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Old 11-11-13, 10:24 AM   #31
Rongel
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Quote:
Originally Posted by Husksubsky View Post
It says:
"Materials.dat" has already been altered by the "Real Environment - Revision_3" mod.
"TDW_FXU_Flares_Materials.DAT" has already been altered by the "FX_Update_0_0_22_ByTheDarkWraith" mod.

Good luck in your problemhunt
Thanks for the info! But I still don't spot any bugs roaming around, your list looks ok, both of the overwrites should be ok, and work for me just fine. I saw that you don't have the new FX update patch that should remove some crashing, maybe that will fix the issue??? Maybe sober was also suffering because of that?
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Old 11-11-13, 10:51 AM   #32
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Originally Posted by Rongel View Post
I saw that you don't have the new FX update patch that should remove some crashing, maybe that will fix the issue??? Maybe sober was also suffering because of that?
I think so
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Old 11-11-13, 08:12 PM   #33
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Oh dear thanks guys I never knew one was up.
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Old 11-12-13, 07:51 PM   #34
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Not online unfortunately.
I'm a DCS and ROF fanatic, in a few days a BOS one , and later on (hardly waiting) with DCS WW2 Europe 1944...
I m in J2 in ROF
sorry for messing in thread
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Old 11-14-13, 12:50 AM   #35
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I tried again with sobers new list and with the FXU_0_0_22 ship zone file. Placed starshell patch where sober has it and later in the end where sjizzle has it. Tried that with the ship zone file too. Same result. It simply refuses to start at all using silentotto. Removed starshell patch and all fine. I give up I think and use the IRAI patch.
Can it be related to options settings or patch settings?
I saw somebody suggest changes in the patch but I can t find it again


Doing mod by mod reaserach now

Last edited by Husksubsky; 11-14-13 at 03:45 AM.
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Old 11-14-13, 05:16 AM   #36
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Originally Posted by Rongel View Post
It shouldn't, it works just like the edited materials.dat file. Only reason could be that I used the file from FXU v21, and not from 22, but the files seem identical, there shouldn't be any problem.

I did some new tests but can't replicate the CTD's, everything is like it should be. I did even couple of "Silentotto" campaign starts, no crashes.

So all extra info concerning is welcome concerning possible starshell related CTD's.

EDIT: Include your mod list too!
Do you use TDW fix for Sobers chimney smoke? My dispear is turning to optimism here. After hours of searching I found I can not have OH2 , SH5 starshells patch and TDW chmineysmoke fix, but it works with any 2 of those three.
I m talking about silentotto starts.(wich isn t so important isolated , but it shows something is wrong)
I thought first it was OH2 , but I rolled back and found oh2 also worked with only starshells, fx update new ui s and Irai.I started adding mods and It worked until I installed the TDW chimney fix. Then retested with any 2 of those three and no problem. Maybe Sobers problems can be related to this too, but someone else must test silentotto start with those three mods present.
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Old 11-14-13, 05:28 AM   #37
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Originally Posted by Husksubsky View Post
Do you use TDW fix for Sobers chimney smoke? My dispear is turning to optimism here. After hours of searching I found I can not have OH2 , SH5 starshells patch and TDW chmineysmoke fix, but it works with any 2 of those three.
I m talking about silentotto starts.(wich isn t so important isolated , but it shows something is wrong)
I thought first it was OH2 , but I rolled back and found oh2 also worked with only starshells, fx update new ui s and Irai.I started adding mods and It worked until I installed the TDW chimney fix. Then retested with any 2 of those three and no problem. Maybe Sobers problems can be related to this too, but someone else must test silentotto start with those three mods present.
Good detective work there! I use all of the three and haven't witnessed problems. What campaign are you trying to start with 'silentotto', or is it every campaign that crashes? I can try to duplicate your results.

I don't know if it helps, but I can also make a test mission where you should see starshells in action easily!
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Old 11-14-13, 05:50 AM   #38
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Originally Posted by Rongel View Post
Good detective work there! I use all of the three and haven't witnessed problems. What campaign are you trying to start with 'silentotto', or is it every campaign that crashes? I can try to duplicate your results.

I don't know if it helps, but I can also make a test mission where you should see starshells in action easily!
I haven t tried all, but It seem it doesn t matter. I tried the last(final something), western app, mare n, archtic convoys. I usually use mare nostrum cause thats the one that always give trouble(if there is trouble.)
Anyway as I write now dissapointingly I hear it work with those three and fx update new ui s and irai. That means I have to start over again and find a fourth. will get back to you.

A test mission would be great, but for now I want to see what combination messes up the start. As I mentioned I believe that if it can t start a silentotto campaign it will definatly give trouble elsewhere. Persnonally I didn t get ctds with the starshells or with the irai patch. I did get lag without the Irai patch though and I want to use this startshell patch.

this my list now minus irai patch + starshell patch after fxu ship zone

HTML Code:
sobers game loading tips V8 SH5
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
Real Environment - Revision_3
sobers base sky mechanics V1
Water reflections intensity varied by available sunlight by TheDarkWraith
sobers water splash anim SH5
sobers see thru wake fix
sobers best ever fog  V22 SH5
sobers better terrain v4 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
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon files
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
Radio_Messages_1_2_0_German_Voices
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraithpatch1
R.E.M_by_Xrundel_TheBeast_1.2
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
Speech fixes and additions (german version)
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
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Realistic_Hydrophone_1_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
Patrolsearch autoscriptsV04
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers Realistic contrast V7 SH5
sobers realistic underwater FX6 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
Grossdeutscher Rundfunk
to be specific: it worked until I added oh 2. Then with oh2 and starshells it worked until tdw chimney fix.obviously those three work together too, so it seem its a three of four, or maybe even four of five that can work together here not two of three as I first thought... if my tired brain can still be logical. I always have fx update, new ui s and irai present. Aren t those required anyway?

Last edited by Husksubsky; 11-14-13 at 06:17 AM.
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Old 11-14-13, 08:18 AM   #39
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I came down my list to finish putting new ui s then I put Irai, tdw chimney fix and oh2. this did not work but after taking away something (didn t matter what it seemed) it worked. then all of a sudden it worked after I put the same mods back in. First time I experience a list that don t work all of a sudden works.
There is a pattern,I can feel it, but I can t see the pattern. Some mods are way more troublesome than others , but its not really mod conflicts. To blame the starshellpatch alone here isn t right although that was the last added and the hole thing worked without it .this is something else...jsgme related somehow I think. FXU0_0_22 ship zone was added after starshell patch. That never gave trouble.
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Old 11-14-13, 09:41 AM   #40
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Quote:
Originally Posted by Husksubsky View Post
I came down my list to finish putting new ui s then I put Irai, tdw chimney fix and oh2. this did not work but after taking away something (didn t matter what it seemed) it worked. then all of a sudden it worked after I put the same mods back in. First time I experience a list that don t work all of a sudden works.
There is a pattern,I can feel it, but I can t see the pattern. Some mods are way more troublesome than others , but its not really mod conflicts. To blame the starshellpatch alone here isn t right although that was the last added and the hole thing worked without it .this is something else...jsgme related somehow I think. FXU0_0_22 ship zone was added after starshell patch. That never gave trouble.
Many have witnessed weird bugs when the mod list starts to expand too much. Even if there are no conflicts. It has probably something to do with JSGME, it can't handle too many mods. And trying to figure the mechanics behind it is a quick way to get a mental break-down!

Anyway, there is now a test mission available in the first page, when you fire some torpedoes to the docked ship in front of you, you should see some lag-free starshells in the sky!
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Old 11-14-13, 11:16 AM   #41
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Originally Posted by Rongel View Post
Many have witnessed weird bugs when the mod list starts to expand too much. Even if there are no conflicts. It has probably something to do with JSGME, it can't handle too many mods.
I wonder if merging many mods in a single mega mod, as you are doing, would have the side benefit of reducing the evenience of JSGME-induced errors
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Old 11-14-13, 01:01 PM   #42
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I wonder if merging many mods in a single mega mod, as you are doing, would have the side benefit of reducing the evenience of JSGME-induced errors
No.. it's not JSGME related.. I tried this before.. merged all my mods in one folder..
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Old 11-14-13, 02:45 PM   #43
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Originally Posted by Rongel View Post
Many have witnessed weird bugs when the mod list starts to expand too much. Even if there are no conflicts. It has probably something to do with JSGME, it can't handle too many mods. And trying to figure the mechanics behind it is a quick way to get a mental break-down!

Anyway, there is now a test mission available in the first page, when you fire some torpedoes to the docked ship in front of you, you should see some lag-free starshells in the sky!
CTDs = mental break-down!
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Old 11-14-13, 03:37 PM   #44
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CTDs = mental break-down!
yep, yep... Just look at volodya61


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Old 11-14-13, 03:46 PM   #45
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yep, yep... Just look at volodya61


Atm its a choice between silent hunter online or mental - breakdown . Too lazy to do anything outside atm .
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