It is an awesome mod FYI. As is yours!

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I have read about this mod and it indeed sounds very interesting. The only reason why I havent tried it yet is my fear about the performance impactshovelmonkey wrote: ↑Fri, 26. Feb 21, 13:23 Any chance for a compatch or branch for Blackrain's Corporations Mod ( viewtopic.php?f=181&t=433943&sid=68874f ... 266c5c28f1 ) like you did for VRO?
It is an awesome mod FYI. As is yours!![]()
Fair enough the whole way around, and thank you for the quick reply. I'll give it a try.Max Bain wrote: ↑Fri, 26. Feb 21, 13:39
I have read about this mod and it indeed sounds very interesting. The only reason why I havent tried it yet is my fear about the performance impact.
But to your question:
The mod should already be compatible with most of my ships (all sizes except XL battleships).
I have added my ships to the vanilla ship groups (except battleships because there were no groups for them in vanilla). So the mod (if it uses vanilla ship groups) should already pick my ships.
The only ships that wont be picked by corporations would be battleships (from an immersive point of view, that even would make sense? i dont know). So only the big factions like argon, antigon, teladi have battleships.
if it does not work (maybe the mod works different than I thoughT), I would ask you to ask the author of the mod to add compatibility with my mod because I cant support any more mods right now. Actually I am working on a pretty big update of this mod that includes several new ships(release date with CoH - maybe 1-2 days after to check for bugs).
You need to remove all wares except the Q and you need to remove all ships from the shipgroups except the Q. I guess thats all. Maybe you also need to remove the jobs.xml but dont know.
Your mod should have no conflict with mine. I do not change the existing faction ships, I only add new ships for the Corporations. The Corporations only use destroyers and below (so no battleships). They also use trade ships and miners. They do not use any XL ships at all.Max Bain wrote: ↑Fri, 26. Feb 21, 13:39I have read about this mod and it indeed sounds very interesting. The only reason why I havent tried it yet is my fear about the performance impactshovelmonkey wrote: ↑Fri, 26. Feb 21, 13:23 Any chance for a compatch or branch for Blackrain's Corporations Mod ( viewtopic.php?f=181&t=433943&sid=68874f ... 266c5c28f1 ) like you did for VRO?
It is an awesome mod FYI. As is yours!![]()
.
But to your question:
The mod should already be compatible with most of my ships (all sizes except XL battleships).
I have added my ships to the vanilla ship groups (except battleships because there were no groups for them in vanilla). So the mod (if it uses vanilla ship groups) should already pick my ships.
The only ships that wont be picked by corporations would be battleships (from an immersive point of view, that even would make sense? i dont know). So only the big factions like argon, antigon, teladi have battleships.
if it does not work (maybe the mod works different than I thoughT), I would ask you to ask the author of the mod to add compatibility with my mod because I cant support any more mods right now. Actually I am working on a pretty big update of this mod that includes several new ships(release date with CoH - maybe 1-2 days after to check for bugs).
Thanks for your bug report. I normally look on Nexus once every 2 weeks or so, so this place is much faster if you want a response.Vertigo 7 wrote: ↑Tue, 9. Mar 21, 07:01 I posted a bug report on the nexus forum, thought I'd post it here too. On the Titurel, the bottom turrets are oriented in the wrong direction, they're mounted upside down inside the hull. At least that's the case with Argon Med Bolts.
While I'm at it, question for you. I don't have any experience modding but I'm decent with scripting languages. I'm interested in rearranging a few things from this mod for my personal use, for example, giving the Titurel back to the pirates and making it one of their random spawns/builds with no blue print availability (so the only way to obtain one is by capturing it =p), and a few other things like that.
How difficult would something like that be to do?
And probably more complicated, if I wanted to remove some of the turrets or replace some of the shields from like L's to M's for any given model, is that something i could do without any modeling software?
No, but it is online now anyway
I have not done this yet, so I can not tell you exactly how it works. But I think you would need to load the game with the mod active and while you are in game you need to change the mod to save game compatible (change flag in content.xml). Then save it and it should be loadable with the mod deactivated. But I am not sure what happens with the content from the mod. I guess that it will just disappear but maybe it is not possible to load the game at all. So you need to try out.
No. I did that in the first versions and it produced many problems and people were not able to use the mod. Thats why I deactivated it.
Pretty sure that this is not from this mod because I dont have a text code "40000-137"Scoob wrote: ↑Fri, 19. Mar 21, 20:07 Edit: Looks like I had missing entries in a t-file for FOCW Corporations Revised.
Hi,
I've spotted an error not totally sure which mod is to blame as the ship's in question appear to be both XR Ship Mod added ships and ship belonging to one of the FOCW Corporations Revised new Faction.
Here's what I posted on the FOCW Corporations Revised thread:
"As I run multiple mods, I'm not totally sure if yours is the one with the error here. However, some ships belonging to the "Dal"Family Dal Faction show as "Dal =ReadText40000-137=" followed by the ship name and ID. I've not seen this error with any regular faction ships, but that might just be coincidence.
Note: the ship in question I have this issue with currently is an "Astral" added by the XR Ship Pack, so perhaps the issue lies with that mod? I will post on that thread also."
Thought I should comment on both threads as the ships in question - at least the one's I've spotted - appear to subject to BOTH mods.
Cheers,
Scoob.