#491
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Quote:
In Editing the Other Motherships. Maybe you can get the files from the SW1 Mothership Mod . All the Motherships there have GUI Slots including Battleship & Dreadnaught (http://forum.1cpublishing.eu/showthread.php?t=16158) |
#492
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Really good Idea!, I've added the gui slots Right away.
Thanks. EDIT @Lotrek: I Think I have fixed now all the problems that you Told me... need m0ar. BTW: I Also would like some Testing on the System Management script That I worked on, Try it out. You can configure the SysM_Kobra System from the Maintance Station Dialog. should there somwhere, then visit corrino and Fly to the Kobra system. Im wondering what the results will be with your Awesome testing Skills
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-12-2015 at 02:11 PM. |
#493
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I've gone through GW's original script and the GW script you have in your version and I can see no difference with the GK turrets. I know in the previous version I was able to buy them.
Here is the snippet from Data\Scripts\include\GW that I am referring to: -------------------------------------------------------------------------------- ---- Buy MS EQUIPMENT section -------------------------------------------------- -------------------------------------------------------------------------------- function buy_THGK3() buy_ms_eq("THGK3"); end; function buy_TLGK3() buy_ms_eq("TLGK3"); end; function buy_TPGK3() buy_ms_eq("TPGK3"); end; function buy_TRGK3() buy_ms_eq("TRGK3"); end; function buy_ms_eq(eq_name) local tab_ms_eq = { {"THGK3",350000}, {"TLGK3",350000}, {"TPGK3",350000}, {"TRGK3",350000} }; local cost = 0; for k, x in tab_ms_eq do if (x[1] == eq_name) then cost = x[2]; end; end; if (cost == 0) then return FALSE; end; local cash = GetPlayerCredits(); if (cash >= cost) then mothership:AddModuleToInventory(eq_name, 1); SubPlayerCredits(cost); OutputToScreenLog("#UI_item_buy_ok",7); else OutputToScreenLog("#UI_buy_fail",7); end; end; I checked Data/Game/Modules and THGK3, TLGK3, TPGK3, TRGK3 are all there with complete parameters. All the referenced items are located in Data\TEXTURE\Interface\Module\32. As far as I can tell, the above script should work. I looked at the script in your mod used to buy the MD-5 black hole Particle Accelerator under option 9 Star Equipment: -- //////////////////////////// -- -- // Star Equipment Section // -- --//////////////////////////// -- function buy_RG4() buy_ms_eq("RG4"); end; function buy_ms_eq(eq_name) local tab_ms_eq = { {"RG4",75000}, }; local cost = 0; for k, x in tab_ms_eq do if (x[1] == eq_name) then cost = x[2]; end; end; if (cost == 0) then return FALSE; end; local cash = GetPlayerCredits(); if (cash >= cost) then mothership:AddModuleToInventory(eq_name, 1); SubPlayerCredits(cost); OutputToScreenLog("#UI_item_buy_ok",7); else OutputToScreenLog("#UI_buy_fail",7); end; end; Comparing the two scripts they seem identical with the exception of the item they are to buy. The black hole script works, the GK turret one does not. I am at a loss as to why at this point since they seem to be the same code. |
#494
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Yes, I Used it as an Template, but it is fixed in v0.3.1: See Signature.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#495
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OK I d/l both Nanaki's Fleet Mod & GW's Mothership Mod and SW3.Expansion Mod v0.3.1.
I was able to buy the GK turrets but alas another error has occurred. When I hover over them in my inventory or right click them I get: Not found String: #String_LDESC_GK1 The same goes for GK2, GK3, and GK4. I'll do more testing later, gotta run some errands. |
#496
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Pls note that Nanaki's Fleetmod and Motherships Mod from Goblin_Wizard are both in the Mod itself. No need to Download it through the Merged Version, its only for people that just want to play with these two Mods.
It also would Break some additional Stuff when you Install it with the SW3.Expansion Mod. -About the Problem: Oh, seems to be only an Invalid string the Modules.xml File, I get right to it. Will post Quick fix when its done. EDIT: Fix Modules.xml Also: Be sure to read that readme.txt
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-12-2015 at 02:56 PM. |
#497
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Ok I did a fresh install of the game, installed the Voiceover mod and the expansion mod, overwrote Modules with the file you attached to your last message.
Cavalier/Butcher still cannot place in a hanger, same error popup. The problem with GK turrets persists even with the new Modules file. Bastard has 2 missile and 1 smallgun slots in it's GUI but you cannot place anything in them. If you double click a missile or a small gun from your inventory they install but do not show on the GUI, just disappear from your inventory. I launched the bastard and put it in combat. There were 2 misslies installed and I saw a small gun machine gun animation so they did get installed from the double click but you cannot see them in the template. I checked all the new motherships and all but the portal transport have templates. Also, the portal transport does not move in any direction. I tested the Swarm Shipyard function. In all options it stated a 6 ship fleet should appear. In all options I had (2) 6 ship fleets appear. I tested the Corporation Services function. I found no problems. All functions worked as listed. I tested the Escort Contracts with FTU section of the mod. A fleet appeared, a mission was added to my log. When I scrapped the mission from the menu, the fleet disappeared and the mission was erased from my log. Seems ok. I tested the Attack Contracts with FTU section of the mod. A fleet appeared, a mission is added to my log but I get a message in the chat window: "[Nocalora] Not found string: #L_DR5_MSG_Contracts_FTU_Attack_List". When I tried to scrap it I got a messge that it was removed, the fleet disappeared but the Mission was still in my log. I am doing my testing in Endoria 1. I attempted to fly to Torr but the Torr gate in Endoria 1 does not work. I flew the back way to Kyoto to get to Torr and it worked. Also the Torr>Endoria 1 portal does work. Attached is a Logfile of my continuing a game, docking with a maintenance station and attempting to obtain a FTU attack contract and scrapping it. |
#498
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Thanks for Reporting that.
I think I have fixed these Problems now, But about the Bastard: The Fighters GUI now Completely works for me. I just didn't add it in. I Will upload v0.3.2 in the Signature soon, which will include the following Fixes: The Missing string also got Fixed, Including the Remove Quests Function. Bastard GUI -- About the Corvettes: Im also dealing with this Issue now strangely... I see no reason at all Why these Ships are now Inaccessible. But I will definitely try to Fix it. About the Endoria-1 Portal Issue: I Never thought something in my Mod would break an Portal, Maybe because some Script messed up or Something... But I will Look Into it, expect v0.3.2 in no Time
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-14-2015 at 02:37 PM. |
#499
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Great, happy to help. I look forward to 3.2 and continued testing.
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#500
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Updated Sig. But I think the Corvette Issue still remains, its on My "Fix-This-Without-Making-More-Errors" List tho, atleast its now in English. Pretty weird tho, I Think I need to think of an more clever way to "Bypass" this.
Well, I Didn't come around to test out the Endoria-1 Torr portal, still needs to be Done. In this Quick version update I just focused on the bug fixes and An new Mission Type. Have Fun
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
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