mod is usless, it makes renown 0 but also all upgrades avalible on the beggining of the war like Nexos or Shnorkell in 1940 <3

gap
10-25-13, 03:06 AM
Hey guys I think i have solved problem...

It wasnt R.S.D as i thought before. It was SubFLags 0 0 8 - it cant exist wth R.S.D together. Or this mod or this. Witohut SubFlags campaign works, singel missions as well :)

They can't exist together for two reasons:

1. They both have their own versions of player subs' eqp files. If you enable RSD on top of Sub Flags, the latter will stop working, but no crash should happen; If you enable Sun Flags on top of RSD, cross-file hydrophone settings get messed up, and crashes are likely to happen. This is a fact.

2. For a fatal coincidence, some of the node Id's of the destructible GHG hydrophone introduced with RSD might clash with another Id already used by Sub Flags, thus causing an immediate crash. This is just a conjecture as, though being certainly possible, duplicated Id's are unlikely to happen.

In any case, you shouldn't have used Sub Flags as it is not featured in any of the mod lists by Fifi, and it conflicts with RSD:



unless you know exactly what you are doing...

...BEWARE OF CONFLICTING MODS; DON'T LET THEM TO OVERWRITE EACH OTHER'S FILES!!!

That simple. If you had followed this rule, you would be probably cruising in the Mediterranean already :yep:

I will post later an RSD/Sub Flags compatibility patch and I would be glad if you tested it. :up:


Second thing is that with External Cargo SM20 is crashing while campaign not so i have to choose - campaign or singlemissions and i think its quite easy to choose but i dont know if i wont have CTD during campaign if ill spot a ship which is in SM20 for example...

Dont know why but during single mission of External Cargo i had CTD while my torpedos exploded :))))

Leave alone that old mission. Simply forget it: Trevally has already explained why it is not compatible with OHII.

Regarding crashes happening on torpedo explosion, tyry downgrading from Fx Update 0.0.22 to 0.0.21 while I am working on a 0.0.22 bug fix :salute:

test_m4a1
10-25-13, 06:00 AM
Thanks for help Gap, i realy appreciate it :)

Ill give a try at evening otherwise my wife is gonna kill me because of sitting all day long trying to fix SH5 :cool:

THEBERBSTER
10-25-13, 12:59 PM
Hi Guys
Just picked up on this thread. Like test_m4a1 I also had a lot of loading problem citd,s turned out to be mod compatibility and positioning. Stormy,s DBSM I found was a major cause of citd,s that took me quite a while to find and had to remove. Sobers sub exhaust was another that ctd. Using sub flags will compromise mods that normally work we'll together. I wanted this mod so was prepared to put the time in to get it working. I am presently running OHIi + 7-4-2 + RN and over 70 mods without ctd,s to date, will it last, only time will tell! If it does not then sub flags unfortunately will have to go.

test_m4a1
10-25-13, 01:33 PM
Can You post here Your modlist?

THEBERBSTER
10-25-13, 05:09 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.4
Fuel Gauge WoGaDi_SteelViking's Interior
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
German U-Boat Crew Language Pack
SubFlags_0_0_8_byTheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
Fifi mods for NewUIs V2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
Depth Charge Fix Reduced Explosion Range
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
NewUIs_TDC_7_4_2_Real_Navigation
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Shadow Improvement Mod
Expanded Navies by Cybermat47 v.1.0.01
EQuaTool 01.01 by AvM - Large Style
sobers map colors SH5 V1
gap - HD 1 deg Scope Bearing v 1.0
sobers Lights Cfg V5 SH5
AOB slide ruller for TDW UIs and MO by stoianm
Change days in bunker
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
sobers NO water drops V1
sobers darker ship bow spray
DBSM_Music_1_0_4
Better Sea Foam Dynamic Env Compatible
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
Window_Lights_Redone_V1
smaller flags for Warships 1_0b
sobers hud sounds V1 SH5
Warfox Upgrades 0 Renown v1
Water reflections intensity varied by available sunlight by TheDarkWraith
Realistic ammo amount for AA and deck guns

THEBERBSTER
10-26-13, 05:03 PM
Just to let you know that I have been getting a ctd at TC256 outside Memel, full speed, course 243.
I will now abandon sub flags and revert back to my previous mod soup list.

test_m4a1
10-26-13, 05:33 PM
Ok, i think i made my mod list :)

I have just problem with torpedo explosions, sometimes i have CTD while they are exploding. I dont know if its connected with SH5 External Cargo or the problem is somewhere else, beside this everything looks awesome :rock:

Generic Mod Enabler - v2.6.0.157
[E:\Gry\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Naights Submaine Textures v1.2 (PUV)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
Fifi mods for NewUIs V2
Manos Scopes-patch for 16x9
Sjizzle's - Charts for NewUIs part1_07.06.2013
Conus' Das Boot Crew Faces
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraithPatch
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (U-96 BLACK) v-1.1.0
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
Sub_Exhaust_1_0_5_byTheDarkWraith
sobers no footstep sound mod
Old Style Explosions V1.1
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Shadow Improvement Mod
Depth Charge Range Fix
smaller flags for Warships 1_0b
RPM Hydrophone v2.2.1
SH5 No Chronometer Ticking Sound
sobers DOF V6 SH5
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
36 Wordeees' Actual Footage Menu
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
SkyBaron's Leigh Light for SH5 1.1
SH5 External Cargo 1.0
gap - Alternative Cursors & KM Map Tools v2 - 4.a Alternate Dialog Cursors - Default
TDW GenericPatcher 1.0.0.49

vdr1981
10-27-13, 02:43 AM
I have just problem with torpedo explosions, sometimes i have CTD while they are exploding. I dont know if its connected with SH5 External Cargo or the problem is somewhere else, beside this everything looks awesome :rock:


If you're referring to Liberty cargo than it's probably because FX0.0.22, but the problem will be fixed soon. If you like i can give you two files which will fix that, until official solution is available...

test_m4a1
10-27-13, 11:29 AM
Please do vrd1981! Its gonna be very helpfull for me :)

vdr1981
10-27-13, 12:39 PM
OK, here we go...

http://www.mediafire.com/?o0jcidqyu1wa6tx

Take those two files and place them in data/sea/NLL and data/sea/NAGC_C2Appalachian, overwrite existing files...I would recommend you to do this while in port. :)

THEBERBSTER
10-27-13, 01:59 PM
New version of Silentmichael,s interior 1.2.4 mod now available

test_m4a1
10-27-13, 07:18 PM
Thanks vdr1981 - it solved my all problems!! :rock:

THEBERBSTER - also thanks for Your information, gonna enable it!

So far no CTD's!

vdr1981
10-28-13, 10:44 AM
Thanks vdr1981 - it solved my all problems!! :rock:

THEBERBSTER - also thanks for Your information, gonna enable it!

So far no CTD's!

Don't mention it! I wish You calm seas...:up:

test_m4a1
11-08-13, 05:14 PM
As i knew my luck has left me once again ;)

I dont know why but when im trying to enter Stavanger port game is crashing on the spot, on TC1,64,256 etc... Other ports looks like they are working just fine.

Other weird thing is that i cant meet any convoy, only small, single ships, maybe its just bad luck but usually there wasnt big problem to see convoy on atlantic :)

Tentori
05-28-14, 03:36 PM
Good list but Fifi's looks better :)