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Old 09-16-13, 09:36 AM   #1
Lexstock
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Default Need some help concerning crashes.

Hello all,
I've had SH5 for a while now, played it with some mods back in the day, and I do know how terribly unstable this game can be..

Now, for the past 3 days I've been trying to get my game running with Sobers mod list from his thread (except for some small differences), and each time I get a crash on something else.
I followed all of his explanations, scoured the forums, checked other peoples list, and I just can't seem to find what I'm doing wrong, it's really getting frustrating.

First of, this is the order I do this. I freshly install the game, then install JGSME and the Generic Patcher (both the latest version). Then I launch the vanilla game, start a new campaign, exit the tutorial and exit the game, I go to my documents where I change the variable where the game thinks I did the tutorial (so I can skip it later).
Now before I installed the mods, I went in to TDWUseroption thing, didn't change anything though. Installed all the mods through JGSME, after that was done, I launched the latest Generic Patcher and patched all the fixes.
So each time I've done this, there's something wrong and I get a CTD sooner or later.

The most recent problem I've got right now, after a fresh install etc. Is that when I use any of the dive commands, the game crashes and I get an error in the dbgview thing. Also, if I click the Reports button of my officers, nothing shows up.

Here is my mod list:
Code:
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
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
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
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (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_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
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
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MCCD_1.04_MFCM_1.2.1_compatible
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
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
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
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF 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
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Warfox Upgrades 0 Renown v1
I really hope someone can help me out here, because I really don't know any other ways of fixing things. I've tried everything I can think of.

Thanks in advance!
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Old 09-16-13, 12:59 PM   #2
Webster
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when you uninstalled the game did you remember to open the game files and manually delete any files that remain there?

its a common thing to forget to do and another is to uninstall the game with mods still installed which cause large numbers of files to be left behind and corrupt the new install

also you cant use saved games with the new install since the files are different even if you think you installed them the same there will always be something you did a little different
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Old 09-17-13, 12:57 AM   #3
Lexstock
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Quote:
Originally Posted by Webster View Post
when you uninstalled the game did you remember to open the game files and manually delete any files that remain there?

its a common thing to forget to do and another is to uninstall the game with mods still installed which cause large numbers of files to be left behind and corrupt the new install

also you cant use saved games with the new install since the files are different even if you think you installed them the same there will always be something you did a little different
Yes, I did everything according to the book. Uninstall > delete all files + my documents file > Reboot pc > reinstall > update > add mods > Start new campaign.
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Old 09-17-13, 01:32 AM   #4
plj
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I'm not sure what you did and how, but:

I've just recently (3 days ago) installed Sober's modpack. I used:

Sober_all_n_one28082013 for the mod files, and had to rename/add a few entries to make them match the MEP file I used: sobers 1500 03092013

I used the .exe patcher to add all changes except realistic torps, as that would give me 1 out of 8 working torps, and 7 duds, circle runners, off course, etc. .. it would be more effective to just ram them.

I did it slightly different tho:

1. Fresh install of SH5
2. copy JSGME.exe to install dir
3. Run JSGME and close after creating default folder
4. Copy unzipped all_n_one file to the newly created MODS folder
5. Load MEP file
6. Check MODS dir for slightly different name of missing mod (version number) and either rename, or get the missing mod from the download area
7. When all errors cleared, I copied sh5.exe and all the needed .act files to my TDW folder, residing in my MODS folder (created by JSGME)
8. Used the patcher, then installed it as last mod
9. Change config files as desired/proposed
10. run game

This gave me 0 CTD's so far.
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Old 09-17-13, 04:26 AM   #5
Lexstock
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Quote:
Originally Posted by plj View Post
I'm not sure what you did and how, but:

I've just recently (3 days ago) installed Sober's modpack. I used:

Sober_all_n_one28082013 for the mod files, and had to rename/add a few entries to make them match the MEP file I used: sobers 1500 03092013

I used the .exe patcher to add all changes except realistic torps, as that would give me 1 out of 8 working torps, and 7 duds, circle runners, off course, etc. .. it would be more effective to just ram them.

I did it slightly different tho:

1. Fresh install of SH5
2. copy JSGME.exe to install dir
3. Run JSGME and close after creating default folder
4. Copy unzipped all_n_one file to the newly created MODS folder
5. Load MEP file
6. Check MODS dir for slightly different name of missing mod (version number) and either rename, or get the missing mod from the download area
7. When all errors cleared, I copied sh5.exe and all the needed .act files to my TDW folder, residing in my MODS folder (created by JSGME)
8. Used the patcher, then installed it as last mod
9. Change config files as desired/proposed
10. run game

This gave me 0 CTD's so far.
I'll try it your way as well then. But I've read you shouldn't add the patcher as a mod because it's a standalone thing?
Also, I first bought SH5 on steam back in the day, and afterwards got a disc version. So I had removed the steam version (and all files related to SH5) and installed it from the disc. Could this be causing an issue?
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Old 09-17-13, 04:32 AM   #6
plj
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It shouldnt afaik. You could test that tho by disabling all mods, and then running sh5 .. if no CTD's happen, it's logically somewhere in the mods, their order, or the absence of prerequirements.

By doing it the way I describe, (and which I copied and adapted from here) you can easily deactivate it, update other mods, recopy needed files, repatch without being unable to revert to prepatched version without storing backup files in your own locations. Keeps stuff together nice and ordered
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