![]() |
Okay - here is what I have (with just a GWX3 install, no mods enabled) in the data\Roster\Denmark\Sea folder:
http://www.subsim.com/radioroom/pict...pictureid=1986 And here's the data\Sea folder: http://www.subsim.com/radioroom/pict...pictureid=1987 Some of the files in the first directory have matching folders in the second one (like NECT), but a lot don't appear to... does LLS match up to NLLS_? Or is there something I should be looking for by opening the .cfg files for each entry, like the UnitType? |
Aye one cfg needs to match the other in whats written inside
Most roster cfgs are just the Sea folder minus the N ie LSS = NLSS Some less obvious such as the NOTCW = NCVW All looks ok from here though double check by opening the roster and sea cfgs together so you can check class name and type= are the same across both |
Well, for every file in the first directory there's a folder in the second with a .cfg file that has both a matching ClassName and UnitType, so that ain't it.
I do have a couple of other mods that also affect the data\Sea directory but whether or not they do anything to the files that the ones in the data\Roster\Denmark\Sea folder needs to match up with, I don't know and I'm not gonna go through them all and try to figure it out that way. I'll just start enabling them one at a time to see if any of them causes a repeat of the full-blown crashes I was having. Thanks loads for all your help, guys. If nothing else I know a lot more now about how some of the different bits of the game work together, which is very cool. :up: |
Quote:
lol Is possible one of those alters a type= of an already existing unit = CTD Failing that when get home will post how to comment out port of Stavanger May help the slowdowns you were getting with no mods enabled |
Quote:
Will just be easier I think to enable them one at a time to see if it does make a difference, if so can start looking through the relevant files/folders. Quote:
|
Fault finding - the bane of my life! :wah:
Good luck with this one. |
Ah but you are so good at it WB
:har: Frau K Got the names of any of those ship mods ? |
Here's the list from the start of the thread, this is what I was using on that career:
GWX 3 St Naz and Schluese and other units V4 WB's GWX campaign with VonDos' ships v2.7 TMT v2 + ThomsensShips V4.2 WB - TMT fix WB - add Q ship WBNN Mission Orders Lite GWX - Alternate Loadscreen - Full Circle GWX - Captain America's Officer Icons GWX - Enhanced Damage Effects GWX3.0 Contact Color GWX3.0 All_Weather_Guns DD_OH_V3.09_with_GWX_Integrated_Orders DD_OH_V3.09_ConningDeckCam_Fix_20091210230737 Grey Brown Cloth Map Scirč-Tikigod- repeated order Waterstream+Exhaust Combi V2.3 for GWX3 Waterstream+Exhaust Combi - Single Exhaust for TypeII Rapt0r's Unis V2.0 Grey [All Leather No Medals] Modified FK's Valkyrie Cap Emblem b25_SF_Grass_Full_V2 electric torpedo trail fix Flags_enlighten No continuous 'Ship spotted' V1.2 for GWX3 OLC's Modified Searchlight Beams for GWX3 Pascal_Port_People sobers real smoke darker and a brown tint1.1 LifeBoats&Debris_v4 [Modified] FK's Sound Mod SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default) [ATI FSF] Sobers 3D waves Foam Turm 7B Your Way Black Boat - VII - NZ I did two patrols with no freezes/crashes using this combo, didn't have a problem until the first time I hit that one spot in AN34 after the date when other traffic starts passing through there according to the _RND file. I had already tested some of these individually (or by adding them back to the mix one by one) without any problems before I identified the trouble spot on the map, but I'm not sure exactly which ones - probably half a dozen or so starting with the ones that make major changes or draw a lot of extra resources. I haven't looked through all of them yet to see for sure which ones have a data/Sea folder. I know Lifeboats&Debris does but I think it only changes .val files, I don't remember it doing anything to .cfg files. Also the TMT/Thomsen's Ship's does as well but I'm pretty sure I tested with that plus the TMT fix before I started using it "for real" and again when this problem first came up. OTOH I wouldn't necessarily have tested anything out in a patrol on or after the date when whatever triggers the CTDs at that waypoint becomes an issue, because I wouldn't have known to target a particular date range and location at that point, so... Looks like ol' Rufus T. Firefly will be dusting off his white cap and starting another new career, in October 1939 this time. :O: |
Be careful Frau Kaleun! You're already starting to dig deep into things. It won't be long now before the mod bug bites you, and then where will you be? :O:
|
Quote:
FK's Sound Mod FK's Valkyrie Cap Emblem So, uh, too late? Lol. Actually they are teeny tiny and the second is one I just cobbled together with alternate sound/music files from other mods and my own collection. But still. And I don't even want to think about what might happen if I start playing with custom conning tower emblems again. |
Quote:
Actually, if you've seen my mod list, I have one I did, too. Just a little thing regarding depth charge sounds. :oops: I suspect that I'm gonna start tinkering more and more as time goes on. I've already started prying into things using S3D. |
Quote:
Right now I just want to be able to play again without holding my breath all the time wondering if and when my patrol is gonna CTD. :wah: |
Hmmm seems ok
Though be warned IF you use the TMT v2 + ThomsensShips V4.2 and WBs new 2.7 version You will have CTD issues WBs mod changes the LUS to a type=100 [Unit] ClassName=LUS UnitType=100 Adding in TMT v2 + ThomsensShips V4.2 on top of that will revert just the Sea folder cfg back to a type=103 [Unit] ClassName=LUS UnitType=103 If you want to use the TMT then change the LUS Sea cfg to type=100 but only if you use WBs 2.7 |
Quote:
It is extremely frustrating to CTD, and for what it's worth you have my understanding and sympathy. |
Quote:
Thanks, noted. :up: I only stuck TMT in there because I knew there was a fix for it with the Addl Ships mod I already had from WB, and the TMT+Thomsen's Ships didn't seem to make any extra changes to it other than what TMT alone did anyway, which the fix would address once enabled. |
All times are GMT -5. The time now is 07:47 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.