I'm not even sure it will work but it's a good suggestion on my part, at least try the other version first. If it does the same thing well... then it's up to the guy who packed it to solve the issue
As stated above, I got 1.30 RC1 and this package was working fine. No errors, no little warning, and I got all the wares in my game and installed on a few ships.
However, when I launched the plugin manager today to start playing, this mod package was once again absent. Reinstalling it (still in 1.30 RC1) now gives me that same "wrong game" warning as it was when using the 1.20 PM. What the hell?
With some forum digging and some random trial and error I was able to get everything working. Making thoes pesky EMP missing whares show what they are supost to.
I had the EMP.spk and thought that was what I needed. I sorta stumbled arround and theres the EMP-X that is a (dat. cat.) pack. I put that in and ureka all is bliss. All the info was there on the EMP topic. But its sorta burried with-in the mountian. The extra serch dosen't do EMP-X and send you to the EMP topic.
I feal kind bad for not diging. But its all good now.
If anyone else comes to this topic I hope my testamonial helps solve the trouble.
Is there an MD5 hash for the vanilla SPK in the OP? It refuses to work, and when I looked at it in SPK Explorer, attempting to extract anything resulted in an error stating that the file is corrupt. I've re-downloaded it a few times too.
I just downloaded the spk, opened it with SPK explorer, and then extracted and viewed the file contents, It's fine. What version of the plugin manager are you using?
Is it just me or do the override scripts not work at all?
Issuing the normal jump command should theoretically use the advanced energy-less jump drive when the override script is installed, but instead it just uses the normal jump drive and energy cells no matter what. If this is not the purpose of the override script, then what does it even do?
how do u issue a jump command, if you use shift+j on your own ship, then it wont work, as that hotkey is hardcoded, and doesn't use the normal jump scripts
u'll need to issue the command from the command console.
also, anything that uses the autojump feature in the standard game, should use the energy free jump, assuming you have the drive installed on that ship
I am issuing the command using the command console to a remote ship with the advanced drive in its hold. There are energy cells and a normal drive also in the hold. The problem is that it still uses these energy cells for the jump instead of doing an energy-less advanced jump.
The hope was to use this with EST / UT trader ships and have them use energy less jumps.
I am using X-plugin manager 1.30 RC 1, advance jumpdrive 1.2, and andvanced jumpdrive overrides 1.00
No other installed mods interact with the jumpdrive in any way.
Hi!
I have that problem as well. I want my UTs to auto use free energy jumps, but they won't. That thing worked like a charm in Reunion, but here I'm having a problem. Just for kicks gave them some energy cells via cheats and now they jump with no problem of course.
Other than that, this script is awesome, like every other from cycrow, so big thanks.
I've just done a completely fresh install, and began by only adding the advanced jumpdrive script (using the v1.3 of the plugin manager lite) and I'm still getting za_blank wares instead of the advanced jumpdrive items. Like a previous poster I appear to be able to cheat them in (I subsequently added the cheats script).
Any ideas on what I'm doing wrong?
Edit: for the record the problem items are:
ZA_EMP_BLANK_WARE_CUSTOM13_12
ZA_EMP_BLANK_WARE_CUSTOM14_15
I also have the same problem with the Improved Boarding script which is showing as ZA_EMP_BLANK_WARE_CUSTOM16_17
Additionally I have two other za_EMP items (10_2 and 13_2) whose origins I have not been able to identify. Is this possibly a bug in the plugin manager's implementation of EMP?