I loaded some of the mods that sounded like something I was interested in. I changed my mind about one because it actually got in the way of an escort mission I was doing. Restarted the game as requested by the information screen and now all the save games with that mod are no longer compatible and, therefor not loadable.
I turned them all off because I don't want to loose my place in the rest of my saved games. Now, after hours and upgrades, these files worthless. Le crap.
Is there anyway to fix this?
Warning, Danger, Incompatability?
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Warning, Danger, Incompatability?
"I know you think you understand what you think I said,
but I'm not sure you understand that what I said wasn't what I meant."
Unknown, brother of Anon.
but I'm not sure you understand that what I said wasn't what I meant."
Unknown, brother of Anon.
Easy to fix. Just open up your save file, located in 'my documents\egosoft\x rebirth\some_number\save'.
Open it with notepad++ or equivalent editor. (windows notepad will be slow)
Look for the tags <patches> </patches> the entries between those are for mods you have used.
remove the entry that refers to the mod you removed.
save and profit!
Alternatively, you can probably use this: http://forum.egosoft.com/viewtopic.php?t=350004
Open it with notepad++ or equivalent editor. (windows notepad will be slow)
Look for the tags <patches> </patches> the entries between those are for mods you have used.
remove the entry that refers to the mod you removed.
save and profit!
Alternatively, you can probably use this: http://forum.egosoft.com/viewtopic.php?t=350004
You don't talks about X:Rebirth...
X4 Mods: Collect Inventory Wares Stations Supply Build Storage Mass Move Marines
X4 Mods: Collect Inventory Wares Stations Supply Build Storage Mass Move Marines
You can just remove ALL mod entries.
They will simply be re-applied the next time you start the game.
This will get a bit more tricky when people add content through mods. (which is the whole point of this feature)
You cannot load a savegame when the mod that defines all the additional ships and items in it has been removed. The game would try to reference objects and files that don't exist and probably crash.
They will simply be re-applied the next time you start the game.
This will get a bit more tricky when people add content through mods. (which is the whole point of this feature)
You cannot load a savegame when the mod that defines all the additional ships and items in it has been removed. The game would try to reference objects and files that don't exist and probably crash.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Thank you both for the information.
@Gazz
I don't want to start adding objects just yet. I was trying the auto lock and it seemed to turn off the gold mission circle in my reticule. Once I lost track of the freighter I was escorting I couldn't find it in time to save it.
Manual orders is the one I'm trying (although only the campaign has anything to use it on yet) and the added refueling one. Does that add an object? (The loading dock for fuel cells?)
@Gazz
I don't want to start adding objects just yet. I was trying the auto lock and it seemed to turn off the gold mission circle in my reticule. Once I lost track of the freighter I was escorting I couldn't find it in time to save it.
Manual orders is the one I'm trying (although only the campaign has anything to use it on yet) and the added refueling one. Does that add an object? (The loading dock for fuel cells?)
"I know you think you understand what you think I said,
but I'm not sure you understand that what I said wasn't what I meant."
Unknown, brother of Anon.
but I'm not sure you understand that what I said wasn't what I meant."
Unknown, brother of Anon.