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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jan 2013
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Hello all,
I've had SH5 for a while now, played it with some mods back in the day, and I do know how terribly unstable this game can be.. Now, for the past 3 days I've been trying to get my game running with Sobers mod list from his thread (except for some small differences), and each time I get a crash on something else. I followed all of his explanations, scoured the forums, checked other peoples list, and I just can't seem to find what I'm doing wrong, it's really getting frustrating. First of, this is the order I do this. I freshly install the game, then install JGSME and the Generic Patcher (both the latest version). Then I launch the vanilla game, start a new campaign, exit the tutorial and exit the game, I go to my documents where I change the variable where the game thinks I did the tutorial (so I can skip it later). Now before I installed the mods, I went in to TDWUseroption thing, didn't change anything though. Installed all the mods through JGSME, after that was done, I launched the latest Generic Patcher and patched all the fixes. So each time I've done this, there's something wrong and I get a CTD sooner or later. The most recent problem I've got right now, after a fresh install etc. Is that when I use any of the dive commands, the game crashes and I get an error in the dbgview thing. Also, if I click the Reports button of my officers, nothing shows up. Here is my mod list: Code:
Accurate German Flags sobers game loading tips V8 SH5 DBM Background Video SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch sobers multi color mod V5 DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 12. Sounds Small_trees_SH5_V1 sobers smoke screen V1 SH5 (DynEnv compatible) sobers water splash anim SH5 sobers best ever fog V22 SH5 sobers base sky mechanics V1 sobers better terrain v3 SH5 sobers waves mod V12 27032013 sobers more trees SH5 SH5_7A_Conning_Fix Fuel Gauge WoGaDi_SteelViking's Interior Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 #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 SH5 Longer Repairs v.1 FX_Update_0_0_22_ByTheDarkWraith FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) AI_sub_crew_1_0_2_TheDarkWraith NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_5_0_Real_Navigation NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha Submarine's .sim&cfg (modified for engine ratio + independent control patches) Sjizzle's - Charts for NewUIs part1_07.06.2013 Manos Scopes-patch for 16x9 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 Depth Charge Fix Reduced Explosion Range Cerberus62 Corrected Depth Charge Projector 1.0 Reworked Morale and Abilities v.1.1 MCCD_1.04_MFCM_1.2.1_compatible sobers green crew training V4 SH5 TDW FX Fix for Sobers chimney smoke Church's Compass Dials Mod v2.2 - Option Two OPEN HORIZONS II_full v2.2 SkyBaron's Leigh Light for SH5 1.1 Sobers Terrain fix for OH2 V2.2 RPM Hydrophone v2.2.1 Expanded Navies by Cybermat47 v.1.0.01 smaller flags for Warships 1_0b sobers Lights Cfg V5 SH5 Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Trevally TDC Help v2 MadMaxs_SH5_Subdiesel (mono) v2 sobers hud sounds V1 SH5 sobers no footstep sound mod sobers DOF V6 SH5 EQuaTool 01.01 by AvM - Large Style AOB slide ruller for TDW UIs and MO by stoianm gap - HD 1 deg Scope Bearing v 1.0 Shadow Improvement ModLR sobers bad weather deck gun V5 SH5 sobers map colors SH5 V1 NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 Warfox Upgrades 0 Renown v1 Thanks in advance! |
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#2 |
Stowaway
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when you uninstalled the game did you remember to open the game files and manually delete any files that remain there?
its a common thing to forget to do and another is to uninstall the game with mods still installed which cause large numbers of files to be left behind and corrupt the new install also you cant use saved games with the new install since the files are different even if you think you installed them the same there will always be something you did a little different |
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#3 | |
Watch
![]() Join Date: Jan 2013
Posts: 21
Downloads: 108
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#4 |
Captain
![]() Join Date: Sep 2013
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I'm not sure what you did and how, but:
I've just recently (3 days ago) installed Sober's modpack. I used: Sober_all_n_one28082013 for the mod files, and had to rename/add a few entries to make them match the MEP file I used: sobers 1500 03092013 I used the .exe patcher to add all changes except realistic torps, as that would give me 1 out of 8 working torps, and 7 duds, circle runners, off course, etc. .. it would be more effective to just ram them. I did it slightly different tho: 1. Fresh install of SH5 2. copy JSGME.exe to install dir 3. Run JSGME and close after creating default folder 4. Copy unzipped all_n_one file to the newly created MODS folder 5. Load MEP file 6. Check MODS dir for slightly different name of missing mod (version number) and either rename, or get the missing mod from the download area 7. When all errors cleared, I copied sh5.exe and all the needed .act files to my TDW folder, residing in my MODS folder (created by JSGME) 8. Used the patcher, then installed it as last mod 9. Change config files as desired/proposed 10. run game This gave me 0 CTD's so far. |
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#5 | |
Watch
![]() Join Date: Jan 2013
Posts: 21
Downloads: 108
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Also, I first bought SH5 on steam back in the day, and afterwards got a disc version. So I had removed the steam version (and all files related to SH5) and installed it from the disc. Could this be causing an issue? |
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#6 |
Captain
![]() Join Date: Sep 2013
Posts: 542
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It shouldnt afaik. You could test that tho by disabling all mods, and then running sh5 .. if no CTD's happen, it's logically somewhere in the mods, their order, or the absence of prerequirements.
By doing it the way I describe, (and which I copied and adapted from here) you can easily deactivate it, update other mods, recopy needed files, repatch without being unable to revert to prepatched version without storing backup files in your own locations. Keeps stuff together nice and ordered ![]() |
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#7 | |
Watch
![]() Join Date: Jan 2013
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Pff, using real navigation, manual tdc & four bearings is easier than getting the game work properly.. ![]() |
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#8 |
Ocean Warrior
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@ plj
Since NewUIs v7.4.0 release you can't use the Patcher as a mod..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#9 | |
Count Dracula
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http://www.subsim.com/radioroom/showthread.php?t=205620
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#10 | |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
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![]() If you FIRST load all other mods, your game files will be changed. If you THEN prepare the Patcher 'mod' by copying the files it expects from your sh5 install dir to your <sh5 install dir>\MODS\TDW_Genericblah\ folder, it has the NewUI altered .act files. If you then run the patcher and install it as last mod, and always unload that and redo it when other mods need to be added or altered, I figured I'd be ok ? Am I mistaken ? |
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#11 |
Count Dracula
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TDW's GenericPatcher is not a mod.... it's a stand allone aplication !
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#12 |
Captain
![]() Join Date: Sep 2013
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I know .. yet, the way the JSGME works, it can be installed the same way mods are, without having to manualy backup files ..
I followed the guide I mentioned earlyer .. I'm pretty sure it works ok .. as I have all patches and a working NewUI .. |
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#13 | |
Watch
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