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View Full Version : Can't leave port/Lorient - CTD


test_m4a1
11-11-13, 06:38 PM
Hey Guys!

I thought i made finally my SH5. Game was never crashing, everything was ok. I have started New Campaign - During Happy Times i left port, fired all torpedos and then finished patrol in Lorient.

I tried to start next patrol but i can't leave port. I was with TC32 - 16 and 1 with no resault.

I didnt change my modlist after starting new campagin. Actually i dont know what is the problem, if i have entered port i should leave without any problems. :hmmm:

Do You guys have any idea what is the problem?

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 1.2.4
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).7z
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
SkyBaron's Leigh Light for SH5 1.1
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
gap - Alternative Cursors & KM Map Tools v2 - 4.a Alternate Dialog Cursors - Default
TDW Generic

Need help... :up:

test_m4a1
11-12-13, 08:13 PM
Someone, anyone??

Mikemike47
11-12-13, 09:02 PM
I have started New Campaign - During Happy Times i left port, fired all torpedos and then finished patrol in Lorient.

I tried to start next patrol but i can't leave port. I was with TC32 - 16 and 1 with no resault.

I didnt change my modlist after starting new campaign. Actually i dont know what is the problem, if i have entered port i should leave without any problems. :hmmm:
Did you change the mod order, remove mods, or add mods when comparing mods entering port (before ending patrol) and leaving port?

If so, bad idea sometimes. return mods to entering port. Try to play game leaving same port again.

Paajtor
11-13-13, 04:41 AM
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z

You're sure that one ^^ is installed correctly?

test_m4a1
11-13-13, 11:13 AM
@Mikemike

I didnt touch modlist since i have started campaign :)

@Paajtor

In "readme" there isn't anything about installing it, i just put it to MODS and activated - then in TDW i marked engine ratios but not Independent engine control. Is it crashing my game in a port?

volodya61
11-13-13, 11:32 AM
..Is it crashing my game in a port?

No.. it shouldn't..

test_m4a1
11-13-13, 11:41 AM
Im out of ideas... maybe its a mod connected to some terrain fix if its happening only in less then 45km from port:hmmm:

volodya61
11-13-13, 11:45 AM
Im out of ideas... maybe its a mod connected to some terrain fix if its happening only in less then 45km from port:hmmm:

I have no idea too..

gap
11-13-13, 12:14 PM
Im out of ideas... maybe its a mod connected to some terrain fix if its happening only in less then 45km from port:hmmm:

Your mod list seems essentially correct. Could be OH's related. Just in case: while you wait for Trevally to show up, try disabling DynEnv's main mod and Ambient Settings :hmmm:

test_m4a1
11-13-13, 12:19 PM
I have disabled mods till Old Style Explosions and now it works, now ill be enablings mods till its gonna crash again...

Mikemike47
11-13-13, 12:50 PM
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
In "readme" there isn't anything about installing it, i just put it to MODS and activated - then in TDW i marked engine ratios but not Independent engine control. Is it crashing my game in a port?
I understand the point about not installing it per the readme. It doesn't take long to check.
Some modders put multiple folders in their compressed file. You must uncompress the mod file structure FIRST and then check the folder levels.
Game\MODS\modname\data
NOT like this:
Game\MODS\modname\foldername\data
Is this mod just mentioned that way, (ending in ***.7z) in the modlist but folder structure is OK?

I have disabled mods till Old Style Explosions and now it works, now ill be enablings mods till its gonna crash again...

then in TDW i marked engine ratios but not Independent engine control. Is it crashing my game in a port?:hmmm: - does this sound correct to anyone?

By the way, thank you for reading the documentation. Saves time for all of us from repeating the same answers over and over.

test_m4a1
11-13-13, 01:23 PM
Mikemike - its my mistake i have repaired long time ago, i mean this .7z :)

Anyway now i know which mod effected CTD - SkyBaron's Leigh Light for SH5 1.1

Mikemike47
11-13-13, 01:27 PM
Good to hear you have your modlist fixed.

test_m4a1
11-13-13, 01:43 PM
I have no idea why this mod effected CTD but without it looks working fine :)

Thank You to all who tryed to help me! :up:

raymond6751
11-13-13, 03:46 PM
Thanks for tracking down the problem. Now I'm going to unload that Leigh light myself before I get into trouble.

You went about it right, unload one by one to find the offending mod.

Good work.

gap
11-13-13, 05:06 PM
I have no idea why this mod effected CTD but without it looks working fine :)

Thank You to all who tryed to help me! :up:

Keep a back-up copy of your last savegame before departure from Lorient, please: even though I don't see how SkyBaron's mod could be related with your problem, that savegame could come in handy for testing an eventual fix :yep:

Serge65
11-17-13, 11:05 AM
Try to remove the "AI_Sub_Crew_1_0_2_TheDarkWraith". I have deleted and I have no more CTD.

test_m4a1
11-17-13, 11:34 AM
I think ill keep this MOD, since removing SkyBaron's mod everything works fine :)

Serge65
11-17-13, 12:55 PM
I think ill keep this MOD, since removing SkyBaron's mod everything works fine :)

Yes, I also removed it after tested