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Old 01-19-12, 03:58 PM   #391
Trevally.
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@ mikaelanderlund + vlad,
have you guys been using OHII and Mtms for a long time and only now getting issues
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Old 01-19-12, 04:09 PM   #392
mikaelanderlund
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Hi Trevally,

no I have not. I'm new to Harbour addition and mtns. But I have used OHII for long time without problem.
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Old 01-19-12, 06:58 PM   #393
vlad29
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Quote:
Originally Posted by Trevally. View Post
@ mikaelanderlund + vlad,
have you guys been using OHII and Mtms for a long time and only now getting issues
I only got issues when returning port from 1st patrol (before it I've always interrupting campaign and starting the new career due to 'modsoup' remix)
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Old 01-19-12, 07:17 PM   #394
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actually come to think of it, it is only recently that i have had ctds in game since adding mtns, i thought it was the radio messages. i have 24gb ram.
when i disabled radio messages and still used mtns with OH 2 fix, no ctds.
put radio messages back ctd when going out into bay of biscay.
maybe mtns and radio messages dont like each other.
many thanks
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Old 01-20-12, 02:24 AM   #395
Silent Steel
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Quote:
Originally Posted by vlad29 View Post
Just disabled "mtns" and "mtns fix" - the game CTD while loading. Then enabled those mods again - CTD when loading every save. That means the end of career and all the achieved results. If MIkael is right and 8 Gb of RAM should not solve the problem - then using combination of OHII + Harbour addition+mtns is impossible by now. Just about to feel great disappointment

I don't think lack of memory is the answer to this problem.

Check your PM.

/ Tam vstretimsja
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Old 01-20-12, 05:39 AM   #396
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Quote:
Originally Posted by fromhell View Post
actually come to think of it, it is only recently that i have had ctds in game since adding mtns, i thought it was the radio messages. i have 24gb ram.
when i disabled radio messages and still used mtns with OH 2 fix, no ctds.
put radio messages back ctd when going out into bay of biscay.
maybe mtns and radio messages dont like each other.
many thanks
Are you activating mtns in this order?
1 Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
2 Open horizons II full v1.6
3 mtns - more traffic, nations and ships 1_8b
4 mtns - OHII&HarbourAddition Fix 1.6b

Do you run Magnum Opus, Terrain-Harbour-Flags, or SDBSM?
IF you do - in what order are Magnum Opus/ Terrain-Harbour-Flags SDBSM/ OH II activated in relation to each other?

What 'Radio Messages' mod(s) are you running?
Where in this order do you activate the Radio Messages mods?

If you're running MO - do you have the 'mtns - MO&THF Fix' mod? (Included in mtns v1.8).

Are you running Cerberus62 Additional Merchant Ships mods? If yes, deactivate them, they are included in OH II.

/
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Old 01-20-12, 08:37 AM   #397
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here is my soup.thanks for having a look at it.


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

Conus' Graphic Mod 1.1
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
Real Environment - Revision_3
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MoraleMod
No Damn Bubbles, No Damn Halo Mod
No Logo Intro Menu_Animation v. 01.00 by AvM
sobers NO water drops V1
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
IX BOAT MOD
one ship, one torpedo v1.00a
Ui-Boat V4.14
R7 HiRes Alt English Panels
Corrected_Das Boot Crew Mod For Reaper7
Equipment_Upgrades_Fix_1_2_byTheBeast
R.E.M_by_Xrundel_TheBeast_1.2
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Church's SHV 1.01 Keyboard Commands v1.1
MQK
mtns - Fix for Reaper7 UI - recognition manual
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
crew uniforms
Battlestations_soundmod_1.1
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Loading Screens Mod 2.0
Radio_Messages_1_2_0_UI_Boat_v4_14

what do you think? suggestions much appriciated
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Old 01-20-12, 01:37 PM   #398
Silent Steel
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Quote:
Originally Posted by fromhell View Post
here is my soup.thanks for having a look at it.
...what do you think? suggestions much appriciated
Here are some suggestions. Changes/ remarks in bold.


No Damn Bubbles, No Damn Halo Mod
No Logo Intro Menu_Animation v. 01.00 by AvM

Conus' Graphic Mod 1.1 << Make your choice between this one and
DBSM_Music_1_0_4
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
Ui-Boat V4.14

Real Environment - Revision_3 << Replace with Dynamic Environment; http://www.subsim.com/radioroom/show...ic+environment
DBSM_Speech_1_0_4 << Replace with Stormy's SDBSM; http://www.subsim.com/radioroom/showthread.php?t=164552 IF you activate SDBSM you will get conflicts with Church's Kbd Commands (see below). Choose only one of them. I recommend SDBSM and disable Church's Kbd Commands

MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons << Add this one
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8b
mtns - OHII&HarbourAdditon_Fix_1_6b
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
IX BOAT MOD
one ship, one torpedo v1.00a
sobers NO water drops V1
MoraleMod

R7 HiRes Alt English Panels
Corrected_Das Boot Crew Mod For Reaper7
R.E.M_by_Xrundel_TheBeast_1.2
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Church's SHV 1.01 Keyboard Commands v1.1 << If you install Stormy's SDBSM (see above) this mod causes conflicts with SDBSM
MQK
mtns - Fix for Reaper7 UI - recognition manual
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
crew uniforms
Battlestations_soundmod_1.1
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Loading Screens Mod 2.0
Radio_Messages_1_2_0_UI_Boat_v4_14
Equipment_Upgrades_Fix_1_2_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 << Add this one; http://www.subsim.com/radioroom/down...o=file&id=3457
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix.rar << Add this one; http://www.mediafire.com/?p54b9i86lvcnewv


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Old 01-20-12, 03:52 PM   #399
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If you are using Reaper7's UI-Boote v4.14 MOD and my Equipment Upgrades Fix MOD.
You will want Equipment Upgrades Fix v1.4 Compatabilty for UI-Boot V4.14 MOD.

Or you can just use Reaper7's version of the "Page WeaponsAndSensors.ini" file located in the data\Menu\Pages folder of his MOD. If you do this the only side effect is that some equipment items will not have images on Mechanics Upgrade Menu when in the Bunker.
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Old 01-20-12, 04:18 PM   #400
IFRT-WHUFC
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Default mtns mod ?

In the mtns mod I've found several mismatch's between the ships and roster unit type numbers, this is the probable cause of CTD's

for instance the Akita unit type = 102, in the roster it is written as 108 !!

Rick
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Old 01-20-12, 06:16 PM   #401
uekel
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Quote:
In the mtns mod I've found several mismatch's between the ships and roster unit type numbers, this is the probable cause of CTD's

for instance the Akita unit type = 102, in the roster it is written as 108 !!
Hello Rick!

If you compare them you must stay in the same mod. In mtns are both 102. The CTD ´s resulting, in my opinion, from the combination with other ressuorce-hungry mods. Over 120 ships are added and also the Harbour traffic is very expensive. On my laptop it's running with the CSPMaGui and without dynamic environment on 4 GB.

Regards

uekel
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Old 01-21-12, 08:32 AM   #402
mikaelanderlund
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Quote:
Originally Posted by uekel View Post
Hello Rick!

If you compare them you must stay in the same mod. In mtns are both 102. The CTD ´s resulting, in my opinion, from the combination with other ressuorce-hungry mods. Over 120 ships are added and also the Harbour traffic is very expensive. On my laptop it's running with the CSPMaGui and without dynamic environment on 4 GB.

Regards

uekel
I think the solution is that we need a list of the memory-intensive mods, which can be activated in the game after we start up a new campaign. All mods can not be activated in the game as this leads to CTD or that they are not activated. If we know which those mods are, we can start up a new campaign with OHII, msns and so on, but without memory-consuming mods and activate them later in the game after we have left the port Kiel.
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Old 01-21-12, 01:45 PM   #403
vlad29
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Quote:
Originally Posted by mikaelanderlund View Post
I think the solution is that we need a list of the memory-intensive mods, which can be activated in the game after we start up a new campaign. All mods can not be activated in the game as this leads to CTD or that they are not activated. If we know which those mods are, we can start up a new campaign with OHII, msns and so on, but without memory-consuming mods and activate them later in the game after we have left the port Kiel.
The problem is the RAM-consuming mods are usually the key-mods, which couldn't be disabled and then added. There are appr. 10 of them (interface, scenario, landscape(sea, sky, underwater, land), AI intellect, friendly and enemy's units, sounds)), and each one should be installed before campaign start and can't be disabled without restarting the game. As for the other mods - they don't influence much on RAM consumption. With my CTD-problem I've tried to disable dozens of 'secondary' mods while only the 'key' one were staying in the mod-list, and also reduced to minimum game graphic settings - that didn't play the trick
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Old 01-21-12, 02:21 PM   #404
mikaelanderlund
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Quote:
Originally Posted by vlad29 View Post
The problem is the RAM-consuming mods are usually the key-mods, which couldn't be disabled and then added. There are appr. 10 of them (interface, scenario, landscape(sea, sky, underwater, land), AI intellect, friendly and enemy's units, sounds)), and each one should be installed before campaign start and can't be disabled without restarting the game. As for the other mods - they don't influence much on RAM consumption. With my CTD-problem I've tried to disable dozens of 'secondary' mods while only the 'key' one were staying in the mod-list, and also reduced to minimum game graphic settings - that didn't play the trick
Hi vlad;

I think we need 16 Gb RAM
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Old 01-21-12, 02:33 PM   #405
vlad29
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Quote:
Originally Posted by uekel View Post
Hello Rick!

If you compare them you must stay in the same mod. In mtns are both 102. The CTD ´s resulting, in my opinion, from the combination with other ressuorce-hungry mods. Over 120 ships are added and also the Harbour traffic is very expensive. On my laptop it's running with the CSPMaGui and without dynamic environment on 4 GB.

Regards

uekel
Hi Uekel! I have a question re. your 120 ships: if your 'fleet' include all the ships from OHII full or they differs and add each other? Asking because if the ships from 'mtns'-mod "cover" the 'OHII-full' vessels, then we can only use OHII-base version + mtns in order to avoid double overwriting
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