SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-18-10, 12:09 AM   #1
reignofdeath
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default Mod Problems

So I downloaded a few mods today and before starting a new patrol enabled them (Merhchant fleet just to name one) and I found out it always crashes when I load patrols HOWEVER when I go back to the original set up it loads fine, now could this be because of corrupt files or what?? Im going to go through enabling and disabling mods here in a bit to see what ones specifically cause the problem. Id really like some help with this one and the depth charge problem ive been having (not being able to see the explosions, same with torps, underwater) I think I might just do a whole new reinstall of the game and mods. which saddens me cuz Im quite attatched to my Kaleun
  Reply With Quote
Old 10-18-10, 12:16 AM   #2
Schwieger
Commodore
 
Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
Default

What mods're they?
__________________


Support U-Boot_HAHD: Install Dropbox Click Here & Increase The Teams Dropbox space and get 2.25GB of free online Storage space for yourself.
Schwieger is offline   Reply With Quote
Old 10-18-10, 12:25 AM   #3
reignofdeath
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

GWX - Alternate Loadscreen - Full Circle
GWX - English Nav Map and Grid Refs
GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
Torpedo damage Final ver2.0
Real Depth Charge
Hitman Optics for GWX3 v.1
Uniform mod V.2
Merchant_Fleet_Mod_3.2(Compat)
A Green Atlantic 8k
A Green Atlantic 8k Greener
A Green Atlantic 8k Less Murky

Im not sure i like the Green Atlantic either, first I havent got it to work and second I really like the 16km mod since 16km is about where the horizon is in RL on the seas (I believe)

EDIT: After removing a green atlantic, it still crashed on load. I think it could be Merchant Fleet.

EDIT 2 : I just confirmed it IS the Merchant Fleet Mod 3.2 that is causing the crash, Im going to take snapshots of the files changed and lets see if you guys could help me at all with this problem, Ideally id love to have all the mods I want working and the game running completely bug free (depth charge problem I mean, not hard coded bugs) but sadly I cant I might try a fresh new install soon. Is it possible that the way the mods are enabled (order) has something to do with it?

Last edited by reignofdeath; 10-18-10 at 01:02 AM.
  Reply With Quote
Old 10-18-10, 02:04 AM   #4
VONHARRIS
Konteradmiral
 
Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
Uploads: 0
Default

I have the same problem with the Merchant fleet mod. The game starts Ok but when I tried to laod my patrol it crashed when the red bar was almost full. This has happened every time I tried to install this mod. I use the Generic Mod Enabler (GWX 3.0). When I uninstall it everything comes back to normal.
It is a pity because I really want this mod.
VONHARRIS is offline   Reply With Quote
Old 10-18-10, 02:46 AM   #5
FIREWALL
Eternal Patrol
 
Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
Default

It might be the order it's installed maybe.
__________________
RIP FIREWALL

I Play GWX. Silent Hunter Who ???
FIREWALL is offline   Reply With Quote
Old 10-18-10, 04:10 AM   #6
papa_smurf
Ocean Warrior
 
Join Date: Jul 2007
Location: High Peak, Derbyshire
Posts: 2,851
Downloads: 33
Uploads: 0
Default

Theres a thread on the Merchant Fleet mod in SH3 mods that you can post in to see if you can get a solution.
__________________

papa_smurf is offline   Reply With Quote
Old 10-18-10, 05:37 AM   #7
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,788
Downloads: 63
Uploads: 13


Default

One of two reasons for this....

1) Your system specs aren't sufficient to support the additional content.

2) There is a conflict with a vessel in your original installation.
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 10-18-10, 06:49 AM   #8
Schwieger
Commodore
 
Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
Default

You should only install one of the green Atlantic mods at a time, not all three
__________________


Support U-Boot_HAHD: Install Dropbox Click Here & Increase The Teams Dropbox space and get 2.25GB of free online Storage space for yourself.
Schwieger is offline   Reply With Quote
Old 10-19-10, 04:38 PM   #9
desirableroasted
Grey Wolf
 
Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by USNSRCaseySmith View Post
I really like the 16km mod since 16km is about where the horizon is in RL on the seas (I believe)
In real life, the horizon would be about 12 km from someone in the conning tower of a VIIB. Of course, you can see tall parts of ships "over the horizon," such as smoke and stacks, even though you can't see the ship itself.

The phenomenon of refraction can also "bend" light so that you can see objects that are not in a direct line of sight.

However, if you are standing at sea level, and are 6 feet tall, you will only see about 5 kilometers out.

The math for calculating this stuff is pretty complicated, but there is a website that does it for you:

http://www.boatsafe.com/tools/horizon.htm

Living as I do on the ocean, seeing tankers, merchants and ferries every day (and the occasional warship), I think the 16km mod is on the outer edge of reality. That said, if conditions are right, you really can detect ships that are miles and miles away.
__________________
"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun."
desirableroasted is offline   Reply With Quote
Old 10-21-10, 07:31 AM   #10
reignofdeath
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by jimbuna View Post
One of two reasons for this....

1) Your system specs aren't sufficient to support the additional content.

2) There is a conflict with a vessel in your original installation.
Im just gonna go with the former since I have a clean GWX install and no ships added.
  Reply With Quote
Old 10-21-10, 07:42 AM   #11
Herr-Berbunch
Kaiser Bill's batman
 
Herr-Berbunch's Avatar
 
Join Date: May 2010
Location: AN72
Posts: 13,203
Downloads: 76
Uploads: 0
Default

Quote:
Originally Posted by USNSRCaseySmith View Post

GWX - Enhanced Damage Effects

Torpedo damage Final ver2.0
Would these two mods also be conflicting?
__________________
Herr-Berbunch is offline   Reply With Quote
Old 10-21-10, 08:17 AM   #12
frau kaleun
Rear Admiral
 
Join Date: Nov 2009
Location: Skyri--oh who are we kidding, I'm probably at Lowe's. Again.
Posts: 12,706
Downloads: 168
Uploads: 0


Default

Quote:
Originally Posted by Herr-Berbunch View Post
Would these two mods also be conflicting?
I don't think so, I'm running both of them with no problems.

The Torpedo Damage Final, I'm pretty sure, is just an overwrite of the .tga (or whatever type) file for the representation of exterior damage on ships in the game, it just alters/enhances what you see when you look at your own (damaged) boat in external cam or at some other ship that's taken a hit.

Enhanced Damage Effects, I think, has to do with how much and what kind of splodey stuff happens during/after a successful attack.
frau kaleun is offline   Reply With Quote
Old 10-21-10, 08:35 AM   #13
Herr-Berbunch
Kaiser Bill's batman
 
Herr-Berbunch's Avatar
 
Join Date: May 2010
Location: AN72
Posts: 13,203
Downloads: 76
Uploads: 0
Default

Quote:
Originally Posted by frau kaleun View Post
I don't think so, I'm running both of them with no problems.

The Torpedo Damage Final, I'm pretty sure, is just an overwrite of the .tga (or whatever type) file for the representation of exterior damage on ships in the game, it just alters/enhances what you see when you look at your own (damaged) boat in external cam or at some other ship that's taken a hit.

Enhanced Damage Effects, I think, has to do with how much and what kind of splodey stuff happens during/after a successful attack.
Thanks for setting me straight
__________________
Herr-Berbunch is offline   Reply With Quote
Old 10-21-10, 09:20 AM   #14
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Merchant Fleet Mod is HUGE. I can't run it, due to my old system. That seems the likely answer to me.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 10-21-10, 09:29 AM   #15
frau kaleun
Rear Admiral
 
Join Date: Nov 2009
Location: Skyri--oh who are we kidding, I'm probably at Lowe's. Again.
Posts: 12,706
Downloads: 168
Uploads: 0


Default

Quote:
Originally Posted by Sailor Steve View Post
Merchant Fleet Mod is HUGE. I can't run it, due to my old system. That seems the likely answer to me.
Same here. I even tried a couple of "cut down" versions with way fewer ships, still couldn't handle it.
frau kaleun is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:32 PM.


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.