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-   -   [INF] sobers Subsim Bonus Mega Mod All In One 1421 20072017 (https://www.subsim.com/radioroom/showthread.php?t=192374)

Santini 08-18-13 05:28 PM

Quote:

Originally Posted by sober (Post 2102205)
Try taking out some non essential graphic mods and see if you get the ctd .

10-4, soon as I get the right itch. Currently playing your mod set with the light OHII instead of full, and having plenty of fun :-)

Even with a few less ships etc, your mod pack straight rocks :rock:

matnor 08-19-13 04:25 AM

Quote:

Originally Posted by Santini (Post 2102212)
10-4, soon as I get the right itch. Currently playing your mod set with the light OHII instead of full, and having plenty of fun :-)

Even with a few less ships etc, your mod pack straight rocks :rock:

I've gone "back to basics". Last night I started a new campaign with the following mod package (Fifi basic list of mods).
http://www.subsim.com/radioroom/showthread.php?t=203711

I will start from there and and mods when the game feels stable. I will report back when I have the task force in sight and if the game loads and runs stable after that.

THE_MASK 08-19-13 07:54 PM

sobers 1100 20082013
Taken out some mods . Trying to stop peoples ctds . Too much memory perhaps . Carry on with your current campaign using the new list . Either in port or on patrol .

Mikemike47 08-19-13 09:33 PM

Quote:

Originally Posted by matnor (Post 2101992)
I've tried Danzig bay at TC 1.
Can Crossfire (dual GPU:s) be a problem?

I doubt it unless you have an older card. See my thread which mentions crossfire

Mikemike47 08-19-13 09:54 PM

Danzig to Memel
 
I noticed in the last few days, lots of people are having CTDs with Danzig again on this thread. Sometimes others are mentioning FX update v22 CTDs. The FX update thread is mentioning CTDs alone with the new version 22 or a combination when certain radio patches are enabled.

Current mod list
Code:

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V8 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
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
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Pascal-sh5-Crew-Uniforms
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 & 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_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes (modified for torpedoes failure patches)
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith - all New UIs are test version 12.
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_TDW_MessBoxMinWidth
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
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
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
NDD_Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII v2.2 Sobers Terrain fix
OH II Minefield map for TDWs Ui
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2

SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Crew scripting by TheDarkWraith
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
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers Depth of Field V6 SH5
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Shadow Improvement Mod
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Voice, Sounds & Help
Dialogs(xx) and sound cfg - my own testing for future [WIP] Voices Reloaded
TDW_GenericPatcher_v_1_0_149_0

For now I am not going to update to FX Update 22 until I complete this mission since it is May 15, 1940. I am playing Open Horizons and soon will be playing Happy times in June.

Sometimes I change mods after starting a new campaign, sometimes I change mods when I return to the bunker. Many subsimmers were reporting CTDs with OPEN HORIZONS II_full v2.1. I was using NewUIs_TDC_7_4_2 at the time. During debug testing of OPEN HORIZONS II_full v2.1, the two lifeboat mods in my modlist solved CTDs with Open Horizons. Volodya61 and Trevally agreed.

Thanks volodya61. I corrected version #s after time to reflect on this. OPEN HORIZONS II_full v2.2 came out so fast, with lifeboat CTD fix and the new Memel port, after OPEN HORIZONS II_full v2.1.

volodya61 08-20-13 06:18 AM

Quote:

Originally Posted by Mikemike47 (Post 2102805)
...During debug testing of OPEN HORIZONS II_full v2.2, the two lifeboat mods in my modlist solved CTDs with Open Horizons. Volodya61 and Trevally agreed.

As I remember this issue (lifeboats) was with OHII v2.1.. not with OHII v2.2.. but I may be wrong :hmmm:..

Targor Avelany 08-20-13 09:47 AM

Quote:

Originally Posted by volodya61 (Post 2102890)
As I remember this issue (lifeboats) was with OHII v2.1.. not with OHII v2.2.. but I may be wrong :hmmm:..

What was the issue, if you remember by any chance?

Santini 08-20-13 09:55 AM

@Sober: 8/20 list is running amazing

volodya61 08-20-13 10:19 AM

Quote:

Originally Posted by Targor Avelany (Post 2102945)
What was the issue, if you remember by any chance?

Trevally had mistakenly left some lifeboat files in the OHIIv2.1.. I don't remember exactly in which folders.. so OHIIv2.1 could work without mistakes only with lifeboat mods installed also.. something like that, if I remember correctly..

EDIT: on the other hand, I saw these mistakes only using SH Validator by TDW and I don't remember any troubles in my game for this reason..

Santini 08-20-13 11:24 PM

Do sinking ships not show up on the hydro?

I broke the back of a freighter (single shot, G7E, the only one I've had work of 7 shots so far), and was hanging out at about 50 meters repairing a bit of damage and reloading my torps when I heard a contact at about 30, growing louder.

Did a quick spin of the wheel trying to figure out where the sinking boat was, heard nothing, shrugged and went 1/3rd ahead, diving towards 70.

Ended up half pinned and pretty seriously damaged under the ship I had just sunk, at about 60 meters, almost lost my boat!

Full reverse and diving to 100 meters got me out somehow, just short of the bottom, and limped on home for repairs, but was kind of puzzled that I couldn't hear the wreck on the hydro

Edit: Also, is it possible to adjust the time it takes to switch from standard to recharge propulsion? 20 minutes seems a bit long

shackman 08-21-13 01:03 PM

Just wanted to leave a token of gratitude for compiling the list and keeping it up to date. Last time I seriously engulfed on a Feindfahrt was during the SH3/GWX days but recently I felt the itch again.

So thanks for making it easy for me to get started. :up:

Cheers!

Mikemike47 08-21-13 10:15 PM

Quote:

Originally Posted by volodya61 (Post 2102966)
Trevally had mistakenly left some lifeboat files in the OHIIv2.1.. I don't remember exactly in which folders.. so OHIIv2.1 could work without mistakes only with lifeboat mods installed also.. something like that, if I remember correctly..

EDIT: on the other hand, I saw these mistakes only using SH Validator by TDW and I don't remember any troubles in my game for this reason..

Thanks volodya61. I corrected version #s on earlier post after time to reflect on this. OPEN HORIZONS II_full v2.2 came out so fast, with lifeboat CTD fix and the new Memel port, after OPEN HORIZONS II_full v2.1.

I definitely had CTDs when I updated my modlist with OPEN HORIZONS II_full v2.1 after returning to the bunker, not a campaign. At the same time, fellow subsimmers were talking about CTDs after the new v2.1 came out. Troubleshooting began!

I ran the SH validator and told me some LifeBoat*.cfg files were missing or referencing other data not to be found from somewhere else. I actually had the lifeboat mods in my available mods list that solved the problem. I never used them, AND were never enabled during the CTDs. So I had a vague memory about their file structure.

Config files were calling for the files either in the data\Sea\NLifeBoat_02 or data\Sea\NLifeBoat_01 folders that were not there. Duplicated the necessary files for the folders needed. Problem solved and reported back to Trevally and reverified.

CptSprog 08-22-13 06:09 AM

I've spent hours updating, run the latest .mep file but it says 182 mods found (69 active).

For example it says OPEN HORIZONS II_full v2.2 is NOT active yet, the game boost as OH II.

Any ideas? :(.

Santini 08-22-13 06:48 AM

Can you post a screenshot of your JGSME? Stretch it so they all fit

Mikemike47 08-26-13 01:21 PM

Quote:

Originally Posted by Santini (Post 2103925)
Stretch it so they all fit

In another words, copy your modlist. click the #, (Wrap [CODE] tags around selected text), seen when you reply to something.

## will appear. Place your cursor between ##, and paste your modlist.


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