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[MOD] More Missiles Mod
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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Tue, 26. Dec 17, 06:36    Post subject: Reply with quote Print

Understandable, take your time Very Happy

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iforgotmysocks





Joined: 08 Nov 2013



PostPosted: Wed, 27. Dec 17, 01:18    Post subject: Reply with quote Print

Requiemfang wrote:
Understandable, take your time Very Happy


Turns out that the way the author added missiles breaks alot more. Even before the patch changed the location for the itemlists he used a pretty messy way to add his missiles that basicly killed every other mod adding missiles aswell.

It's not my mod so i'm not allowed to change and reupload his files, but if u were to unpack his mod (i don't get why ppl pack their mods if uploaded somewhere else than steam), delete everything in the /md/ folder and copy this file in, then u should be good.

https://mega.nz/#%21JMgxwZTA%21OpLwA4H-R6r7Djo5GJCoZ-16mWXN6-dtlCXKn59FwUE

If u don't know how to unpack his mod, lemme know. Smile


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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Wed, 27. Dec 17, 20:00    Post subject: Reply with quote Print

iforgotmysocks wrote:
Requiemfang wrote:
Understandable, take your time Very Happy


Turns out that the way the author added missiles breaks alot more. Even before the patch changed the location for the itemlists he used a pretty messy way to add his missiles that basicly killed every other mod adding missiles aswell.

It's not my mod so i'm not allowed to change and reupload his files, but if u were to unpack his mod (i don't get why ppl pack their mods if uploaded somewhere else than steam), delete everything in the /md/ folder and copy this file in, then u should be good.

https://mega.nz/#%21JMgxwZTA%21OpLwA4H-R6r7Djo5GJCoZ-16mWXN6-dtlCXKn59FwUE

If u don't know how to unpack his mod, lemme know. Smile


cool and no worries, I can manage extracting the files from the cat/dat files. It was just trying to narrow down the issue. I thought it better to see if anyone with more experience would be able to track it down so long as I gave the correct type of info and the issue I was running into.

Edit: turns out the mod author sort of basically took it upon himself to expand on a mod you did once upon a time.

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iforgotmysocks





Joined: 08 Nov 2013



PostPosted: Wed, 27. Dec 17, 22:16    Post subject: Reply with quote Print

Requiemfang wrote:

Edit: turns out the mod author sort of basically took it upon himself to expand on a mod you did once upon a time.


I was glad actually. Smile

I'm always hoping to inspire more ppl to get creative, and one thing i was always pretty bad at is actually balancing things.

He seemed to have invested a lot of time to bring lots of new missiletypes into the game, so i took my mod down some years ago knowing that there's a better balanced one available.

I'm sure Nova will get back here eventually to update it properly.


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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Wed, 27. Dec 17, 22:30    Post subject: Reply with quote Print

yeah either way that little fix you did worked perfectly. Won't work for games already in progress but it works for new games.

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iforgotmysocks





Joined: 08 Nov 2013



PostPosted: Thu, 28. Dec 17, 00:22    Post subject: Reply with quote Print

Requiemfang wrote:
yeah either way that little fix you did worked perfectly. Won't work for games already in progress but it works for new games.

Hmm.. can't say for sure without taking a look at the code again, but it should also work for ur current savegames, just switch some zones or sectors, it should update rather quickly after that.


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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Sat, 20. Jan 18, 08:07    Post subject: Reply with quote Print

Noticed something and I think I brought the discussion up earlier with the author of the mod and I made a good point about it. The constrictor missile or EMP missile that disables engines. The mod persay doesn't remove them since I pointed out to the author that removing them was a bad idea due to the fact that having them to disable ships boosting would be a missile type to keep.

Now I noticed while I was in FoO that arms wares sell these but every time I try to buy them they poof disappear on me. What line do I need to alter in order for them to not disappear on me?

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Nosscar





Joined: 14 Feb 2013
Posts: 1120 on topic
Location: UK
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PostPosted: Fri, 1. Jun 18, 16:35    Post subject: Reply with quote Print

hi guys, i liked the look of this mod, subscribed before realising it wasn't working, now my save was broke, unpacked it, added file link to md folder (deleted everything else as instructed) and now i have missiles in shops again, problem is, no missiles are showing up for use in the skunk, any ideas what to do now. thanks in advance, i know its an old thread, just doing a rerun of xr before x4 comes later in the year. I did delete the old cat files, was this a mistake.


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JDamien





Joined: 07 Mar 2016



PostPosted: Fri, 1. Jun 18, 20:17    Post subject: Reply with quote Print

I wound up having to use a save editor to remove all the More Missiles flags from my save game files, then a day later I restarted again anyway lol. Look for an editor called "XRSaveeditor" it will more or less allow a one click edit or extensions, you start the editor, load your save file then click the extensions tab and it should show all the mods currently flagged in that particular saved game then you can just delete the More Missiles flag from extensions and the save will load. I wouldn't use it for much more than this as the editor is a very old one and way out of date. It works sufficiently for this purpose though.

https://www.nexusmods.com/xrebirth/mods/21

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Nosscar





Joined: 14 Feb 2013
Posts: 1120 on topic
Location: UK
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PostPosted: Sun, 3. Jun 18, 11:45    Post subject: Reply with quote Print

ok thanks, will try that now.

edit: ok so i removed the mod with the save editor, and now my save still loads ok, moremissiles mod is gone, i bought some more missiles, (normal ones now again), but they are still not appearing in my weapons to select and use.


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w.evans





Joined: 18 Nov 2014
Posts: 2953 on topic

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PostPosted: Sun, 3. Jun 18, 16:45    Post subject: Reply with quote Print

JDamien wrote:
I wound up having to use a save editor to remove all the More Missiles flags from my save game files

Be careful with this. Those flags are voluntarily set by us to indicate that simply deleting the mod will likely break the save, and the ways in which saves can be broken can be very non-obvious, and may not become apparent until after many hours of game play.

That said, i haven't looked into this mod in a very long time, so am unsure what consequences, if any, there could be of forcing a save to load with this mod removed.


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JDamien





Joined: 07 Mar 2016



PostPosted: Mon, 4. Jun 18, 02:25    Post subject: Reply with quote Print

Well I deleted it from mine and I did notice when I went back and checked that while it loads and plays fine (I finished the entire storyline and am now getting ready to load in The War mod) when you buy the missiles (Or when I did) I have a "Blank" spot on my missile select thing on the screen I had to page through a few times to get it working but the blank spot is always there I am guessing due to some line of code injected by the More missiles the editor can't remove not sure. Like I said though Mine are working fine just with that blank spot in the missile choices.

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Nosscar





Joined: 14 Feb 2013
Posts: 1120 on topic
Location: UK
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PostPosted: Mon, 4. Jun 18, 10:07    Post subject: Reply with quote Print

i gave up on this and started a new game. i used the editor to give me enough money to rebuy what i had before.

this mod should be removed or marked new game. only at least.


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