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Old 08-03-11, 02:31 PM   #1
Trasgu2010
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MOD CONFLICT

HI every body!!!

Everything was ok untill my 6th patrol.
I made some changes in my mod list including someones which Iīd like to have but then I started having CTD.
I made some changes since but I donīt know How I can realign my mod list in order to have a working=runing mod list.

Can you tell me what is wrong?
Do I have to put the mods in a different order?.

I have a look to Aces,Frau kaleun,FITZCARRALDO,Rudewarrior,Sailor Steve and some others Mods ORDER LIST and I think that mine Itīs similar.But doesnīt work.
Even I removed Thomsens Sound Pack.

Here you have my mod list.
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Old 08-03-11, 02:43 PM   #2
frau kaleun
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Can't speak for the others you mentioned, but I usually put a disclaimer when posting my mods list noting that a lot of them are only compatible with each other because I've tinkered with them or applied homemade fixes.

That said, nothing in your list that I'm familiar with jumps out at me as being problematic, but there are some mods there that I know nothing about at all. Hope someone else can be more helpful.
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Old 08-05-11, 03:35 PM   #3
Victor Schutze
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Quote:
Originally Posted by frau kaleun View Post
Can't speak for the others you mentioned, but I usually put a disclaimer when posting my mods list noting that a lot of them are only compatible with each other because I've tinkered with them or applied homemade fixes.

That said, nothing in your list that I'm familiar with jumps out at me as being problematic, but there are some mods there that I know nothing about at all. Hope someone else can be more helpful.
That is where the weakness of the mod system lies:

It is difficult for the novice to figure out how to tweak the mods so that they are compatible. Piling up the mods does not work all the time.

If some of the modders were willing to give the details of the tweaks between two mods, a novice player would have an easier time.

Any idea if one of you have this information?

Help appreciated.
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Old 08-05-11, 06:29 PM   #4
frau kaleun
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Quote:
Originally Posted by Victor Schutze View Post
That is where the weakness of the mod system lies:

It is difficult for the novice to figure out how to tweak the mods so that they are compatible. Piling up the mods does not work all the time.

If some of the modders were willing to give the details of the tweaks between two mods, a novice player would have an easier time.

Any idea if one of you have this information?

Help appreciated.
I always appreciate it when a modder makes a point of saying what can be done or undone to make something compatible with something else. Usually if it's a minor thing I just ask - for instance it's a lot easier to know that there's only one small change to commands_xx.cfg, and be told what it is, and then go make the edit manually rather than having to search for it. And some modders will actually give instructions for doing the edits manually if that's a user's preference.

But I frequently spend a lot of time going over files that are shared between mods, entry by entry in Winmerge or S3D, to see what the differences are if any and whether or not I can make a combined file that will account for everything I need to run all the mods I want. Some people would hate that, or simply don't have the time, but as much as I grumble about it to myself when I'm doing it and can't quite figure something out as quick as I'd like, I have learned a TON of stuff about how things work. And personally I like that.

One of the issues involved here is the sheer number of mods out there - it would be impossible for a modder to give instructions for compatibility tweaks that would account for even a small fraction of the stuff that various people use or want to use in combination. So I just figure if I can't see how something might work or could work, and it's important enough to my gaming experience that I really want to give it a shot, I'll just ask. The nice thing is that with a great community like this, help is so readily available.
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Old 08-05-11, 09:12 PM   #5
Fish In The Water
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Quote:
Originally Posted by frau kaleun View Post
But I frequently spend a lot of time going over files that are shared between mods, entry by entry in Winmerge or S3D, to see what the differences are if any and whether or not I can make a combined file that will account for everything I need to run all the mods I want.
I see we suffer from the same affliction, although in my mind the jury remains out on whether this amounts to good mod-management or obsessive micro-managing.

Either way, I'm happy so no need to rock the boat.
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Old 08-05-11, 10:09 PM   #6
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JSGME has a feature when you open it called Task right in the middle.

Wren you click it it opens to show 4 tasks it will do.

The second one is " Generate a snapshot of game files " Mods.

Now you have a copy of what mods work toghter so when you add alot more mods at once you, have a snapshot to compare to.

That's another feature.
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Old 08-05-11, 11:40 PM   #7
Victor Schutze
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Quote:
Originally Posted by frau kaleun View Post
I always appreciate it when a modder makes a point of saying what can be done or undone to make something compatible with something else. Usually if it's a minor thing I just ask - for instance it's a lot easier to know that there's only one small change to commands_xx.cfg, and be told what it is, and then go make the edit manually rather than having to search for it. And some modders will actually give instructions for doing the edits manually if that's a user's preference.

But I frequently spend a lot of time going over files that are shared between mods, entry by entry in Winmerge or S3D, to see what the differences are if any and whether or not I can make a combined file that will account for everything I need to run all the mods I want. Some people would hate that, or simply don't have the time, but as much as I grumble about it to myself when I'm doing it and can't quite figure something out as quick as I'd like, I have learned a TON of stuff about how things work. And personally I like that.

One of the issues involved here is the sheer number of mods out there - it would be impossible for a modder to give instructions for compatibility tweaks that would account for even a small fraction of the stuff that various people use or want to use in combination. So I just figure if I can't see how something might work or could work, and it's important enough to my gaming experience that I really want to give it a shot, I'll just ask. The nice thing is that with a great community like this, help is so readily available.
I understand, but if you or another modder / player has successfully managed to make a tweak between two or several mods, why not share the detailed process of the tweak in a specific thread!?

I see everyday players having difficulties with their mod soup: it would be helpful that they find a specific thread in which they can find a detailed process.

Most of the time players like myself stack 50 mods on top of each other and try to sort them out because we want all the last cool mods. This is normal, but not everything works out well. In my case, when i want to go from the command room to the conning tower, i get a camera view outside of the boat

This was one year ago and i never succeeded in fixing the problem, therefore i just don't click on the conning tower and bypass it to go directly to the Attack periscope view or the bride.

And i come EVERYDAY on this site to see whether i would find answers to my questions. Sometimes i find the answer, most times i don't due to the fact that explanations are not clear or unavailable.

My dream is if one day i manage to make compatible two mods- which i doubt of course- i shall put a detailed procedure to help my fellow Kaleuns!

It would be a good way TO ATTRACT MORE NEW KALEUNS to this site if a thread existed with DETAILED PROCEDURES.

On the long run, i am confident that most of the difficult mods cases would be clarified to the masses of Kaleuns who, as you emphasized in your post, don't have the time or the skills-or both like myself- to figure out these specific tweaks.

I am frustrated and exhausted.

The ball is in your camp.
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Old 08-06-11, 12:47 AM   #8
Victor Schutze
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But at any rate, if it does not happen, well, I'll just play with what i can have. SH3 + GWX + ~50 to 60 mods is what i want to play. I'll never come back to vanilla SH3.

SH3 is THE ONLY COMPUTER GAME I PLAY! I started playing Silent Service on an Amiga computer in the 80's and i'll play a ww2 subsim until i die.

I played only once since the start of this year though...this website is my homepage, i come here everyday to find answers...that i never find!

I come here and i just read those threads where the "big guys" manage to make their mods to work...and i envy them...so i go watch Das Boot one more time, it makes me feel a little better...a little only.

Sorry to bother you with my problems...
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Old 08-03-11, 08:38 PM   #9
Fish In The Water
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Quote:
Originally Posted by Trasgu2010 View Post
Everything was ok untill my 6th patrol.
I made some changes in my mod list including someones which Iīd like to have but then I started having CTD.
Do you recall which mods you added between everything running okay and the start of the CTD's? If so, start by rolling them back one at a time to single out the culprit.
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Old 08-04-11, 11:07 AM   #10
Trasgu2010
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I think that I solved the problem in part.

First problem=SH3 Commander r3.2.

I made a wrong multi installation of SH3 Commander r3.2.

I made new Installation of GWX 3.0 Gold avec cette nom: "SHIIIGWX3.0GoldSH3CommanderMEDITERRANEO"

I made a scond installation of SH3 Commander r3.2 in this way:

I create a folder called "SH3Commander r3.2-Mediterraneo" and I installed Commander into this folder.Then I installed SH3Cmdr Config files for GWX3.0

But This did not work at all.

I do not know why the previous installation of Commander and the new installation of Commander are mixSo when I launch=Start Commander I have a CTD

Second Problem:

Aces' Multimod compatability fix v1.6 beta.


You MUST HAVE (ALL) the following mods enabled:
GWX_DFa-Flag&Pens_2010, FM30_UpDown_final, FM_NewInterior_V1.0, Conning Tower open Hatch TestFMfood, Depthcharge Shake v2.01, Urfischs_ModStrike_Beta1, Waterstream+Exhaust Combi V2.3 for GWX3, to ensure correct operation.

And I do not have:

FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood

Which are really nice ones but I canīt install īcause I have only 2GB of RAM and If I install those ones I have no more than 5-10 fps.

So when I launch=Start I have a CTD īcuse I do not have Enought RAM.

Now Iīm gonna try only one installation of SH3 Commander R3.2 and all the mods Except "Aces' Multimod compatability fix v1.6 beta".


Quote:
Originally Posted by Trasgu2010 View Post
HI every body!!!

Everything was ok untill my 6th patrol.
I made some changes in my mod list including someones which Iīd like to have but then I started having CTD.
I made some changes since but I donīt know How I can realign my mod list in order to have a working=runing mod list.

Can you tell me what is wrong?
Do I have to put the mods in a different order?.

I have a look to Aces,Frau kaleun,FITZCARRALDO,Rudewarrior,Sailor Steve and some others Mods ORDER LIST and I think that mine Itīs similar.But doesnīt work.
Even I removed Thomsens Sound Pack.

Here you have my mod list.
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Old 08-06-11, 11:57 AM   #11
Trasgu2010
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Mod Conflict finally solved.

Now I have a working list.The one that I removed from list was "Aces' Multimod compatability fix v1.6 beta".
and I installed "WBīs Mission Orders".

Now Iīm going to try amulti installation of SH3 Commander r3.2

Quote:
Originally Posted by Trasgu2010 View Post
I think that I solved the problem in part.

First problem=SH3 Commander r3.2.

I made a wrong multi installation of SH3 Commander r3.2.

I made new Installation of GWX 3.0 Gold avec cette nom: "SHIIIGWX3.0GoldSH3CommanderMEDITERRANEO"

I made a scond installation of SH3 Commander r3.2 in this way:

I create a folder called "SH3Commander r3.2-Mediterraneo" and I installed Commander into this folder.Then I installed SH3Cmdr Config files for GWX3.0

But This did not work at all.

I do not know why the previous installation of Commander and the new installation of Commander are mixSo when I launch=Start Commander I have a CTD

Second Problem:

Aces' Multimod compatability fix v1.6 beta.


You MUST HAVE (ALL) the following mods enabled:
GWX_DFa-Flag&Pens_2010, FM30_UpDown_final, FM_NewInterior_V1.0, Conning Tower open Hatch TestFMfood, Depthcharge Shake v2.01, Urfischs_ModStrike_Beta1, Waterstream+Exhaust Combi V2.3 for GWX3, to ensure correct operation.

And I do not have:

FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood

Which are really nice ones but I canīt install īcause I have only 2GB of RAM and If I install those ones I have no more than 5-10 fps.

So when I launch=Start I have a CTD īcuse I do not have Enought RAM.

Now Iīm gonna try only one installation of SH3 Commander R3.2 and all the mods Except "Aces' Multimod compatability fix v1.6 beta".
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Old 08-06-11, 05:03 PM   #12
Fish In The Water
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Mod Conflict finally solved.
It's a great feeling isn't it? Congrats and enjoy!
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Old 08-06-11, 11:35 PM   #13
Victor Schutze
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Quote:
Originally Posted by Trasgu2010 View Post
HI every body!!!

Everything was ok untill my 6th patrol.
I made some changes in my mod list including someones which Iīd like to have but then I started having CTD.
I made some changes since but I donīt know How I can realign my mod list in order to have a working=runing mod list.

Can you tell me what is wrong?
Do I have to put the mods in a different order?.

I have a look to Aces,Frau kaleun,FITZCARRALDO,Rudewarrior,Sailor Steve and some others Mods ORDER LIST and I think that mine Itīs similar.But doesnīt work.
Even I removed Thomsens Sound Pack.

Here you have my mod list.
Can you tell me how to get the "Add TMT ThomsensShips fix"?
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Old 08-07-11, 01:29 AM   #14
frau kaleun
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Quote:
Originally Posted by Victor Schutze View Post
Can you tell me how to get the "Add TMT ThomsensShips fix"?
That fix is probably the one that comes with the Extras for the Wilhelmshaven Campaign mod as an optional compatibility fix. If so, it makes that mod compatible with TMT+ThomsensShips and isn't necessary unless you're using both of them.
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Old 08-07-11, 03:31 AM   #15
Trasgu2010
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Here you have.Have a look to this threads:

http://174.123.69.202/~subsimc/radioroom/showthread.php?t=169744 [REL] WB's extra ships for Wilhelmshaven campaign

http://174.123.69.202/~subsimc/radioroom/showthread.php?t=163556 TMT v2 + Thomsens Ships Combimod



Quote:
Originally Posted by Victor Schutze View Post
Can you tell me how to get the "Add TMT ThomsensShips fix"?
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