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Old 06-09-11, 04:36 AM   #1
Crécy
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Default 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:
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
GWX - Merged Campaign
TMT v2 + ThomsensShips V4.2
Add TMT ThomsonsShips fix
LifeBoats&Debris_v4
Wac Animated Sub Pens interior start for GWX
Merchant_Fleet_Mod_3.2
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
GWX - Captain America's Officer Icons
Mutant 20km Env Mod For GWX3
DBSM
DBSM_SH3_Speech_Fix
Flags_enlighten
Pascal_Port_People
pascal_damage_screen
GWX - Contact Color
OLC's Modified Searchlight Beams for GWX3
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo damage Final ver2.0
Torpedo_HAHD_1024_GWX
Aces' Radio Room Postcards Frau Kaleun Version
Aces' Modified Headphones
B25_Deck_Crew_Ambient
b25_SF_Grass_Full_V2
DD_VisibleMines_V1.0
New Uboat Guns 1.2
SurfaceEngineStartUp
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
GWX - Integrated Orders
Depthcharge Shake v2.01
Brown_Grey_Map
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
FM_NI_Fix_for_NVD_DC_Shake_001
Aces' Multimod compatability fix v1.3 beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Materials file for Aces' multi-mod v1.3
Aces' Super Turms v5.1 GWX Version1
No continuous 'Ship spotted' V1.2 for GWX3
Ambient Underwater Sound
Ambient Hydrophone Sound
FM_NewInterior_V1.0 - Blue Interior
FM_NewInterior_V1.0 - Blue Conning Tower Interior
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
WB's Decks Awash + Fuel Economy
Real Depth Charge
Haunting Atlantic Wind
Reason I posted is that if someone "with a trained eye" could see where the problem might be.

Thank you!

Edit: Problems seems to be FM_NewInterior and The Merchant Fleet.
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Last edited by Crécy; 06-09-11 at 06:01 AM.
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Old 06-09-11, 07:54 AM   #2
frau kaleun
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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.



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.
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Old 06-09-11, 08:46 AM   #3
irish1958
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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.
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Old 06-09-11, 09:33 AM   #4
Victor Schutze
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Usual mod soup
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Old 06-09-11, 12:41 PM   #5
Fish In The Water
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Quote:
Originally Posted by Crécy View Post
Edit: Problems seems to be FM_NewInterior and The Merchant Fleet.
As FK said, start here by disabling one (and then the other if necessary) to rule out the possible RAM issue.

Once you get the green light there, the real fun begins...
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Old 06-09-11, 03:11 PM   #6
Crécy
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Quote:
Originally Posted by frau kaleun View Post
First off you don't need Merged Campaign... 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.
Ah, had no idea. Thanks.

Quote:
Originally Posted by frau kaleun View Post
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.
Didn't know that one either .

Quote:
Originally Posted by frau kaleun View Post

P.S. You've got Johnny Weissmuller on the wall in the radio room? Really? We should probably introduce our funkers to each other.
To be honest. I had no idea what was that FK version of those postcards. I just downloaded it blindly as you had that mod. I think I will change it to original postcard mod .

Quote:
Originally Posted by frau kaleun View Post
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.
4GB RAM
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:
Originally Posted by Victor Schutze View Post
Usual mod soup
Indeed . I kind of knew I was going to face troubles with over 50 mods enabled blindly.
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Old 06-09-11, 03:18 PM   #7
frau kaleun
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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.
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Old 06-09-11, 03:29 PM   #8
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Old 06-09-11, 03:34 PM   #9
Crécy
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Quote:
Originally Posted by frau kaleun View Post
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.
32-bit. And again, didn't know 4GB patch existed .

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:
Originally Posted by Dowly View Post



Actually that was the exact expression I had when I started this thread...

Thank you Dowly for encouraging me with this problem!
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Last edited by Crécy; 06-09-11 at 03:54 PM.
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Old 06-09-11, 03:55 PM   #10
frau kaleun
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Quote:
Originally Posted by Crécy View Post
32-bit. And again, didn't know 4GB patch existed .

Thanks, I'll try with that patch.
http://www.subsim.com/radioroom/show...ight=4GB+patch

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.
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