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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Eternal Patrol
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On a whim I tried again, this time with Game Booster turned on. It loaded and seems to run just fine. I'm still a little worried though. Will it run in that configuration with the Merchant Fleet Mod activated? I guess only time will tell.
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“Never do anything you can't take back.” —Rocky Russo |
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#47 | |
Sea Lord
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#48 |
Eternal Patrol
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I feel the need to try to make everything work together. I already know from experience that if it doesn't I've accomplished nothing. Meanwhile I like to drive around the harbors looking at the sights, and if I need to sink something there's always a single mission waiting for me.
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“Never do anything you can't take back.” —Rocky Russo |
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#49 | |
Canadian Wolf
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#50 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
Uploads: 0
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Ditto RDP, in fact I don't think I have ever finished one !
Best regards. Fubar2Niner |
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#51 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
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Sailor Steve, try to use Schluese v6 instead of v7. I had always problems with CTD using version 7, don't know why. Version 6 is much more stable and good looking too.
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#52 |
Eternal Patrol
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I don't think either. Oh, that wasn't what you meant.
![]() That said, I know I've never completed a career. I've thought about that. I looked, and v7 is more than twice the size of v6. On the other hand with v6 I'll have to install the bridge mod that BBW made just for me, whereas v7 has the correct Kiel bridges built in. Still, as you say, that may be the way to go.
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“Never do anything you can't take back.” —Rocky Russo |
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#53 |
Navy Seal
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Steve, I have used v7 in the past with no problems. I do use the 4GB patch with it. I am not using v7 right now because I am at Lorient and the changes made in St. Nazaire in v7 cause the sub pen walls in Lorient to disappear. When I sail out of Keil, or St. Nazaire, I use v7, otherwise I use v6.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#54 |
Eternal Patrol
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I'm not inclined to switch back and forth. Even though v6 follows the Stock pattern of having the U-boat docks in the wrong place, I agree that I like the way it looks and feels, so I'll probably stick with v6 and use the Bridges add-on.
I've re-enabled H.sie's patch, but not the Supplement. I'm saving that for last. I intend to compare and contrast all the relevant text files as I go along. That should make it work, and I think I'll be happy with my final result.
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“Never do anything you can't take back.” —Rocky Russo |
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#55 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
Uploads: 0
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@Steve
A tad late I'm sorry, hectic day at work. Here is, as promised, my working mods list: Generic Mod Enabler - v2.6.0.157 [H:\SilentHunterIII\MODS] GWX - Captain America's Officer Icons GWX - Integrated Orders GWX - Merged Campaign GWX - VIIC41 Player Sub GWX - Alternative Flotillas GWX - Axis Mediterranean Aircraft Skins GWX - Late War Sensors Snorkel Antennas GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Merchant_Fleet_Mod_3 MFM3.2 displacement correction mod LifeBoats&Debris_v4 GWX_DFa-Flag&Pens_2010 FM30_UpDown_final FM_NewInterior_V1.0 Conning Tower open Hatch TestFMfood Depthcharge Shake v2.01 Urfischs_ModStrike_Beta1 Real Depth Charge Searchlights_Removed Torpedo damage Final ver2.0 TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 WAC4.1 SubPen_animated_18.02.2010 Combat Radio Frequency Flags_enlighten Rapt0r's Uniforms V2.0 [Grey] No Medals On Crew [Patch] Q Ship mod GWX3.0 Kaleun's Cap Destroyers&Corvette A_to_I_class_mod Materials file for Aces' multi-mod v1.3 DD_VisibleMines_V1.0 EnvSimAct_Stiebler M.E.P v5 Optional - ShipVanishingHull for MEP v5 Optional - Stock Reflections for MEP v5 Optional - Zoomable Free Camera M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod Torpedo_HAHD_1024_GWX GWX3.0 All_Weather_Guns M04B-MX04B Karle's_Crash_Dive_Mod KB's Diesel Sound Mod J_to_Z_Class_mod Hunt_I_to_III_mod WB's Renown Replacement SH3 Gramophone Thomsen's Sound Pack V3.2cg Aces' Multimod compatability fix v1.6 beta Aces' Combined SH3.SDL Files v4 New Uboat Guns 1.2 TKSS18 German U-Boats Compilation New U-Boat Guns Fixed Reworked (for German U-Boats Compilation) FixAllSubGWX Hope this helps ![]() Best regards. Fubar2Niner |
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#56 |
Eternal Patrol
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Well, Wilhelmshaven etc v6 works just fine, but I get another crash with the Bridges add-on. But I have to have those bridges! Maybe I'll just switch to LSH3.
First, though, I'm going to compare the files from all three versions side by side. Maybe I can figure it out. ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#57 |
Eternal Patrol
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This is getting frustrating...but still entertaining. I tried the different Wilhelmshaven mods with mixed results. I finally tried loading v6 manually. It ran fine. Put in the Bridges add-on and got a crash. To fix that I had to remove the whole game and clean everything. Reloaded SH3, then GWX, then tried to run it that way. Crash. I deactivated and reactivated the 4-Gig patch. No luck. Then I made sure I had the GWX-Commander files installed. It's been so many years that I forgot all about that little wrinkle. Still no luck.
Then I remembered the Save-Game folder in My Documents. Deleted that and tried to start again, and got the message saying Commander can't function until the game has been run once. Good! That means it realizes it's a fresh install. Replayed the Navigation class, then tried a career start. All good so far. Tomorrow I'm back to testing the Wilhelmshaven mods. I had planned on starting a career on New Years Day. Nine days later I haven't even started installing my favorite mods. Maybe by next New Years... ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#58 |
GLOBAL MODDING TERRORIST
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Thursday, February 19th?
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#59 |
Eternal Patrol
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Well, I'm reaching the point where I'm pulling my hair out and screaming at the monitor. I can't get any of the Wilhelmshaven, St Naz & Schleuse versions to work. I know I've used one in the past, on the old machine, so I know it's possible. There isn't much to investigate. I set up a fresh version, load GWX, test it in Academy, Single Mission and Campaign mode, then load one of the mods. When I get to Campaign mod it crashes. Nothing fancy, nothing seems to conflict, but there it is.
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“Never do anything you can't take back.” —Rocky Russo |
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#60 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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I've thought about buying a new computer and then perhaps be able to run LSH. It seems like it might not be as simple as I thought it would be.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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