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-   -   CTD with Wilhelmshaven, St Naz... V7 (https://www.subsim.com/radioroom/showthread.php?t=201387)

HW3 03-28-13 10:01 PM

Quote:

I'm also thinking (trying to anyway!) that perhaps the GWX 3 Xtras Wilhelm...campaign v2.4c is not compatible with the GWX Wilhelm...St. Naz V7 MOD.
You are correct, it is not, because of the scripting of the Kiel ships placement in the campaign files.

:subsim:

CaptBones 03-29-13 11:37 AM

Oh crud!
 
Thanks HW3, appreciate the info...even though it's what I hoped I would not hear. Well, I suppose I'd rather have the ships and other goodies in WB's Xtras (as well as Rubini's stuff incorporated) instead of getting focused on the V7 eye candy in Kiel and along the KWK. I guess I'll compare the folders and files in WB's Xtras with V7 to see what would be the better approach (for me). Maybe there's a "pick and choose" approach for using one or another, or a combination of two or more, of the four parts of V7 instead of the entire package. Hhhmmm...:hmmm:

machiavelli 03-29-13 03:07 PM

Quote:

Originally Posted by CaptBones (Post 2032913)
Belated thanks HW3...

Sorry to resurrect this guys; I've been otherwise occupied for awhile and am just getting back to SH games and looking into the problem further.

I'm starting to think the order of MOD installation is the key to the issue that I encountered. IIRC, somewhere or other I read instructions or recommendations that called for installation of the GWX 3 Wilhelm...St. Naz V6 MOD first, before installing any other MOD, even the GWX options (thus, the order of installation contained in my March 1st post). But, looking at the V7 change log, I wonder if that is still the right approach?

I'm also thinking (trying to anyway!) that perhaps the GWX 3 Xtras Wilhelm...campaign v2.4c is not compatible with the GWX Wilhelm...St. Naz V7 MOD.

If anyone has any ideas about those thoughts, I'd appreciate hearing them; thanks...in advance. Otherwise, I suppose it'll be a trial and error process to see if I can get it sorted out and working smoothly.

To understand the difference here:

The gwx3 extras wilhelm mod is the extra mod in the mod folder that comes with the gwx3 mod? And the St. Naz of course is the standalone monster that adds those huge ports with the snazzy ships and stuff?

machiavelli 03-29-13 03:15 PM

Quote:

Originally Posted by HW3 (Post 2033130)
You are correct, it is not, because of the scripting of the Kiel ships placement in the campaign files.

:subsim:

One drawback of using JSGME exclusively and not implementing mods manually is that you cant get the best of both worlds and combine mods that are incompatible.

CaptBones 03-29-13 10:15 PM

Clarifying...I hope
 
Quote:

Originally Posted by machiavelli (Post 2033492)
To understand the difference here:

The gwx3 extras wilhelm mod is the extra mod in the mod folder that comes with the gwx3 mod? And the St. Naz of course is the standalone monster that adds those huge ports with the snazzy ships and stuff?

Not quite...

Neither of these that we've discussed here were part of the GWX3 Gold Options package. The GWX 3 Wilhelm...v6 Xtras v2.4c was released by Wreford-Brown to add a couple more ships and to script into the campaign the ships already added by bbw. He (WB) also put in meduza's improved St. Nazaire map, incorporated some of Rubini's Mods, and provided a few more Options, including his own Mission Orders Lite Mod.

But, you're correct on the "standalone monster" Wilhelm...St. Naz part; that is the Mod bigboywooly created, using a variety of ship models by Von Dos, Iambecomelife, AOTD_MAX and adding the new harbors and/or locks at Wilhelmshaven, St. Nazaire, Holtenau/Brunsbuetel and additional terrain by thfeu58, Rowi58, Trainer42, as well as some of his own tweaks.

The Xtras v2.4c is added on top of the Wilhelm...St. Naz V6.

BTW, my apologies to all for the abbreviated credits...the complete versions are in the Mods' documentation.

CaptBones 03-29-13 10:38 PM

Understood
 
Quote:

Originally Posted by machiavelli (Post 2033498)
One drawback of using JSGME exclusively and not implementing mods manually is that you cant get the best of both worlds and combine mods that are incompatible.

Yes, but given my "average user's skills", I'd rather trust JSGME than to my own feeble attempts to get the best of both worlds. I can live with compromises (unlike most people today, it seems [shameless expression of political viewpoint] :smug:).

I've managed to tweak a few sound files and other minor things to customize a few Mods for both SHIII and SHIV to my own tastes, but I think I've just been lucky in not screwing something up completely.

Of course, I'd be incredibly happy if some skillful modder or group/team of modders would undertake the reconciliation/consolidation of some of the "incompatible" Mods/Mod features/Optional Mods and etc. that keep popping up in these forums from time-to-time. :D

I guess that's deja vu all over again...better quit while I'm ahead.

fitzcarraldo 04-11-13 07:54 AM

I have a CTD with Wilhelmshaven...v7, in the Museum. No CTDs in campaign. The museum CTD is a rare issue: I have the CTD when access the Greece ships. I explored the roster and sea folders and I donīt see errors...But I have that CTD. Any recommendations?

Many thanks!

Fitzcarraldo :salute:


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