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Old 10-06-13, 03:32 PM   #331
plj
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After my first trial and error with sh5 mod installation, I zipped a copy of a pristine savedir .. I just renamed my old one, unzipped the backup, copied over my main.cfg and tried again: CTD for Battle of the Mediteranian

The idea put forward by volodya about these 'heavy' mods just being to much for the engine .. it sounds logical .. even more so given the fact that others before us had similar issues back in january ..

Any test scenario's that could help narrow stuff down ? I dont mind having to restart the game a gazillion times.
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Old 10-06-13, 03:56 PM   #332
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Quote:
Originally Posted by plj View Post
After my first trial and error with sh5 mod installation, I zipped a copy of a pristine savedir .. I just renamed my old one, unzipped the backup, copied over my main.cfg and tried again: CTD for Battle of the Mediteranian

The idea put forward by volodya about these 'heavy' mods just being to much for the engine .. it sounds logical .. even more so given the fact that others before us had similar issues back in january .
Yes, but why the game starts normally with RSD enabled on a fresh campaign start? And why Vecko can load Mare Nostrum with no issues, did he get a Nasa computer? Moreoever, IIRC your and Mike's mod list are not particularly long

At this point I want to try myself...
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Old 10-06-13, 04:01 PM   #333
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Just a stupid thought perhaps, but could it be due to equipment/ships/planes/whatever not being in the game before this campaign, but now needing to be placed for the campaign and thus erring out because of an issue with it ?

Or, and given it's a VC++ error, could it be due to a functioncall where an integer is expected but a float or string is passed, possibly due to changes by any of the mods in question ?
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Old 10-06-13, 04:02 PM   #334
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Quote:
Originally Posted by plj View Post
The idea put forward by volodya about these 'heavy' mods just being to much for the engine .. it sounds logical .. even more so given the fact that others before us had similar issues back in january ..
I had similar issues since I started play this game back in February 2012 and tried to enable together NewUIs + Open Horizons + MTNS (great mod btw)..
These mods work together only in the following combinations -
NewUIs + Open Horizons or
MaGUI + Open Horizons + MTNS
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Old 10-06-13, 04:06 PM   #335
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What does MTNS stand for ?
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Old 10-06-13, 04:08 PM   #336
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Quote:
Originally Posted by plj View Post
What does MTNS stand for ?
http://www.subsim.com/radioroom/showthread.php?t=183101
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Old 10-06-13, 04:15 PM   #337
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Hmz .. only logical connection that might have with our list is 'Expanded Navies by Cybermat47 v.1.0.01' perhaps .. how similar where your problems ?
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Old 10-06-13, 04:29 PM   #338
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If you can say for X2 5000+ AMD athlon NASA computer then OK...

I would suggest nice clean fresh installation of SH5 , to different location on your HD(to confuse any remaining registry entry)...Hard times bring hard measures...
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Old 10-06-13, 04:34 PM   #339
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Quote:
Originally Posted by plj View Post
Hmz .. only logical connection that might have with our list is 'Expanded Navies by Cybermat47 v.1.0.01' perhaps .. how similar where your problems ?
These mods (MTNS and Expanded Navies) can not be compared.. MTNS is dozens of imported models/ships plus a full edited campaign for them..
Problems? the same as always - CTD on campaign start..
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Old 10-06-13, 05:04 PM   #340
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Quote:
Originally Posted by plj View Post
Just a stupid thought perhaps, but could it be due to equipment/ships/planes/whatever not being in the game before this campaign, but now needing to be placed for the campaign and thus erring out because of an issue with it ?
ship/planes/whatever, no, equipments (and only equipments) yes: RSD brings at least a new equipment in game (my destructible version of the GHG sensor), and changes the settings of many other equipments. But everything should be okay on a fresh campaign start

Quote:
Originally Posted by plj View Post
Or, and given it's a VC++ error, could it be due to a functioncall where an integer is expected but a float or string is passed, possibly due to changes by any of the mods in question ?
This is a much more likely conjecture, even though it stills it doesn't explain why Vecko can start Mare Nostrum normally...

Quote:
Originally Posted by vdr1981 View Post
If you can say for X2 5000+ AMD athlon NASA computer then OK...

I would suggest nice clean fresh installation of SH5 , to different location on your HD(to confuse any remaining registry entry)...Hard times bring hard measures...
Have you tried reproducing plj's and Mike's mod list, and launching mare nostrum?

More: taking the cue from the last post by ply, can you check that you have not entered numeric values in the wrong format unadvertently (wrong characters, wrong parameter naming, decimals instead of integers, commas as decimal separators instead of full stops, etc)?

Quote:
Originally Posted by volodya61 View Post
These mods (MTNS and Expanded Navies) can not be compared..
You cannot compare either RSD with MTNS, DynEnv, FXU or OH: this mod doesn't add new memory-intesive 3d models; doesn't add new campaign layers; doesn't add new particle generators to the game, doesn't create many new sets of parameters. If you look at its files, they are essentially stock files, and the entries recorded in them are more or less the same number as EUF's, whose files were used as base. RSD mostly changes some existing settings and it swaps a sensor with another sensor (whose 3d model is a 3-vertex mesh). The only significant addition are the new damage boxes, but if that was the problem, I would wait the game to crash on patrol loading or on impact detection, not specifically at the start of Mare Nostrum
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Old 10-06-13, 05:12 PM   #341
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Quote:
Originally Posted by gap View Post
You cannot compare either RSD with MTNS, DynEnv or OH: this mod doesn't add new memory-intesive 3d models; doesn't add new campaign layers; doesn't create many new sets of parameters. It mostly changes some existing settings and it swap a sensor with another sensor (whose 3d model is a 3-vertex mesh). The only significant addition are the new damage boxes, but if that was the problem, I would wait the game to crash on patrol loading or on impact detection, not specifically at the start of Mare Nostrum
Did you read my post with 'heavy' mods in my experience?

http://www.subsim.com/radioroom/show...&postcount=306
http://www.subsim.com/radioroom/show...&postcount=311

PS: I already said it before, this game and its errors can not be subjected to logical analysis..
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Old 10-06-13, 05:26 PM   #342
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Quote:
Originally Posted by volodya61 View Post
PS: I already said it before, this game and its errors can not be subjected to logical analysis..


said enough...
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Old 10-07-13, 02:50 AM   #343
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OK guys, we spend all of our options and we need to take more dramatic steps...I wont you to take following steps in order to save you (and me) from further frustration...

1. Delete your SH5 installation completely (including SH5 folder from my documents) and make a new one . (Clear reg.base, change path to the main SH5 folder)

2. Use TDW generic patcher.

3. This is my mod list...Install mods in this particular order, you can skip some mods but DO NOT install anything which is not in the list.
Code:
Accurate German Flags
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - No U-Mark
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
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith#1
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Nauticalwolf's_Periscope_Mod_v1.0
TDC Graphics by Naights v1.0
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
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2.2
Expanded Navies by Cybermat47 v.1.0.01
Sobers Terrain fix for OH2 V2.2
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MFCMCCDLite
RPM Hydrophone v2.2 -for OHII full v2.2-
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Fix clock rear torpedo room VIIA
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
sobers no footstep sound mod
sobers water splash anim SH5
Submarine's .sim&cfg (modified for engine ratio patches)
gap - armaments & equipments patch v 0.2
sobers bad weather deck gun V5 SH5
Do not install RSD yet!

4. Now start mare nostrum/mediteran campaign...

5. If everything is OK then, install RSDv5.3. and try to start campaign again.

6. If CTD again then we go to "stage 2"...

Last edited by vdr1981; 10-07-13 at 03:55 AM.
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Old 10-07-13, 04:06 AM   #344
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Quote:
Originally Posted by gap View Post
This is a much more likely conjecture, even though it stills it doesn't explain why Vecko can start Mare Nostrum normally...
I can also start Mare Nostrum without issue. Entered base, started patrol, no CTD.

Same can NOT be said for Battle for the Mediteranean, which CTD's as expected at campaign start.

I did not change my modlist yet, except for some stuff that's unrelated like the debris from explosions and red flares. Just to be ocercomplete, again my currently used modlist and order:

Code:
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
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
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
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)
FX Update 0.0.22 Torpedoes - MagDet range 3m (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_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
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
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Sobers Terrain fix for OH2 V2.2
Open Horizons II - Hospital Ship Texture Fix v 1
OH II Minefield map for TDWs Ui
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast 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
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
TDW_GenericPatcher_v_1_0_149_0
It seems to me the issue is related to campaignstart for Battle for the Mediterranean and nothing else. We seem to be able to start all other campaigns, more or less .. perhaps a few others give CTD's too.
Would it be helpfull to know which campaigns can be started using silentotto and which ones cant ? If so, I'll make that list first.

@vdr1981: Does your test protocol still make sense with this in mind ? (I can start Mare Nostrum, not Battle for the Med)

Also, any reason why you left OHII out ?

EDIT: Could it be the sub model you get in that campaign ? Also, I know it has been brought up before but donno what it was again, but my sub dives to snorkeldepth in dock, then comes back up .. could it hit the bottom in BftM and die, causing a CTD ?

Last edited by plj; 10-07-13 at 05:04 AM.
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Old 10-07-13, 04:43 AM   #345
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iam at a point that i cant start a campaig at all using "silentotto" and RSD 5.3.... using a version pre 5.2 allowed me at least other campaigns but not mare nostrum.

i wont allow someone dictating a modlist for me, but i can see some things i miss maybe, i have a look on it.
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