Cycrow wrote:Nho wrote:Cycrow wrote:Nho, which is the SRM mod, and do you know if it includes a wares file at all ?
Ship Rebalance Mod
http://forum.egosoft.com/viewtopic.php?t=271003
There is a types/TWareT.pck if this is what you mean, but this one haven't changed with the last update, it was fake patch + scripts + director update only.
as draffutt pointed out, the problem is that the mod has its own Wares file, that is using the old EMP included, and this file is overriding the one that the plugin manager creates, so the game is basically using the old EMP so the references are all wrong now.
the mod will need to be updated to include the latest EMP entries, or the wares files could be removed from the mod to allow the plugin manager to use the newer version.
i will look at adding an option to allow the plguin manager to force its own file which would also fix it.
Just wanted to say that the SRM addon pack, the Ship Systems Rebalance Pack, which was causing the issue will be updated to the latest version of EMP today.
Cycrow, the reason I had to put the modded TWareT into the types folder was to stop it being overridden by the Plugin Manager.
There are issues with mods and scripts when they are only available as SPKs. For example, with your advanced hyperdrive script you have only released it as an spk. Since it adds a TWareT in, it is impossible for any other mod that changes TWareT to work with it, even if the two TWareTs are merged because the plugin manager insists on being the highest cat/dat. The only way is to put the modded TWareT into the main types folder - a less than ideal situation. There is no mention in the main post of the advanced hyperdrive that it installs a TWareT file.
I use your excellent advanced hyperdrive myself (I think its the most balanced hyperdrive script here). I would rather have my SSRP addon pack as a cat/dat but this is impossible if you want to use the advanced hyperdrive as well.
Perhaps you could have a section in the plugin manager where you can turn system files that it installs off individually. That way if a user knows they already have a compatible verison of that file in another mod they won't have any issues. That, or release non-spk versions or a version without the EMP built in. I don't think letting the plugin manager force its own files is a good idea as it will make supporting and tracking technical issues for the rest of us that much harder.
Personally, I think anything that adds a system file like TWareT should be described as a mod not a script. I think it can be very confusing for people. When a user has technical issues, the first question is "what other mods do you have installed?". However, if they have something that is supposedly a script they often don't realise its installing modded system files so don't mention it.
With the SRM I am trying extremely hard to make it as compatible as possible with as many mods and scripts as possible. This is so much easier when modded system files are simply in cat/dats rather than installed by the plugin manager. It will be impossible if the plugin manager has the ability to force its files over everything else, including files in the local X3TC directories. Also with a mod as complex as mine, if the user forces the wrong file they can end up with corrupt save game errors.
Thanks
Paul
EDIT - The SRM's SSRP addon pack has now been updated with the latest EMP-X. It should now work with the Advanced Hyperdrive again.