![]() |
Mod conflict help
Hello! I enabled plenty of mods, most of them straight from Frau Kaleun's mod list so (to quarantee they will work). I can launch SHIII normally but I get CTD when it is just about to complete downloading a mission.
This is my mod list: Quote:
Thank you! :salute: Edit: Problems seems to be FM_NewInterior and The Merchant Fleet. |
First off you don't need Merged Campaign unless you are transiting between different operational areas in the course of one patrol and want to enable traffic over the whole of the SH3 world. Otherwise you are just increasing the size of your campaign files (and the demand on your system) for no reason.
Also you might want to check the readme for WB's "Extras" mod, as I'm not sure but that may be the version that already includes Lifeboats & Debris, which you've got enabled separately. If it's the mod I think it is, I suspect it also includes Waterstreams & Exhaust which would be another apparent duplication in your mods list. Also you are using Integrated Orders, which modifies the commands_xx.cfg files - as do a lot of your other mods. Aces' Compatibility Fix takes care of those files for New Interiors, Anvart's stuff, etc., but I don't think it includes compatibility with Integrated Orders. So unless you've manually edited those files to ensure compatibility with all the mods that use them, you're overwriting files that IO needs without any fix in place for that. I use my own "cumulative" version of those files that I just swap in after enabling every other mod that uses them. A lot of the mods I use have compatibility issues with other mods I use, in which case I've either modified them myself to work around that or added some kind of extra mod of my own that contains the workaround. So for some of my combinations, if you haven't done the same edits or added the same workarounds, it could be a problem. Also, isn't Aces' Multimod fix the one that requires several other mods to be used with it (and enabled before it is enabled)? If so, I think Urfisch's Mod Strike Beta is one of the required ones, because I remember I had to download it and add it for that reason. I don't see it in your list. P.S. You've got Johnny Weissmuller on the wall in the radio room? Really? We should probably introduce our funkers to each other. :O: Edit: what are your system specs? If the problem is NI and/or MFM, it may be primarily a RAM issue. That mod loadout eats up a lot of memory, those two are particularly demanding. And if there's not enough memory, the CTD right near the end of loading up the game is usually what happens. |
As above.
Many of these mods are incompatible and actually cancel some of the mods above them in the activation order. One (or more) of the mods is calling for a file that has been changed or eliminated by JSGME so the game cannot load. In order to make the files compatible, you have to blend the changed files so that when it is called for, it is compatible. However this may be impossible if the file in question is the exact opposite of another. With this mod list, there are probably a thousand such files. |
Usual mod soup:dead:
|
Quote:
Once you get the green light there, the real fun begins... :O: |
Quote:
Quote:
Quote:
Quote:
2x 2,93Ghz INTEL (something. Possibly core duo) ATI 5750 Don't know what other specs I ought to give. Anyway, I reduced the amount to of mods drastically. Tried many different combinations. Basically everything was fine when I hadn't Merchant Fleet mod and New_Interiors mod enabled. These are the last mods I tried and ended up in CTD. All mods which ACE's multimod requires I have enabled. I have a strong feeling that the new_ interiors is the main problem. I recall that I've had similiar problems with interiors before. Have to try without interiors. Will get back to problem solving on monday. Generic Mod Enabler - v2.6.0.157 [D:\Games\Ubisoft\SilentHunterIII\MODS] GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 Extras for the Wilhelmshaven campaign v2.4c TMT v2 + ThomsensShips V4.2 Add TMT ThomsonsShips fix Wac Animated Sub Pens interior start for GWX GWX_DFa-Flag&Pens_2010 FM30_UpDown_final FM_NewInterior_V1.0 Conning Tower open Hatch TestFMfood BritishAsdicMkIFinal Depthcharge Shake v2.01 Urfischs_ModStrike_Beta1 Aces' Multimod compatability fix v1.6 beta Quote:
|
Windows 32-bit or 64-bit? If 64-bit, you can always try adding a bit more RAM to your system (if your mobo will support it). Have you got the 4GB patch for the game's .exe file? That will allow the game to use up to 4 GB of memory, depending on how much is available.
Even if you can't add RAM to your system, using the 4GB patch might still get you a little boost by allowing the game to make use of as much of that 4 gigs as possible. |
|
Quote:
Thanks, I'll try with that patch. Edit: Tried with the same mod list as in the last post with 4GB patch. Result: CTD. I'll get back on monday and try something different. Quote:
Thank you Dowly for encouraging me with this problem! |
Quote:
It might not solve your problems but it's worth a try. If nothing else, the game will get the most out of the RAM you've got. |
Also, a lot of people around here make slight modifications to mods. (At least, I do). For example, a lot of mods will change or even replace the command_en file. (It defines what action corresponds to what key (combination) on your keyboard). So when I install a mod that comes with it's own command_en file, I use WinMerge to locate the differences between the command_en file in the mod and the command_en file as it is at the moment, and only copy the changes that are necessary for the new mod to work.
I'm just saying that copying someones entire mods list doesn't guarantee it'll work for you. They possibly tweaked the mods themselves in order for them to be compatible. I know Frau_Kaleun to be guilty of this as a matter of fact. :O: |
Quote:
|
Quote:
It's pretty much a necessity if you're picky enough that you actually want the game to load... :D |
Didn't even realize that I could modify files to get those mods work together.
Now I have enabled these mods succesfully: Quote:
Otherwise the game works fine. |
Well I finally got Silent Hunter working. Although it suffers from minor problems. For example:
1. I get radio messages only at 0600 hours and 2300 hours (using warning orders mod and some other radio message mod) 2. When diesel engines are on I hear annoying supersonic-like sound every time I click myself to inside of the boat. Also that sound repeats continuosly during TC. 3. Weather seems to be same all the time. I left from Wilhelmshaven and weather was clear then and wind speed was low. After I got to open sea wind speed has been 15m/s for 14 days. For few first days it rained but around 10 days it has been otherwise clear and visibility is excellent all the time. Is this nomal? (I use real weather fix. That might cause the problem) 4. When torpedo hits all I can see is that water splash. No fire, no smoke. Nothing but water. This is very annoying. My current mod list: Quote:
Thank you everyone for your help! Without your help I probably would be still trying to figuring out how to get SH3 working. :salute: |
Hi mate,
Well done!. This mod is the one that limits radio messages to two times a day at the hours you mentioned: RL_E v2 Daily Double 0600_2300 Can't think of solutions to your other issues right now, I'll post if I get any ideas. Kind Regards Aces |
Quote:
|
Quote:
Happy Hunting Aces |
Quote:
The workaround is to open the .sdl file you are using in S3ditor and look for the appropriate entry - DD_Engine.DieselEx - and then reduce its Doppler factor to 0 (zero). You can also reduce the volume of the diesels if that is still too overpowering when inside the boat. Instructions here: http://www.subsim.com/radioroom/show...4&postcount=10 |
Thank you Frau Kaleun! :salute:
Now I only have to find a fix to lack of damage effects and possibly to weather if it doesn't work correctly. |
All times are GMT -5. The time now is 08:20 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.