Since many mods were unfortunately no longer adapted for 5.1, I wanted to give it a try. Even modding is not in it, but I should be able to make a few changes - I thought
Here: the pretty nice venture mod.
However, the scripts are in a dat file - i.e. opened with Notepad++, changed a few lines - and ... nothing. The mod no longer loads.
Then reduced further down until only one comment line remained - and: still not loading.
Then it occurred to me that the dat file may have to be rebuilt, has a hash value or something else. Does anyone here have any advice?
Problems when changing an existing mod
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Problems when changing an existing mod
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Re: Problems when changing an existing mod
you'll need to first extract the mod's dat file with the extractor tool linked in the pinned modding hints, tips and tutorials at the top of this forum.Reisser wrote: ↑Thu, 26. May 22, 15:22Since many mods were unfortunately no longer adapted for 5.1, I wanted to give it a try. Even modding is not in it, but I should be able to make a few changes - I thought
Here: the pretty nice venture mod.
However, the scripts are in a dat file - i.e. opened with Notepad++, changed a few lines - and ... nothing. The mod no longer loads.
Then reduced further down until only one comment line remained - and: still not loading.
Then it occurred to me that the dat file may have to be rebuilt, has a hash value or something else. Does anyone here have any advice?
then make the changes.
then repackage it back into the dat file.
updating an old mod to a newer version of the game may require some knowledge of the newer game's changes (that made the old mod incompatible).
to do that you'll need to exact the base game's dat files so that you can investigate what is required to make the old mod work in newer versions.
i suggest you go through the info in hints, tips and tutorials.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: Problems when changing an existing mod
Yes - thanks! I will look for it.
Indeed, the mod works fine in 5.10 - but it's too overpowered - and there are the new ships (for rewards) missing - but this is second (i even don't like the terran ship )
Indeed, the mod works fine in 5.10 - but it's too overpowered - and there are the new ships (for rewards) missing - but this is second (i even don't like the terran ship )
Meine Mods bei NexusMods: RS Loss Report RS Bribe for Scandata RS Colors RS Marine Special Training
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
Re: Problems when changing an existing mod
Yes! Went fine. Now we habe at least terran/yaki ships in Venture-loot, less crew with less skill, less skillgain for the venture-crews and less big ships at the end.
Next thing on my agenda: TOA-Ships
But: it's ok to find half-abandoned ships on ventures ... but the have to be in that condition.
So: after creating the ship with <create_ship name=.... > - how can i strip of weapons / shields - not all - but also quite a bit
Next thing on my agenda: TOA-Ships
But: it's ok to find half-abandoned ships on ventures ... but the have to be in that condition.
So: after creating the ship with <create_ship name=.... > - how can i strip of weapons / shields - not all - but also quite a bit
Meine Mods bei NexusMods: RS Loss Report RS Bribe for Scandata RS Colors RS Marine Special Training
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded