Log in

View Full Version : Crash When Submerging?


PotatoMan
01-25-14, 07:07 AM
I recently downloaded Sober Silent Hunter 5 Mega Mod and I'm using about half the mods that are in that pack.

But I have a problem, I am trying to get into the Grimsby Harbour so I can sink some of the ships there, but since there are destroyers patrolling the entrance I need to submerge and go to like speed 1 while getting through. But As soon as I press the "Submerge" button, my game crashes with no error.

Any idea on what it causing this? At first I thought my game was crashing due to the high graphical settings I have my game set to, but then I ruled that out as the crash happens as soon as you submerge.

I've used this mod pack before, don't know if I used exactly the same mods but before I re-installed my game I was capable of doing this attack on Grimsby with this mods pack and without crashing.

Any help is much appreciated, thanks!

Raven_2012
01-25-14, 08:08 PM
If you can list what mods you use from his mod list, in order.

Thanks!
:salute:

I recently downloaded Sober Silent Hunter 5 Mega Mod and I'm using about half the mods that are in that pack.

But I have a problem, I am trying to get into the Grimsby Harbour so I can sink some of the ships there, but since there are destroyers patrolling the entrance I need to submerge and go to like speed 1 while getting through. But As soon as I press the "Submerge" button, my game crashes with no error.

Any idea on what it causing this? At first I thought my game was crashing due to the high graphical settings I have my game set to, but then I ruled that out as the crash happens as soon as you submerge.

I've used this mod pack before, don't know if I used exactly the same mods but before I re-installed my game I was capable of doing this attack on Grimsby with this mods pack and without crashing.

Any help is much appreciated, thanks!

PotatoMan
01-26-14, 12:57 PM
Not in the mood to write down every single one, so here are two screenshots of what I have.

http://i.imgur.com/5JHgh3O.png

http://i.imgur.com/yv151QW.png

Raven_2012
01-26-14, 05:59 PM
You didn't have to do that either, you could of open you .mep file with notepad and copy and paste. Thats your mod profile, if you saved it.

A lot of mods downloaded from there are crap, they need to be removed, some are problematic. Most of the stuff you have loaded you wont use. You need to download the new OHII 2.4 and get rid of all the old OHII 2.2 and other mods associated with it.

Get rid of AI_sub_crew, this will save you future CTD.

You don't need every NewUIs_TDC_7_5_0 that comes in download. Just need core and a few others.

There are core mods that need to be in certain order. The ones in color have to be in that order.

Cerberus62 Historical Ship Equipment 1.4
Less Intrusive Cursors
NDB,NDH OM#1 - No Dialog Indicator
new_KM_binos
Das Boot Departure Theme
Accurate German Flags
MightyFine Less Annoying Footsteps 1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved)
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
IRAI_0_0_39_ByTheDarkWraith
SH5_Starshells_patch
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Church's Compass Dials Mod v2.2 - Option Three
gap - HD 1 deg Scope Bearing v 1.0
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
IO_StrategicMap_7_4_2_for_TDWv742
IO_MapCourseLine_normal pencil_mod
Trevally Automated Scripts v0.6
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
OPEN HORIZONS II v2.4
smaller flags for Warships 1_0b
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
Cerberus62 Corrected Depth Charge Projector 1.0
Critical hits 1.1 Torpedos
Critical hits v 1.2
AMMO_v1.0_SH5_by_Raven_2012
Enhanced FunelSmoke1.2_by HanSolo78
SteelViking's Bunker Fixes V1.0
Small_trees_SH5_V1
Dooms Decks for VIIABC41 1.4
silentmichal's interior mod 1.2.4
sobers multi color mod V5
SH5_7A_Conning_Fix
AFFOE_v1.51_EUF(available by date) V9 by sober
A Fistful of Emblems v1.51 (Weathered)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.4
Nazi Medals
Washington Radio Tracks
New German Radio Stations
DBSM_Music_1_0_4
DynEnv v2.9 - 12. Sounds
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
U-Boat Watch Crew Routine SFX
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
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
Equip_Upgrade_Dates_Chart
Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
Disabled Sonar Ping-TDW NewUIs _7_4_2_ compatibile
Moon_light_mod
MarineQuadratKarte
Water reflections intensity varied by available sunlight by TheDarkWraith
Fifi mods for NewUIs V2
SH5 External Cargo 1.0
Sam's Sounds
SDL - Add Last OHII 2.4

There are others but pretty much order of mod is important. It's a pain at first to get the around, but once you do there aren't problems

PotatoMan
01-27-14, 05:31 PM
Added the mods I could find or already had on your list, put them in order but now my game crashes when I try and start a new one.

Mods used are as follows:

Accurate German Flags=1
DynEnv v2.9 - 1. Main Mod=2
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=3
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober=4
MightyFine Crew Mod 1.2.1 Alt faces=5
MCCD_1.04_MFCM_1.2.1_compatible=6
Reworked Morale and Abilities v.1.1=7
FX_Update_0_0_22_ByTheDarkWraith=8
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)=9
NewUIs_TDC_7_5_0_ByTheDarkWraith=10
NewUIs_TDC_7_5_0_jimimadrids_map_tools=11
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator =12
IRAI_0_0_39_ByTheDarkWraith=13
IRAI_0_0_39_ByTheDarkWraith_Patch_1=14
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1=1 5
Church's Compass Dials Mod v2.2 - Option Three=16
gap - HD 1 deg Scope Bearing v 1.0=17
EQuaTool 01.01 by AvM - Large Style=18
IO_StrategicMap_7_4_2_for_TDWv742=19
IO_MapCourseLine_normal pencil_mod=20
IO_ShapeTextures_NO_mod=21
Trevally Automated Scripts v0.6=22
Trevally Harbour & Kiel Canal Pilot v3.1=23
Trevally Tutorial - All v0.2(for OHIIv1.3)=24
R.E.M_by_Xrundel_TheBeast_1.2=25
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible=26
OPEN HORIZONS II v2.4=27
smaller flags for Warships 1_0b=28
Cerberus62 Corrected Depth Charge Projector 1.0=29
silentmichals interior mod 1.2.2=30
sobers multi color mod V5=31
SH5_7A_Conning_Fix=32
DynEnv v2.9 - 12. Sounds=33
AMMO_v1.0_SH5_by_Raven_2012=34
Critical hits 1.1 Torpedos=35
EnahncedFunnelSmoke1.2_SH5=36
MQK=37
Small_trees_SH5_V1=38

Did I mess up on the order they're supposed to be in, or what?

THEBERBSTER
01-28-14, 01:26 PM
Hi PotatoMan. Good to see Raven helping you out. Top man. :up:

In JSGME you can go to "Tasks" and select "Export mods to" select "Clipboard" You then select "Paste" You can now paste your list anywhere you want. :)

Raven_2012
01-28-14, 03:17 PM
You Equipment mods should look like this:

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix

There are three downloads. Mine is different, because I combined them all in one folder.

Here is main:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3126

and patch and hot fixes:
http://www.subsim.com/radioroom/showthread.php?t=182194&page=35

Get those in order, but those wont cause CTD's.

From quick look over, you mod order is fine.

Is your game patched to 1.2? Are you using Steam version of game or another copy?

Also are you running game as Admin?

=========================================

If you start a new campaign you can't play tutorial, it will cause CTD when you get back to port. You have to skip Tutorial. Either this way:
Starting New Career
Just click "New Campaign" - enter your name and select the first campaign "Coastal Waters". Skip the tutorial.

UPDATE: The tutorial is now working (from v1.7) so you can install your mods and OHII to play the tutorial. If you use TDWs UI, you need to enable the strategic marker on the TIA. You can do this with the options button at the base of the TAI (small target shap button).

If you do have problems with the tutorial - use the info below to start your career.

When starting a new campaign using OHII - DO NOT PLAY THE TUTORIAL - you will get a ctd when returing to Kiel at the end of the tut. Select "Skip Tutorial" when starting.
If you are not getting an option to skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:

HasCompletedTutorial=false
with
HasCompletedTutorial=true

Play Any Campaign
This is done by using the SilentOtto command - see here

=========================================

Its on first post of OHII mod.

Also are you using the TDW Generic Patcher?

http://www.subsim.com/radioroom/showthread.php?t=181433&page=190

How to use it. You can use his Snapshot file on bottom as a starting point.
http://www.subsim.com/radioroom/showthread.php?t=205620&page=6

You can't use FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) unless you have the TDW Generic patcher enabled. The Sjizzle Snapshot should have all the torpedoes set true for duds.


Added the mods I could find or already had on your list, put them in order but now my game crashes when I try and start a new one.

Mods used are as follows:

Accurate German Flags=1
DynEnv v2.9 - 1. Main Mod=2
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=3
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober=4
MightyFine Crew Mod 1.2.1 Alt faces=5
MCCD_1.04_MFCM_1.2.1_compatible=6
Reworked Morale and Abilities v.1.1=7
FX_Update_0_0_22_ByTheDarkWraith=8
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)=9
NewUIs_TDC_7_5_0_ByTheDarkWraith=10
NewUIs_TDC_7_5_0_jimimadrids_map_tools=11
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator =12
IRAI_0_0_39_ByTheDarkWraith=13
IRAI_0_0_39_ByTheDarkWraith_Patch_1=14
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1=1 5
Church's Compass Dials Mod v2.2 - Option Three=16
gap - HD 1 deg Scope Bearing v 1.0=17
EQuaTool 01.01 by AvM - Large Style=18
IO_StrategicMap_7_4_2_for_TDWv742=19
IO_MapCourseLine_normal pencil_mod=20
IO_ShapeTextures_NO_mod=21
Trevally Automated Scripts v0.6=22
Trevally Harbour & Kiel Canal Pilot v3.1=23
Trevally Tutorial - All v0.2(for OHIIv1.3)=24
R.E.M_by_Xrundel_TheBeast_1.2=25
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible=26
OPEN HORIZONS II v2.4=27
smaller flags for Warships 1_0b=28
Cerberus62 Corrected Depth Charge Projector 1.0=29
silentmichals interior mod 1.2.2=30
sobers multi color mod V5=31
SH5_7A_Conning_Fix=32
DynEnv v2.9 - 12. Sounds=33
AMMO_v1.0_SH5_by_Raven_2012=34
Critical hits 1.1 Torpedos=35
EnahncedFunnelSmoke1.2_SH5=36
MQK=37
Small_trees_SH5_V1=38

Did I mess up on the order they're supposed to be in, or what?

PotatoMan
01-28-14, 03:28 PM
Okay, put my equipment mods where they're supposed to be and installed the patcher.

I have the game off of Ubisoft, I remember purchasing it on Gamersgate though. Game is patched to 1.2 as well.

Is there a way to launch the game without having to go through Ubisoft? Because that may help and give me the ability to run as admin.

*Edit- Still getting crashes even though I have done what you told me, I have run mods with SH5 before and this is the first time it has crashed with mods.

THEBERBSTER
01-28-14, 07:30 PM
Hi Raven
My mod list any help, as you have tweaked some of yours ?

Raven_2012
01-29-14, 12:08 PM
Yeah put yours up.

Hi Raven
My mod list any help, as you have tweaked some of yours ?

Raven_2012
01-29-14, 12:14 PM
Well when you change too many mods in list, sometimes even one. The campagin wont load again. You have to start a new one. There are certain ones that need a campagin restart, then there are some that can be added in bunker or at sea. Majority of them will tell you that in readme or where you download them at.

I was telling THEBERBSTER once about this one mod that I wanted to change and I did it, but I forgot I was sea. It ran OK, I was able to finish mission out and get back to bunker. Once I saved and came back another day to play, it CTD when I load game. It was getting me back for changing one mod out. I didn't think that mod was a big deal.

If you are getting CTD starting up game, check your firewall or virus scanner. Virus scanner might be the problem.

Other then that a new start in campaign is the best bet, it sucks but we've all done it a lot.

Okay, put my equipment mods where they're supposed to be and installed the patcher.

I have the game off of Ubisoft, I remember purchasing it on Gamersgate though. Game is patched to 1.2 as well.

Is there a way to launch the game without having to go through Ubisoft? Because that may help and give me the ability to run as admin.

*Edit- Still getting crashes even though I have done what you told me, I have run mods with SH5 before and this is the first time it has crashed with mods.

THEBERBSTER
01-29-14, 12:55 PM
Generic Mod Enabler - v2.6.0.157
[C:\UBISOFT\SILENT HUNTER 5\MODS]
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale
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
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
German U-Boat Crew Language Pack
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
IRAI_0_0_39_ByTheDarkWraith
SH5_Starshells_patch
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
gap - HD 1 deg Scope Bearing v 1.0
EQuaTool 01.01 by AvM - Large Style
Trevally Automated Scripts v0.6
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
OPEN HORIZONS II v2.4
Church's Compass Dials Mod v2.2 - Option Two
smaller flags for Warships 1_0b
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
Cerberus62 Corrected Depth Charge Projector 1.0
AMMO_v1.0_SH5_by_Raven_2012
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Shadow Improvement Mod
one ship, one torpedo v1.00
Change days in bunker
SH5_7A_Conning_Fix
DBM Background Video
DBSM_Music_1_0_4
IO_StrategicMap_7_4_2_for_TDWv742
NewUIs_TDC_7_4_2_Real_Navigation < NOT REQUIRED
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
Grossdeutscher Rundfunk
GramophoneShuffler
Depth Charge Fix Reduced Explosion Range
sobers green crew training V4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod SH5 V2
Warfox Upgrades 0 Renown v1
Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.4_by_ Trevally
DynEnv v2.9 - 12. Sounds
MarineQuadratKarte
Water reflections intensity varied by available sunlight by TheDarkWraith
SubFlags_0_0_8_byTheDarkWraith_1_Flag_IRAI_0_0_39
FIXED ID FILES_1

PotatoMan
01-29-14, 03:05 PM
I guess I should have stated this, I am not trying to reload a campaign. I am starting a new one under a new name, I am making sure I click "No" when asking if I want to do the tutorial.

The game loads for about 45 seconds, then just crashes. I don't get a "SH5 has stopped working" or "SH5 has stopped responding" It just totally exits the game.

Is there like a document that holds crash reports or something?

Raven_2012
01-29-14, 05:21 PM
In MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith\data\Applica tions there is a debug you can run while running the SH5 game, that can give you an idea or whats causing crash.

Did use the TDW Generic Patcher yet? There is some options in there to turn off Orbit Listener. One turns off the online sync games, now your games are saved on PC HD. The other Disables the Orbit Listener from doing any checks in main game loop and thus causing the game to quit. That is written from the patcher note.

There is no warning with CTD or window that pops up of error. They can happen in game while sailing.

I guess I should have stated this, I am not trying to reload a campaign. I am starting a new one under a new name, I am making sure I click "No" when asking if I want to do the tutorial.

The game loads for about 45 seconds, then just crashes. I don't get a "SH5 has stopped working" or "SH5 has stopped responding" It just totally exits the game.

Is there like a document that holds crash reports or something?

Raven_2012
01-29-14, 05:23 PM
When my campaign crashes, I can select to load game. It goes through load screen and when it goes to black screen it just ends game. It doesn't finish load campaign, thats a problem with campaign missing a mod or mod problem.

I guess I should have stated this, I am not trying to reload a campaign. I am starting a new one under a new name, I am making sure I click "No" when asking if I want to do the tutorial.

The game loads for about 45 seconds, then just crashes. I don't get a "SH5 has stopped working" or "SH5 has stopped responding" It just totally exits the game.

Is there like a document that holds crash reports or something?

THEBERBSTER
01-30-14, 01:32 PM
Hi Raven

What are your views on this?

“Silent Michaels Interior” mod is now “1.2.4” could be suspect Potatoman is using “1.2.2”?

“Sobers Multi Colour Mod” also changes interiors. Recommended to work with “Steel Vikings Interior Mod”

“7_5_0” is still a test version. Potatoman would be better off with “7_4_2” this is tried and tested. He will get no benefit from “7_5_0” as he does not use the sophisticated stuff that “7_5_0” is designed for.

“IO strategic map” is for “7_4_2” not “7_5_0”

I am not happy about “Enhanced Funnel Smoke” as this is also adjusted in “FX Update 0_0_22” and “FX” is known to be a cause of ctd’s

I would also possibly suggest taking out the nonessential mods until we get Potatoman’s game to load. Once we have got the game loading then start to slip in a few mods at a time. The “Historical Missions” could be used for testing as the mods are built up.

Before we go there however I think my suggestions are worth a look.

Another suggestion is for you to send a snapshot to Potatoman of your .gps file from your TDW’s G.F.P.

Hope this helps Peter

PotatoMan
01-30-14, 04:03 PM
I took out "Sober's Multi Colour Mod" and some other non-essential mods. I also did what Raven suggested and disabled Orbit Listener.

Game still crashes, BTW I am using Sjizzle's .gps file as it was the one on the thread I downloaded the patcher from. Everything is the same except the Orbit Listener.

I really want to sink British ships :(

THEBERBSTER
01-30-14, 07:50 PM
Potatoman

Sjizzle does not use TDW's NewUI he uses Parts Magui

I have put together a Generic File Patcher list of all the files.

You need to be using the 149 version.

Check your list against the one I am sending you and make any changes that you see are different to yours.

if you have any problems with it let me know.

THEBERBSTER
01-30-14, 07:54 PM
There are 7 main files in TDW’s Generic File Patcher version v1.0.149.0

File 1
Stadimeter = red
End of File 1

File2
Fixes broken = blue
Hydrophone = blue
Real nav = red
Map colours can be changed to what colours you want.
There are 16 changes that can be made.
To make a change select the number you want to change
Double click Is colour and click on the colour you want then OK
Double click Enable False and OK any prompts
CO2 = blue
Close/open = blue
Crew = blue
Advanced Users
Render Patches 1-2-3-13-14 = blue all others = red
Disable orbit = red
Disable orbit = red
Disables Uplay = red
Enables game = red
Damage zone = red
Decks Awash = red unless changed to True in TDW’s Option File Editor then blue
No crew spotting = blue
Independent engine control = red
Contact reports = blue
Camera = blue
Disable intro = blue
TDC AOB = blue
Broken stad = blue
Randomize = blue
New game destroyed marks = red
Torpedoes = blue
Allow carriers = blue
Electric = red
Max dive = red
Allows = red
Disable = red
Increase = red
New hydro = red
Experimental = leave do not change
Stadimeter = red
Allows = red
Stadimeter = red
No yellow = red
Stops = red
End of File 2

File 3
Broken torpedo = blue
Collateral = blue
Zone = blue
AI crew = blue
AI units = red
Units have to use radio = blue
End of File 3

File 4
Sub on bottom = blue
Independent engine = red
AI subs = blue
AI units = red
Torpedoes there are 20 patches in here = change all to blue
No instant removal = blue
Allow carriers = blue
Electric engine = red
Hydrophone = blue
Units have to use radio = blue
End of File 4

File 5
Fixes bug = blue
End of file 5

File 6
Advanced Users
Disable orbit = red
End of File 6

File 7
Electric engines = red
End of File 7

File
Exit to come out

PotatoMan
01-30-14, 08:30 PM
Changed everything to what you have, game still crashes.

You told me earlier I could run a debug, I did and the list just kept on growing and repeating itself. Is there a way I export this or do I just screenshot it?

Edit* Like you said earlier, I may have some outdated mods. Could these be the part of the crash, I have a day off tomorrow so I can update everything. I may even just re-install my game as a whole and redownload the mod pack.

Raven_2012
01-30-14, 10:01 PM
Yeah one older mod can cause a problem, they are harder to find now. Usually have to take one out at a time. I had same problem when I came back I had some older mods that caused crash.

Changed everything to what you have, game still crashes.

You told me earlier I could run a debug, I did and the list just kept on growing and repeating itself. Is there a way I export this or do I just screenshot it?

Edit* Like you said earlier, I may have some outdated mods. Could these be the part of the crash, I have a day off tomorrow so I can update everything. I may even just re-install my game as a whole and redownload the mod pack.

THEBERBSTER
01-31-14, 05:43 AM
I will come back later on to day help you out on this. I have a plan of action.

First thing is to download 7_4_2 and put this in JSGME with any mods from 7_4_2 that you want to use.

It is important at this stage that you, me, and Raven are singing from the same hymn sheet. we cannot do this if you are on 7_5_0

Once we have got you up and working then if you want you can then go back to 7_5_0 and see if it still works with that on. ok.

I will get back to you a.s.a.p.

PotatoMan
01-31-14, 09:47 AM
Okay, updated my mods and removed the ones I didn't need. Game works now, but I have a question.

I don't like the new navigation system, well I don't understand it at all. I want to go back to the old system where you just click on your submarines and then add waypoints to the map.

What mod do I remove to do this?

THEBERBSTER
01-31-14, 10:56 AM
Potatoman pleased for you that you have managed to sort yourself out.

I am assuming that you are not running anything to do with “Real Navigation”.

Make sure that TDW's Generic File Patcher for "Real Navigation" is showing red in File 2 patch 3. It must also being showing false in TDW's Option File Editor.

In TDW’s Option File Editor you can make changes to the “Navigation Map” and the “Tai Map”

When the game is loaded you can also change the settings in the “Navigation Map” and the “Tai Map”

I do not see how your mod choices can influence the way your “Waypoints” work.

I use “Real Navigation” so do not get “Waypoints” anyway.

Check out the above and we will see what Raven has to say as he does not use RN.

Phyrrus
02-08-14, 08:04 PM
Hi guys, I think I have the same problem as Potatoman has. Whenever I try to dive ( I only tried with advanced dive command), my game crashes. First time I got this Visual c++ runtime error, then just the CTD without warning.
Can anyone more experienced take a look to my mods list and tell me what is wrong with it? All the mods come from sobers bonus pack, but I did not install them all, only about half of it, + a few minor mods. I would really be glad for some advice on this, cuz I havent been able to play even one mission since I bought SH5.
Here is my mod list:

sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
Equipment_Upgrades_Fix_v1.41_Compatablity_UI_Boat_ V4.14
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
Accurate German Flags
AI_sub_crew_1_0_2_TheDarkWraith
EUF_UBoat_FX_v0_0_3_ byTheBeast
Expanded Navies by Cybermat47 v.1.0.01
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_ERM_Reaper7_NightVision
NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_WWIIInterface_by_naights
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Three
OPEN HORIZONS II v2.4
OHII v2.4 patch2 IMPORTANT
Fuel Gauge WoGaDi_SteelViking's Interior
MCCD_1.04_GER
MCCD_1.04_MFCM_1.2.1_compatible
DBM Background Video
SH5_7A_Conning_Fix
sobers game loading tips V8 SH5
AOB slide ruller for TDW UIs and MO by stoianm
Cerberus62 Corrected Depth Charge Projector 1.0
Grossdeutscher Rundfunk
sobers NO water drops V1
sobers hud sounds V1 SH5
MadMaxs_SH5_Subdiesel (mono) v2

Specs: - an obsolete one I know, but I love it
AMD Athlon X2 Dual core processor 5000+ (that's 2,6Ghz)
2GB DDR2 800 Mhz RAM,
Ati Radeon HD 6750 1GB 128bit videocard
Windows XP (yes, XP :)) SP3

Big thanks in advance :)

PS: WHAT is that TDW Generic File Patcher mentioned so many times? I couldnt find it anywhere in the download section...

PS2: half of the things here I dont really need, I guess. All I wanted was SH3 gaugues and old SH2 conrol method, + new sounds for engines and waves, coz the original ones are annoyingly loud

Phyrrus
02-09-14, 08:34 AM
Ok I think I go back to SH3 now, couse this is very frustrating.
I made 3 different mod list, and none of them are working. Its not crashing anymore, but I cant see the new UI-s, and the main hangar is corrupted, i get an image like a color test on the tv ( i cannot paste it here, i dunno where to upload images.. wait, i think I have some room here to upload images.. so here is the image
http://www.subsim.com/radioroom/album.php?albumid=861&pictureid=7321
no image paste, so here is the link http://www.subsim.com/radioroom/album.php?albumid=861&pictureid=7321

I am uninstalling the whole SH5 now and I give it another try. Any help would be wellcome :)

THEBERBSTER
02-09-14, 01:19 PM
Hi Phyrrus
I am saddened by the fact that you have given up on SH5 sum what easily when this deserves better. SH5 is now what you make it. Modders have worked hard to give us a game that is worth playing with TDW NEWUI versions and OHII in the forefront.

When you have problems reduce your mod list to essentials around 10 and then when they work you can build up in stages. This can be done easily by using the JSGME Management Profiler. Using “Tasks” you create your own .mep files you can move mods including shaded ones, delete, and add mods as long as they exist either side in JSGME. Again if you need help with this just let me know.

With respect when “Subbers” go at mods hammer and tongs with little idea what they are doing there is only going to be one outcome and that is disaster.

Without TDW’s Generic File Patcher you have already lost the plot as the game is unplayable without this.

Here is the Patcher link you need.

http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1)

See my post #19 copy the changes on how to set it up.

Here is Sjizzles link on how to enable the Patcher that stands alone and is not a mod.

The Patcher contains 7 files.

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

Also within the Base mod 7_5_0 you also need to enable “TDW’s File Option Editor”. If you need help just send me a PM.

This is an interface fix that you are not using
Equipment_Upgrades_Fix_v1.41_Compatablity_UI_Boat_ V4.14

This is already included in OHII v2.4
Expanded Navies by Cybermat47 v.1.0.01

V9 replaces this.
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober

You do not need this. I would think this for when using Real Navigation
NewUIs_TDC_7_5_0_gap_Sextant_Mask_Eye_Reflection

Do not think you need this
AOB slide ruller for TDW UIs and MO by stoianm

If I can be of any help just make a post or PM me. I expect Raven also will be of help as I am not

If you look at other mod lists you will see that AI comes after EUF not before.

Phyrrus
02-09-14, 02:05 PM
Thank you, THEBERBSTER, this is what I needed.
I did not give up, I just reinstalled the game and rebuilding my mod list. I am aware of JSGME, and as I said, I had 3 different .meps. The problem is that the load order has to be prefect, and they build one upon another, like lego. If you want to change a brick on the basement, than have to demolish the whole building above it, isnt'it?
So, I figured out where I gone wrong, and I am just building up again from scratch.

Im am not totally stranger to modding, I had my own personalized copy of Rome TW and modded a bit SH3 myself, but I grew old now and I dont really have the patience to do it like I had before. But I realized that without that patience I wont be playing SH5, so here I am, giving another try :)
Thanks for your help, I'll get back with the results and I will post my .mep here it it is stable.

Side note: i followed this (http://www.subsim.com/radioroom/showthread.php?t=192374) list for modding, but I just SKIPPED the first part that refers to the patcher, it was too colorful :D sorry for being a dunce...

Phyrrus
02-09-14, 02:26 PM
:stare: oh boy... I"m afraid this amount of info exceeds even my reading capabilities, not speaking of processing them :D... well not tonight fur sure :)

Raven_2012
02-09-14, 02:36 PM
I really don't know what the problem is, I glanced over and saw something about .Net Framework. There is a version of .Net Framework you have to unistall, it will cause problems with SH5.

Here is thread I dug up for you:
http://www.subsim.com/radioroom/showthread.php?t=169067&page=2

:03:

Phyrrus
02-09-14, 03:25 PM
Ok, now I am really sad.

I get the patcher, as instructed, thying to set it up, and this is what I get:

http://www.subsim.com/radioroom/album.php?albumid=861&pictureid=7324

Phyrrus
02-09-14, 03:32 PM
I really don't know what the problem is, I glanced over and saw something about .Net Framework. There is a version of .Net Framework you have to unistall, it will cause problems with SH5.

Here is thread I dug up for you:
http://www.subsim.com/radioroom/showthread.php?t=169067&page=2

:03:

Thanks, Raven, but I'm stucked with the generic patcher for now, I think that is a no go from here...

PotatoMan
02-10-14, 06:03 PM
Anyone able to tell me how to remove this realistic navigation, it gives me three buttons on the top left hand corner if that gives you an idea as to what I have to remove / disable.

THEBERBSTER
02-11-14, 07:20 AM
Real Navigation is found in two places.

1. TDW's Generic File Patcher.
File 2
Patch 3
"Real nav menus.txt entries" if blue change all to red.

2. TDW's Option File Editor
Go to the "Real Nav" Tab
"Navigator shows the position on maps after he calculates the current postion".
If True change to False.

I think that should do it. I cannot think of anything anywhere else.
Real Nav stops you setting "Waypoints" so you should now be able to make changes on the u-boat on your "Nav Map" or you can make permanent changes to "Nav Map" and the "Tai Map" in "TDW's Option File Editor

PotatoMan
02-11-14, 12:25 PM
Real nav in my GFP is turned off, still got that thing.

Where is the Open File editor, I wish to download that.

THEBERBSTER
02-11-14, 01:12 PM
Hi Potatoman

I am a bit confused at the moment and I need you to show me your enabled mods.

Open your "JSGME"

Go to "Tasks"

Select "Export activated mod lists to"

Select "Clipboard"

Open a Subsim "Post Reply"

With your mouse "Paste"

You should now see your current enabled mods posted.

PotatoMan
02-11-14, 01:30 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
MightyFine Less Annoying Footsteps 1.0
DynEnv v2.9 - 1. Main Mod
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_jimimadrids_map_tools
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Church's Compass Dials Mod v2.2 - Option Three
gap - HD 1 deg Scope Bearing v 1.0
IO_StrategicMap_7_4_2_for_TDWv742
IO_MapCourseLine_normal pencil_mod
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Tutorial - All v0.2(for OHIIv1.3)
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
OPEN HORIZONS II v2.4
smaller flags for Warships 1_0b
Cerberus62 Corrected Depth Charge Projector 1.0
Critical hits 1.1 Torpedos
Small_trees_SH5_V1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
SH5_7A_Conning_Fix
DynEnv v2.9 - 12. Sounds

THEBERBSTER
02-11-14, 03:02 PM
Move these to position 2 and 3

SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch

Use the JSGME Management Profiler to do this.

If you need instructions how to do this let me know.

I will be back shortly with instructions how to set up TDW's Option File Editor.

THEBERBSTER
02-11-14, 04:06 PM
How I Installed TDW’s Option File Editor Viewer

This is how I installed it with the mod “Enabled”

TDW’s File Option Editor is inside your 7_4_2 base mod.

Right click the mouse on 7_4_2 and “Open”

Open “Data”

Open “Application”

Open “OptionFileEditorViewer”

Open the “Application” “OptionsFileEditorViewer”

Open “File”

Click on “Set path to menu.txt”

Click on “menu” (This should be the last file)

Open “File”

Click on “Set SH5 install path”

Find your main “Silent Hunter 5” Folder and save it here.

Enter “Ok”

Go to “File”

Select the first “Open”

This will show the .py “TheDarkWraithUserOptions”

Double click on it and this will open up the “Editor”

You should now see a row of “Option Tabs”

Make your changes. (These changes should made in the bunker)

To “Save” your changes.

Go to “File”

Select “Save”

“Ok”

Except all prompts.

The first time you “Save” You may be taken to the “Menu” py files. If this is the case you select the last py file “TheDarkWraithUserOptions”. Click on it and select “Save”. You will get a “Save” confirmation.


The recommended instructions way to do it is with the mod disabled.

It is recommended that this is done in “JSGME” with the mod disabled.

You right click and “Explore”

This takes you directly to the “Application” “OptionsFileEditorViewer”

Then follow the above instructions.

If I make changes when the mod is “Enabled” I always reset “Set path to menu.txt”

THEBERBSTER
02-11-14, 04:21 PM
"Real Nav" is the 13th Tab that you need to check.

I cannot see any reason why you are getting the Real Nav problem.

We will have to see if Raven has any ideas.

If you want to enable "Decks Awash" Recommended. You need to make changes both in the O.F.E.V. and also in the G.F.P.

THEBERBSTER
02-12-14, 05:53 PM
When you selected the first mission “Coastal Waters” the default is “Medium” but if you changed it to “Realism” this would then take away some of the basic settings.

“Game Play” options would automatically show 100%.

If you then go and change some of the selections to lower the percentage this would show as your “Custom” selection and your new chosen percentage level.

You then “Apply Changes” to save your changes and then when you start the game you would find that your “Custom” selection has not been activated. This has not been kept because of the original “Realism” setting and sets your "Game Play" back to 100%.

To get around this problem you need to select your “Mission” from the “Flotilla Leader” then press the “Esc” key and then “Save Game” Then go to “Options” in the main menu and in “Game Play” make your “Custom” selection again. Go to the “Main Menu” and select “Load Game” When the game loads you can now select your “Torpedoe Load” etc; and any other allowed changes.

Go to the “Flotilla Leader” and start your mission. Your “Custom” changes are now active. However the fact that “realism” is still active from your original selection will still have an influence on your game play.