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-   -   please help! (https://www.subsim.com/radioroom/showthread.php?t=143568)

nikbear 10-27-08 02:07 AM

Thats the thing I don't understand GP,alot of people seem to be running both mods without any problems:hmm:wish I knew what they were doing differently to us who are having CTD's......I'm baffeled:doh:

Wolfehunter 10-27-08 02:28 AM

nikbear I've installed the AOTD-AA-Ship-Schleuse-Bugfix onto the GWX 2.1 data folder.

Then I've added these mods on top using JSGME.

GWX - Merged Campaign
Improved textures
torpedo trail and wake fix
OLCE2
OLCE2 Adjusted GWX 2.1 Crew Skins
OLCE2 Adjusted GWX 2.1 Enhanced Damage Effects
OLCE2 Fixed GWX 2.1 Ship Reflections
DD_all_types_OH_V2
LifeBoats&Debris_v3B
Water_Stream_for_Uboats_V4
WH_VIIB_Bluecamo_2048
Wolfehunters_IXB_U40_2048
GWX - Contact Color
Thomsen's Water V3.1
Thomsen's Sound Pack V3
BritishAsdicMk1 v1.02
RB's Exhaust Smoke

I'm going to add some more later when I find the mods I'm looking for.

So far its all stable and good.

Give this a try?;)

If you have multiple installs of SH3 you many need to use MultiSH3 but I'm guessing you already know that..:doh:


IF your using GWX 2.1

ENV - Water_Stream_and_exhaust_smoke= ok
Torpedo damage Final ver2.0 =ok
Torpedo Eagles= dunno?
TwistyPeriscopeThingyMod =Not compatible I think it was for stock and GWX 1.3
GWX-TA1.3_Seafloormod - 256mb =wasn't this for GWX 1.3?
GWX - Open Hatch Mod =diving duck made a new one all updated.
GWX - No Medals on Crew =ok
GWX - Integrated Orders =ok
GWX - Captain America's Officer Icons =ok
Floppy_Cap_Fix =dunno never used it?
Community units =dunno never used it?
Arrow_Tanker_v1.2 =dunno?
BBWarspite =dunno?
GWX - Enhanced Damage Effects =OK
HMS DOVER =dunno?
LifeBoats&Debris_v3B =ok
Pacos_German_Folklore_SubEmblems_Mod_V1.2 =ok
Rowers_for_LifeBoats&Debris_v3B =ok
RadioLog_Expanded Updated =ok
RHNAverof =dunno?
New_T-2_Tanker_v1.0 =dunno?
Lutzow Music Mod 5.0 =ok
SHIV Scene for GWX 8k v3c =dunno?
Sobers 3D waves =dunno?
Lutzow Officers SET2 =should be ok.
GWX2 Alternate Sound Pack =dunno?
Head Triangle Fix =dunno if its compatible with GWX 2.1?
You added ship I don't know what effects they do I've never tried them out.

Ones with ok on them I've tested and haven't experianced any issues.

nikbear 10-27-08 02:13 PM

Quote:

Originally Posted by Wolfehunter
nikbear I've installed the AOTD-AA-Ship-Schleuse-Bugfix onto the GWX 2.1 data folder.

Then I've added these mods on top using JSGME.

GWX - Merged Campaign
Improved textures
torpedo trail and wake fix
OLCE2
OLCE2 Adjusted GWX 2.1 Crew Skins
OLCE2 Adjusted GWX 2.1 Enhanced Damage Effects
OLCE2 Fixed GWX 2.1 Ship Reflections
DD_all_types_OH_V2
LifeBoats&Debris_v3B
Water_Stream_for_Uboats_V4
WH_VIIB_Bluecamo_2048
Wolfehunters_IXB_U40_2048
GWX - Contact Color
Thomsen's Water V3.1
Thomsen's Sound Pack V3
BritishAsdicMk1 v1.02
RB's Exhaust Smoke

I'm going to add some more later when I find the mods I'm looking for.

So far its all stable and good.

Give this a try?;)

If you have multiple installs of SH3 you many need to use MultiSH3 but I'm guessing you already know that..:doh:


IF your using GWX 2.1

ENV - Water_Stream_and_exhaust_smoke= ok
Torpedo damage Final ver2.0 =ok
Torpedo Eagles= dunno?
TwistyPeriscopeThingyMod =Not compatible I think it was for stock and GWX 1.3
GWX-TA1.3_Seafloormod - 256mb =wasn't this for GWX 1.3?
GWX - Open Hatch Mod =diving duck made a new one all updated.
GWX - No Medals on Crew =ok
GWX - Integrated Orders =ok
GWX - Captain America's Officer Icons =ok
Floppy_Cap_Fix =dunno never used it?
Community units =dunno never used it?
Arrow_Tanker_v1.2 =dunno?
BBWarspite =dunno?
GWX - Enhanced Damage Effects =OK
HMS DOVER =dunno?
LifeBoats&Debris_v3B =ok
Pacos_German_Folklore_SubEmblems_Mod_V1.2 =ok
Rowers_for_LifeBoats&Debris_v3B =ok
RadioLog_Expanded Updated =ok
RHNAverof =dunno?
New_T-2_Tanker_v1.0 =dunno?
Lutzow Music Mod 5.0 =ok
SHIV Scene for GWX 8k v3c =dunno?
Sobers 3D waves =dunno?
Lutzow Officers SET2 =should be ok.
GWX2 Alternate Sound Pack =dunno?
Head Triangle Fix =dunno if its compatible with GWX 2.1?
You added ship I don't know what effects they do I've never tried them out.

Ones with ok on them I've tested and haven't experianced any issues.

Thank you for your help,I will try out your suggestions and see how I go:up:

Graf Paper 10-27-08 05:06 PM

Good luck, Mikhayl! I really hope you get this nailed down.

Call it a feeling, but I think your speculation is correct.

Cloning and adding ships is a tricky business even for experienced modders. Just look at the bugs and headaches a veteran ship builder like IABL or VonDos has had to deal with.

The fact that the unit only appears in the random layer may explain why some people haven't had any difficulties...yet.

nikbear 10-27-08 05:55 PM

Im sure that I read before in a previous thread some time ago Mikhayl,that you might be on to something,I'm sure there was a mention of there being a possible conflict with the AOTD ships in the bugfix and the community units mod,best of luck with your investigation into finding a possible cure:up:

Philipp_Thomsen 10-27-08 07:50 PM

My 2 cents here...

Disable all mods, restart your computer, and see if you CTD is gone.

If so, enable one mod at a time, until you find the guilty one.

Always works! :up:

nikbear 10-31-08 07:42 AM

I think we have found the problem mods,its just trying to get them to work in harmony;)

nikbear 10-31-08 11:32 AM

Is there a seperate bug fix,that doesn't contain the extra boat units or even the locks,that would be ok,I just wouldn't sail from Kiel so losing the locks wouldn't be no biggie,and the lost ships I could put up with,but the bug fix is important:hmm::up:

nikbear 10-31-08 12:32 PM

Thanks for the info,what about the community units mod,have you tried that with the bug fix?

Sailor Steve 10-31-08 04:57 PM

Quote:

Originally Posted by Mikhayl
One important thing, the "AOTD-AA bugfix" includes campaign files so as to place AOTD Madmax's and IABL small ships in the harbours, so if you install ANY campaign mod after it, you lose all of this.

I've been casually reading this thread, but not getting involved as my experience is limited. Lately I've been having a similar problem. I don't know if my problem will help isolate the cause, or give you any ideas, but here it is:

You may have seen my thread 'Finally Ready To Play'
http://www.subsim.com/radioroom/show...lly+ready+play

I was testing something (not important what), and as usual I started out in Kiel harbor, when I noticed I didn't have MaxMax's ships. So I loaded the 'AOTD-AA bugfix and started out again. I then noticed that I no longer had the Kiel Canal Locks. So I re-installed the 'Kiel Canal Locks' mod and sure enough, as you described I got a crash. So I ripped out everything (I always keep a spare 'Data' folder saved to my last mod install in a safe place) and everything was fine, but no MadMax ships again.

So if, as you say, the AOTD-AA Bugfix mod has to be the last thing installed, then I can't use it, as it seems to remove the locks and I have to re-install them after.

So I'm intrigued to see what you discover.

Of course this might all be addressed in GWX 3. We'll see.

badwolf 10-31-08 09:42 PM

I have been running the 2 mods AOTD ships in the bugfix and the community units with no problems. I have made a correction that could be the reason.

The AOTD ships in the bugfix also loads new Campaigns which include the AA ships.
When you add the community units these are omitted in the Sea - EnglishNames (or Ge/Fr)

To fix this make sure that Sea - EnglishNames (or Ge/Fr) contains the following:-
AAAG1=Flak Ship 01
AAAB1=British AA Ship 01

Hope this helps.

Graf Paper 10-31-08 10:42 PM

Those are indeed not listed in the EnglishNames.cfg file for the Community Units mod.

I'm assuming these two entries go into the AOTDMaxs Mod section of the cfg file?

Correction:
After comparing the two cfg files from the AOTD-blah-blah-bugfix and Community Units, ot seems those two entries belong to IABL's ships. So the two additional entries would be placed at the end of the Iambecomes MF mod section.

Let's hope this fixes the trouble! :shifty:

badwolf 10-31-08 11:07 PM

They are in the AOTD ships in the bugfix which you install first, but they aren't in the community mod which is installed after.
Just copy and paste them into the community mod - EnglishNames. Then when all installed check GWX2/data/Sea/EnglishNames to be sure they are there.

P01A=Converted Transport 01
P02A=Converted Transport 02
P03A=Converted Transport 03
F01B=Steam Trawler 01
F02B=Steam Trawler 02
F03B=Steam Trawler 03
F04B=Steam Trawler 04
AAAG1=Flak Ship 01 <-- This where
AAAB1=British AA Ship 01 <-- I have them
;AOTDMAXS Mod
KLSSHansa=Medium Hansa Freighter
KMCSHansa=Hansa Freighter
KMSSHansa=Hansa Type Freighter
LUSBremen=TS Bremen
LUSEuropa=TS Europa
M35Hansa=Hansa Freighter
KGHAN=Large Hansa Freighter
NPL_Hap=Small Passenger\Steamer
NPL_KDF=KDF Steamer

Graf Paper 10-31-08 11:42 PM

Yep! That's exactly the place where I figured you would put them.

Good eyes you got there, badwolf! :up:


It would sure be funny if that is all there was to it but it usually is the simple things that trip you up the most. :lol:

nikbear 11-01-08 03:28 AM

Could it be really that simple:hmm:My games running really great without the bug fix so I'm grieved to mess with it again:cry:


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