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Old 10-31-11, 07:48 AM   #16
Rommer69
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Thank you all guys. Don´t know when I am going to have another time to play, but i´ll check all your suggestions.
Many of the CTD did not pop up the window of "win detected a trouble and is trying to fix it", so i have not a known error.
I will keep you updated....if necessary.
Thanks again.
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Old 10-31-11, 08:42 PM   #17
Halface
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Quote:
Originally Posted by TheDarkWraith View Post
I'm almost certain that > 90% of the CTDs are because the user's computer ran out of memory. SH5 is very demanding resource wise. Add mods to it and it can quickly drain all the resources from the computer. This is especially true for those using video cards with lots of memory. Yes it is great that the video card has lots of memory but what people don't know is that the computer 'sets aside' the same amount of system memory for it. So if video card has 1.5GB of memory then your system automatically has 1.5GB less of memory (figuratively). Most users have 4GB installed. Windows uses ~1.5GB so they are down to 2.5GB. Subtract large video card of 1.5GB and they have 1GB left. SH5 will use 1GB very easily and mods will definitely exceed this

I would say the minimum specs for SH5 modded is 8GB memory and a 64 bit OS. I have 8GB and Win7 64 and nVidia 590GTX video card and have NEVER experienced a CTD at random (I can say I've never experienced any CTD from SH5 so far)

kinda same specs as me i had cdt at start but my mod soup was causing it...been a while i had one now ....but theres something to what your saying .......
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Old 11-03-11, 04:18 AM   #18
Marco1971
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I've started a campaign after puzzling together a nice mod soup, precisely following the advices found here about the right order, patches and versions, but run in CTD's regurarly. Must be something wrong with the MOD soup, so am deactivating them one by one. I don't think it has something to do with memory, (18Gb quality RAM non-overclocked, 1,25 GB GTX470 card and slightly overclocked i7 cpu). But it's annoying not be able to use all nice things you people have created..
I agree, it's not easy (not to say impossible) to anticipate on all possible variations of MODs people use. Still i hope it won't be necessary to disable too much MODs Theyr'e just tooo nice..
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Old 11-03-11, 06:07 AM   #19
THE_MASK
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Quote:
Originally Posted by Marco1971 View Post
I've started a campaign after puzzling together a nice mod soup, precisely following the advices found here about the right order, patches and versions, but run in CTD's regurarly. Must be something wrong with the MOD soup, so am deactivating them one by one. I don't think it has something to do with memory, (18Gb quality RAM non-overclocked, 1,25 GB GTX470 card and slightly overclocked i7 cpu). But it's annoying not be able to use all nice things you people have created..
I agree, it's not easy (not to say impossible) to anticipate on all possible variations of MODs people use. Still i hope it won't be necessary to disable too much MODs Theyr'e just tooo nice..
what mods .
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Old 11-03-11, 06:23 AM   #20
Marco1971
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Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Magnum_Opus_v0_0_1
NewUIs_TDC_6_8_0_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
NewUIs_TDC_6_8_0_Real_Navigation
NewUIs_TDC_6_8_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
Manos Scopes-patch for 16x9
U-boat Historical Specifications 1.7 for TDW Mods
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
A Fistful of Emblems v1.51 (Weathered)
Better Torpedo Graphics
Diesel
sobers talking conning crew mod
sobers 3D deck spray mod V7
Torpedo Splash
SteelViking's Interior Mod V1.2
SteelViking&Com Underwater ModV1.0
sobers smaller water drops V4
nVidia missing lights
Original map colors
Shadow Improvement Mod
Real_Sink_0_0_16_2
OPEN HORIZONS II_full v1.4
OHII v1.4 Patch2 Full
SteelViking's Interior Mod V1.2.1 Patch
MightyFine Crew Mod 1.2.1 Alt w beards
No magic skills v1.5 MCCD compatible
MCCD_1.04_GER
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 HOTFIX 3

And:
Stoianm's dynamic environment mods (about 5 of them) complete the list.

Also in use: the patched SH5.exe and the d3d anti lag files.
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Old 11-03-11, 06:28 AM   #21
Sartoris
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Try running TDW's mod validator. It should be somewhere among your applications. MO was the cause of quite a few of my problems so I dropped it from my mod list since it was clashing with OHII. It seems rather outdated and doesn't really change any significant elements of the game, and the English voices are very annoying anyway. If you really want some of the mods from MO, just install them separately. Also, your mods are in the wrong order. It should be:

IRAI
FX update
New UI

I'd also advise you to try using fewer mods in general. Try dropping all those mods that don't fix those parts of the game that were broken (for example sound mods, crew mods etc.) and just limit yourself to the most basic mods. That way you'll know which mod was the culprit if the CTDs continue to happen.
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Old 11-03-11, 06:39 AM   #22
THE_MASK
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Looks like a real bucket o soup there


Shadow Improvement Mod Lite
MightyFine Crew Mod 1.2.1
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version) or (german version)
Manos Scopes-patch for 16x9
sobers talking conning crew mod
sobers smaller water drops V4
sobers 3D deck spray mod V7
sobers talking conning crew mod
nVidia missing lights
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_Patch 1
NewUIs_TDC_6_8_0_Real_Navigation
NewUIs_TDC_6_8_0_alt_officer_wounded_by_Torpedo
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IRAI_0_0_30_ByTheDarkWraith
OPEN HORIZONS II_base v1.4
OPEN HORIZONS II_New_Ships v1.4
OHII v1.4 Patch2 Base - New Ships
OH II Campaign Radio Messages v4
MCCD_1.04_GER
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 HOTFIX 3

Also you have to follow the special instructions when starting a campaign if using Open horizons .
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Old 11-03-11, 07:17 AM   #23
Sartoris
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Sober, you keep suggesting that order of FX, NewUI and IRAI, but several users have confirmed the order that I suggested in other threads. I believe you are following TDW's suggestion which he posted before he released the latter versions of his mods. I would suggest looking at 0rpheus' and mia389's mod lists.
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Old 11-03-11, 07:24 AM   #24
Marco1971
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Sartoris, thanks a lot for your advice. I will drop MO.
Sober, the mod list you present is your own? Or mine edited
I will edit my list so it is simular, except for the mod order as Sartoris advises a different order .
If the problem persists i will start with the basic mods, and add the others one by one.
i read about the OHII campaign instructions.
Thanks guys, appreciated.
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Old 11-03-11, 03:10 PM   #25
Sartoris
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Sober also has manos scopes patch installed before NewUI, which makes no sense to me. If you want to adjust your scope to the resolution you are using, then the manos scopes patch should come after NewUI, or NewUI will just overwright the contents of the patch. If you want to know if you should be using the manos scopes patch, watch the stickied video tutorials for installing Magnum Opus, it's mentioned in there.
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Old 11-03-11, 05:34 PM   #26
0rpheus
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I'd have a go with this, as an alternative:

[Will need German voice pack here if you didn't select that option at install)
Speech fixes and additions (german version)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional No Magic Skills mod german dialogs
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 HOTFIX 3
sobers talking conning crew mod (not sure about this one but here I think, depends what files it alters - if it clashes with anything before this it could cause problems. Sober will know whether the files will clash with DBSM.. I assume they're in German! )
nVidia missing lights
Shadow Improvement Mod LR (this is the lite version)
MightyFine Crew Mod 1.2.1
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_Patch 1
NewUIs_TDC_6_8_0_Real_Navigation
NewUIs_TDC_6_8_0_alt_officer_wounded_by_Torpedo
Manos Scopes-patch for 16x9
OPEN HORIZONS II_full v1.4
OHII v1.4 Patch2 Full
OH II Campaign Radio Messages v4
sobers smaller water drops V4
sobers 3D deck spray mod V7
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5


If you find you're getting a lot of CTDs you could try swapping out OHII Full for OHII Base, and add the Environment pack as well if it seems stable. You'll lose the newer ships, but it'll be less system load.

I might have to drop MO myself and see if it makes any difference with CTDs. Bear in mind that whatever mod you add will overwrite earlier mod additions where they use the same file.
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Old 11-03-11, 05:57 PM   #27
THE_MASK
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My bad with the order of manos scope patch .
I think must i be dislexic or just stupid .
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Old 11-03-11, 06:14 PM   #28
francho1961
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Greetings.



a is my list of mods and TDC also always asking periscope depth.

: Arriba:: Saludo:
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Old 11-03-11, 06:16 PM   #29
Sartoris
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Remember you also need to install Cerberus' additional merchant ships if you're using OHII (activate them before OHII), as confirmed by Trevally in his thread on the last page. For some reason, that information wasn't included in the documentation...
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Old 11-03-11, 07:18 PM   #30
Jacke
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Quote:
Originally Posted by sober View Post
My bad with the order of manos scope patch .
I think must i be dislexic or just stupid .
Not at all. It's just that it's mind-bogglingly complex. I'm used to sorting out these sorts of messes and it's taken me a week to start feeling comfortable--which wouldn't have lasted finally contacting the enemy as I've got IRAI unmodified (have to fix that).

NewUIs_TDC has the Manos scope as defauit at 4:3 aspect ratio. You just have to follow it with the patch for your aspect ration and the optional black background.

Magnum Opus gives you a lot of the good stuff that's been out for a while, but there's a number of components that are now more recent, even with its latest patch. You should add at the minimum UHS 1.7 and TDW IRAI, FX, and New_UIs.

I've worked on it a lot over the past week and it seems to be stable but I've barely gotten half-way across the North Sea on my first patrol and have yet to contact the enemy. Let me work on it some more and I'll post a mod list and other configuration.


EDIT: Magnum Opus's \Documentation\Magnum_Opus_v0_0_1.txt included below for what's included and what versions. This should help those who want to remove it. Some of the parts I can't find, like TDW's RemoveLogoIntro. SUB_hyd_fix_SH5 is a vital mod to prevent a CTD. MFCD only needs its now 2 patchs (including the NVidia one for every one who uses the original popup compass) and MFCM only needs its crash_dive_workaround if you want it. And all of TDW's IRAI, FX, and NewUIs_TDC have been updated.

But if you've ever tried to reconcile the multiple versions of a config file shared between 2 packages, let alone 3 or more, you know how difficult and thankless the job is. Which is why the mega mods, although vital, only advance slowly.

But if you were writing all the code mostly from scratch, you could control the design to make sure things like config files were mostly disjoint and about different areas so that other parts of the program (which we partly replace when modding) would mostly avoid this silliness. However, Ubisoft....

Code:
Magnum Opus v0.0.3 by TheDarkWraith

This mod is a compilation of mods from SH5. This compilation is composed of the following mods:

- TheDarkWraith: RemoveLogoIntro
- SteelViking: SV&Com Underwater Mod
- W_Clear: Environment 5.0
- Sober: sobers base wave mechanics for SH5 V11
- Conus00 and SteelViking: Compatible Conus00's Graphic Mod+SV's work
- SteelViking: SteelViking's Interior Mod v1.2
- SteelViking: Shadow Improvement Mod (High res version)
- ddrgn: U-boat Historical Specifications 1.4
- TheDarkWraith: FX Update_0_0_11_ByTheDarkWraith
- TheDarkWraith & Arclight: FX_Update_0_0_11_BARF_1_3_Full_Fix (Better and Realistic Flotation)
- TheDarkWraith: FX_Update_0_0_11_UHS_Fix
- TheDarkWraith: NewUIs_TDC_6_3_2_ByTheDarkWraith
- Trevally: Trevally Harbour & Kiel Canal Pilot v2.4
- Krauter: Krauters Automated Scripts
- Abd_von_Mumit: Patrol Routine Scripts v 01_02 by AvM
- TheDarkWraith: IRAI_0_0_29_ByTheDarkWraith
- TheDarkWraith: IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_spotting
- Oby: AirTorpedoes
- Vickers03: SUB_hyd_fix_SH5 
- TheDarkWraith: SubFlags_0_0_6_byTheDarkWraith
- TheDarkWraith: Sub_Exhaust_1_0_5_byTheDarkWraith
- Heretic: MightyFine Crew Mod 1.2.1 Stock w beards
- Athlonic: MCCD_1.04
- Athlonic: MCCD_1.04_MFCM_1.2.1_compatible
- Nisgeis: High Contrast Nav Map with Inverse Shallow Colour - Chart color scheme 3
- thfeu58: Terrain_harbour_flags_Mod_v1_2_1
- doomlordis: Dooms Decks for VIIABC41 1_4
- TheBeast: SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
- Athlonic: Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
- avee: No magic skills v1.5 MCCD compatible
- Venatore: Elite German Black & Copper Torpedo
- Pascal: Pascal uniforms
- Cerberus62: Historical Ship Equipment 1_3
- Ailantd: AilBubbles 1.0
- Ailantd: AilClouds 3_0
- Ailantd: AilSmoke 1_7
- KarlKoch: Speech fixes and additions (english version)
- Cerberus62: Additional Merchant Ships 1.1
- Heretic: Less annoying footsteps
- ACSoft: fix for Environment 5.0
- Trevally: Trevally's tutorials

Editing and tweaking of the above mods was done by myself to make them compatible with each other. You may notice that the stand-alone version of a particular mod looks different than the one included in this compilation.

No sound files have been included as I'm striving for a base here that works and works well currently.

There is an add-on mod for scopes available in \MODS\Magnum_Opus_Scopes (do not enable - read). Inside that folder is a text file that you will have to follow in order to setup a scope mod (How_to_enable_a_scope_mod.txt)


Known current problems:
- Oil slicks might be standing on end for some users. Not sure why this is happening either (from FX Update part of mod)
- unsure of the stability of the environment part of the mod (W_clear's Environment 5.0 mod) - may cause CTD's like in the past


v0.0.1    - first BETA release
v0.0.2    - fixed problem of missing dialog items in crew dialog boxes
    - added Heretic's less annoying footsteps
    - fixed bug of not being able to move mission map when requesting new mission after returning from previous mission
    - fixed bug of timers not working correctly after requesting new mission after returning from previous mission
    - fixed some other errors dealing with campaign
    - fixed bug of TAI map, heading bar, and messagebox not starting in expanded modes if set in user options in campaign mode
v0.0.3  - fixed bug of messagebox not remembering it's status (expanded or collapsed) when TC level causes it to change state
    - added the ability for ships to send out radio messages when they have spotted a sub/periscope
    - added the ability for ships to send out radio messages when they are destroyed/sinking
    - added a new user option that specifies the maximum distance at which a ship can start looking for you for purposes of firing off a radio message. Default value is 8000m   (RangeShipSendingSubSightedMessage)
    - updated scope mods with information/files from Trevally and toniloCoyote

Last edited by Jacke; 11-07-11 at 05:57 PM.
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