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Old 11-05-11, 06:15 AM   #376
Sartoris
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Wow, this sounds weird. Have you patched the game to 1.2? It would maybe help if you posted your PC configuration (RAM, video card etc.).
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Old 11-05-11, 06:29 AM   #377
Trevally.
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Quote:
Originally Posted by Gabsau View Post
Hi Everyone,

I am new to Silent Hunter 5 and am really enjoying OHII. Unfortunately, I have come across a game breaker.

After completing the first objective (Eastern British Coastal) I return to base and select the new mission, 'North Western Approaches'.

Once I begin that patrol, every time I try to open the navigation/strategic map my game crashes. Each and EVERY time. I have tried everything! (Including):
- reinstalled ALL MODS
- Uninstalled ALL MODS except for OH II
- Reinstalled OH II + patch
- reinstalled SH5 completely

And to no avail... the game still crashes each and every time on North Western Approaches.

Any idea of what to do? I've given up at the moment as I have spent 5 hours trying to fix it. Hopefully someone here may have had the same issue?
Hi Gabsau

Yes - as Sartoris says - can you check and post you are v1.2 for stock game and list your PC

Also - please list your mods setup (from JSGME click tasks and export mod list to clipboard - then paste here)

thanks
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Old 11-05-11, 06:40 AM   #378
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I just noticed something - when activating part 2 of Cerberus mod JSGME detects two conflicts with NewUI:


Folder "data\Sea\NOL_Dale" has already been added by the "NewUIs_TDC_6_8_0_ByTheDarkWraith" mod.
Folder "data\Sea\NTR_Oronsay" has already been added by the "NewUIs_TDC_6_8_0_ByTheDarkWraith" mod.

Is it okay to aceept this?
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Old 11-05-11, 06:46 AM   #379
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Quote:
Originally Posted by Sartoris View Post
Is it okay to aceept this?
Yes - it is ok

TDWs UI has soan information for both these ships.
No files will be overwritten when you add this - the warning is to say the the "Folders" are already there - so all is ok
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Old 11-05-11, 06:49 AM   #380
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Thank you, I always get too cautious when enabling mods.

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Old 11-05-11, 03:58 PM   #381
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Hi Sartoris and Trevally - thanks for your replies, I really appreciate it

Quote:
Have you patched the game to 1.2? It would maybe help if you posted your PC configuration (RAM, video card etc.).
Yes, game is patched to 1.2.

Here is my system information:

------------------
System Information
------------------
Time of this report: 11/6/2011, 07:54:05
Operating System: Windows 7 Home Premium 32-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110622-1506)
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: HP Pavilion dv6 Notebook PC
BIOS: Default System BIOS
Processor: Intel(R) Core(TM) i7 CPU Q 720 @ 1.60GHz (8 CPUs), ~1.6GHz
Memory: 4096MB RAM
Available OS Memory: 3062MB RAM
Page File: 1444MB used, 4679MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode

[I also have the GT230 Geforce entertainment graphics card - powerful graphics card so that shouldn't be a problem?]

---------------------------------------------------------

Quote:
please list your mods setup (from JSGME click tasks and export mod list to clipboard - then paste here)
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Dynamic Environment SH5 Basemod (normal ) V2.1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Damage assessment
BRF real floatation 1.3 full
Capthelms SH5 Audio Mod
IO_StrategicMap_4_2_for_stock
OPEN HORIZONS II_full v1.4
IRAI_0_0_30_ByTheDarkWraith
OH II Campaign Radio Messages v4
U-boat Historical Specifications 1.7 for Stock
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
MoraleMod
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
Critical hits 1.1 Torpedos
Critical hits v 1.2
OHII v1.4 Patch2 Full


------------------------------------------

Thanks so much guys. I really appreciate your help
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Old 11-05-11, 04:12 PM   #382
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Wasnt the morale fixed in patch 1.2 ? So that morale mod isnt required anymore ?
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Old 11-05-11, 04:30 PM   #383
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Quote:
Originally Posted by Gabsau View Post
---------------------------------------------------------

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Dynamic Environment SH5 Basemod (normal ) V2.1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Damage assessment
BRF real floatation 1.3 full
Capthelms SH5 Audio Mod
IO_StrategicMap_4_2_for_stock
OPEN HORIZONS II_full v1.4
IRAI_0_0_30_ByTheDarkWraith
OH II Campaign Radio Messages v4
U-boat Historical Specifications 1.7 for Stock
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
MoraleMod
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
Critical hits 1.1 Torpedos
Critical hits v 1.2
OHII v1.4 Patch2 Full


------------------------------------------

Thanks so much guys. I really appreciate your help
Hi Gabsau

I have never heard of this type of issue before - so im guessing here

When you are in the bunker (before going on that patrol) can you speak to the upgrade officer and get requests.
If this is greyed out - it is a common bug and can be fixed by save/load.
If you go on patrol without this save/load and you see no loading screen when you start the patrol - there is a good chance of a ctd during the patrol.

You can also try removing "IO_StrategicMap_4_2_for_stock"
I have no idea why - but woth a try as it is a map mod.
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Old 11-05-11, 04:36 PM   #384
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Hi Trevally,

Thanks for your reply.

Guess what - I fixed it

I loaded a saved game BEFORE I ended my patrol for the first objective and decided to try 'end patrol' again. Once in the bunker, I selected the new mission and started my new patrol and it works fine.

Not sure why that happened, seems like there may have been a problem with the save game?

Thanks for your assistance and fantastic mod. Am relieved I am able to get back to sea!

At least if someone else ever encounters the same problem they will know what to do.
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Old 11-05-11, 04:47 PM   #385
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Quote:
Originally Posted by Gabsau View Post
Hi Trevally,

Thanks for your reply.

Guess what - I fixed it

I loaded a saved game BEFORE I ended my patrol for the first objective and decided to try 'end patrol' again. Once in the bunker, I selected the new mission and started my new patrol and it works fine.

Not sure why that happened, seems like there may have been a problem with the save game?

Thanks for your assistance and fantastic mod. Am relieved I am able to get back to sea!

At least if someone else ever encounters the same problem they will know what to do.
Glad you got it fixed and thanks for reporting
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Old 11-07-11, 02:23 PM   #386
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Just a question, do I need to enable the ''OHII - Cerberus ship patch?'' What is this patch for, I dont have that patch in my mods but do I need it?

My mods
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Old 11-07-11, 02:38 PM   #387
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Quote:
Originally Posted by kiwi_2005 View Post
Just a question, do I need to enable the ''OHII - Cerberus ship patch?'' What is this patch for, I dont have that patch in my mods but do I need it?
Hi Kiwi

No - you don't need it
It is only if you use the ceberus ship mod or use TDWs MO
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Old 11-07-11, 03:46 PM   #388
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Quote:
Originally Posted by Trevally. View Post
Hi Kiwi

No - you don't need it
It is only if you use the ceberus ship mod or use TDWs MO
Okay thanks
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Old 11-12-11, 05:17 PM   #389
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I am wondering if the threat zone has anything to do with the ctds at scapa ? Should the threat zone end date correspond to the Total Germany end date . I notice that the threat zone lifetime is 99999 which is in hours , which is about 11 years .

Last edited by THE_MASK; 11-12-11 at 05:38 PM.
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Old 11-12-11, 06:11 PM   #390
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Quote:
Originally Posted by sober View Post
I am wondering if the threat zone has anything to do with the ctds at scapa ? Should the threat zone end date correspond to the Total Germany end date . I notice that the threat zone lifetime is 99999 which is in hours , which is about 11 years .
Threat zones - like many things in campaign layer have quite open dates.
This is normal. Only where things have to be time or date relevant does it matter.

I am sure scapa is buggy due to the spawning ship nodes.
I can find nothing to control these (how soon does a new ship replace the sunk one) and do not fully understand how they work. This is why in OHII they were not used but the stock ones were mostly kept in.

I have not had a ctd in scapa like most here have had - I have only ever attacked OHII placed targets (not spawned units from a node)
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