So would this happen from using the X Plugin Manager with more than one mod? Because on it I currently have 3 mods running on it: Cheat Console, Race Invasions and Extended Shipyards.OOZ662 wrote:I had those issues when I attempted to merge two massive mods by simply overwriting them with each other...those sorts of things cannot be caused by this mod, since it only changes the Jobs files. Give me a few minutes to download it on my desktop (where my modding programs are) and unpack the .cat/.dat to make sure I didn't pack the wrong files. I'll edit this post when I'm done.
[MOD] Reduced Civilians Mods + X3:R Naming Callback v3 (X3TCv2.6 and SRM compatible)
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I'm not sure the X Plugin Manager can handle multiple mods. I've never used it myself, but I'm pretty sure it uses the splash screen mod selection and either only does one mod at a time (which would cause this if it removed a mod with ship model changes in it) or attempts to merge them all together.GruntOfAction wrote:So would this happen from using the X Plugin Manager with more than one mod? Because on it I currently have 3 mods running on it: Cheat Console, Race Invasions and Extended Shipyards.OOZ662 wrote:I had those issues when I attempted to merge two massive mods by simply overwriting them with each other...those sorts of things cannot be caused by this mod, since it only changes the Jobs files. Give me a few minutes to download it on my desktop (where my modding programs are) and unpack the .cat/.dat to make sure I didn't pack the wrong files. I'll edit this post when I'm done.
That being said, I believe the three items you listed are scripts, not mods.
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Hmm.OOZ662 wrote:I'm not sure the X Plugin Manager can handle multiple mods. I've never used it myself, but I'm pretty sure it uses the splash screen mod selection and either only does one mod at a time (which would cause this if it removed a mod with ship model changes in it) or attempts to merge them all together.GruntOfAction wrote:So would this happen from using the X Plugin Manager with more than one mod? Because on it I currently have 3 mods running on it: Cheat Console, Race Invasions and Extended Shipyards.OOZ662 wrote:I had those issues when I attempted to merge two massive mods by simply overwriting them with each other...those sorts of things cannot be caused by this mod, since it only changes the Jobs files. Give me a few minutes to download it on my desktop (where my modding programs are) and unpack the .cat/.dat to make sure I didn't pack the wrong files. I'll edit this post when I'm done.
That being said, I believe the three items you listed are scripts, not mods.
You're right. I just checked and they are scripts...
I wonder what is causing the weird symbol/explosion of doom error then?
This happened last time I tried installing a No Civilians mod also...
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I have it installed as a fake patch.OOZ662 wrote:Did you install it through the Plugin Manager? If so, uninstall it and try installing it as a Fake Patch.
Do you have any mods installed in the Plugin Manager? What number is your highest .cat/.dat pair?
Highest .cat/.dat pair is 10, 10 being your script.
I have no mods installed on the plugin manager, only scripts.
Also I just checked, and only the two Terran starts have the weird explosion at start glitch. Boring Boron did not.
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...Did you by any chance reroute all Civilian Spawns to the Terran sectors to get revenge on them for being so CPU hungry?OOZ662 wrote:This piece gives me a clue, and I'll be pissed at myself if I did what I think I did. Another minute, please.GruntOfAction wrote:Also I just checked, and only the two Terran starts have the weird explosion at start glitch. Boring Boron did not.
Or did you divide by zero?
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I thought perhaps I had accidentally merged my optional mod for NRSM that plopped a Valhalla on patrol in The Moon, but that isn't the case. I just so happen to have a fresh install from a day or two ago, so I'll go see if it happens on mine.
EDIT: Nope, just started a Terran plot just fine, so something is conflicting in a very strange way. Are those three you listed the only mods/scripts/everything-not-vanilla you have installed?
EDIT: Nope, just started a Terran plot just fine, so something is conflicting in a very strange way. Are those three you listed the only mods/scripts/everything-not-vanilla you have installed?
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Those are the only things...OOZ662 wrote:I thought perhaps I had accidentally merged my optional mod for NRSM that plopped a Valhalla on patrol in The Moon, but that isn't the case. I just so happen to have a fresh install from a day or two ago, so I'll go see if it happens on mine.
EDIT: Nope, just started a Terran plot just fine, so something is conflicting in a very strange way. Are those three you listed the only mods/scripts/everything-not-vanilla you have installed?
Would having an "Extra Ship Package" in my X3 Mod folder cause this to happen???
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Possibly. But, mods selected through the splash screen (which are in the Mods folder) always take top priority as if they were installed one higher than you highest .cat/.dat pair. Regardless, do you know where I could download that to have a look into it? I've never heard of it.GruntOfAction wrote:Would having an "Extra Ship Package" in my X3 Mod folder cause this to happen???
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No clue where you could find it...OOZ662 wrote:Possibly. But, mods selected through the splash screen (which are in the Mods folder) always take top priority as if they were installed one higher than you highest .cat/.dat pair. Regardless, do you know where I could download that to have a look into it? I've never heard of it.GruntOfAction wrote:Would having an "Extra Ship Package" in my X3 Mod folder cause this to happen???
Renaming the mods folder so it would not appear did not help me at all.

This is starting to suck...
I'm going to disable the No Civilian thing and see if it works...
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I know it isn't the numbering system of the .cat/.dat files as doing a fake patch of a different file worked fine.OOZ662 wrote:I use that too. Very strange indeed. I know the cheats aren't a problem. The Shipyard script would access the TShips file, not Jobs. That makes me suspicious of Race Invasions. I'll look into it.
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Race Invasions worked fine...last chance at breaking it is the Shipyard script and I doubt that'll do it. I'm starting to wonder if you got another corrupted download. I'm even using a copy downloaded from the links since I was too lazy to dig it out of the archives on my other computer, so I know they have a good copy.
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