[Mod]Battlestar Galactica Ships V1.3[03/09] [New info Last post]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Sorry i meant "Mods" (I already had the capital "M"). I just tried taking the "Killerog BSG Ships " off of your .cat and .dat files (so that they read "0.3.cat" and "0.3.dat" respectively), opening, loading, saving, quitting and reloading the game but that didn't work either... I then tried making them "03.dat," and "03.cat" which was also a no go (I know absolutely nothing about modding but the other file numbers were all integers, not decimals, so I [incorrectly] figured it might work). Maybe the mod just doesn't work with the mac version of TC?
Also, when I click "Select Mod Package" in the pre-game menu, I just get a grey window with three buttons: "Original, OK, Cancel" in the lower left corner.
Also, when I click "Select Mod Package" in the pre-game menu, I just get a grey window with three buttons: "Original, OK, Cancel" in the lower left corner.
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Your mod directory must be either in the wrong place, or incorrectly spelt. If it was correct, then you would see what mods were in there regardless of what they were called. If its greyed out, then the game thinks there are no mods.
Numbered mods are false patches and must be in the main TC directory, numbered as the next higher number. So if you have 2.5 installed, then 09 is 2.5 and so your mod must be numbered 10.
Mods in the mod directory can be named anything.
Can you do a screen pic of the TC directory structure all expanded, in windows explorer. That should show whats going on.
Numbered mods are false patches and must be in the main TC directory, numbered as the next higher number. So if you have 2.5 installed, then 09 is 2.5 and so your mod must be numbered 10.
Mods in the mod directory can be named anything.
Can you do a screen pic of the TC directory structure all expanded, in windows explorer. That should show whats going on.
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Here's a screenshot of my Data folder with the director and Mods folders expanded (expanding everything wouldn't nearly fit in one screen)
http://www.flickr.com/photos/46715796@N05/4290116697
http://www.flickr.com/photos/46715796@N05/4290116697
Last edited by Doug50891 on Wed, 20. Jan 10, 16:46, edited 1 time in total.
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I'm using a PC w/vista, I ran into the same problem as Doug, and solved it the same way, by making it a false patch. I even tried changing the "m" on mods, didnt work. Good job on the ships, a few are a little glichy, but beggars cant be choosers. Just an fyi for anyone else who might have issues. ThanksDoug50891 wrote:should I try putting them directly in the data folder as a false patch? (10.cat 10.dat)?
I always shoot first then.......hmm I can never remember the rest
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Well, First off thanks Killerog, having some new ships without a massive game overhaul mod is cool. Second, I have never actually seen Battlestar Galactica, so I have no idea what the ships should look like, you coulda made Galactica a flying piece of bacon with an engine, and i wouldnt of know the difference, I might of gotten a little hungrier though......anyways here is some things i noticed:
1- I think all ships with the exception of Galactica, has little to no lighting, The ships just lose something when not lit up, at least the main ships lit up would be cool, like Pegasus, Valkarie.
2- Galactica looked good, and seemed to perform well also, with the exception of the right docking bay, almost every ship I landed used the left bay, but i had a couple shuttles try to land at the right, and they would get into the middle of the bay and just spin around.
3- The Flattop ship had a couple issues, I landed just fine, but when i went to take off, I got stuck immediatly, and couldnt do anything but access menus, couldnt select any ships, couldnt move. Had to use cheat script to warp to another sector to get free. Also the engines just appeared as blue disks floating behind the ship.
4-Cylon Raider Raider, the model showed up half finished, with a pilot model sitting inside, also the cylon Raider, had a red dot moving back and forth on the front, which i assume was there to simulate a red light, but it has no background, i.e. when you turn the model sideways in lighted areas you can clearly see there is nothing behind the red dot, if you look, youll know what i mean.
5- Colonial MK II- looks good, seems to fly good, till I gave them a kill all enemies cmnd, with enemies present of course, which they just ignored, and some would stop moving while others flew off in other directions, Tested with 3 seperate wings of them, when the same command was given to a wing of Colonial MK II Raiders, they instantly destroyed everything in the sector, including Frigates. So MKII a.i. Bad, MKII Raider a.i. Good.
The lack of weopons on most ships, is also a bummer, like Colonial 1, looks neat, but a couple guns would be cool. Overall, definately alot better of a job than I could ever do, so Thanks!!
1- I think all ships with the exception of Galactica, has little to no lighting, The ships just lose something when not lit up, at least the main ships lit up would be cool, like Pegasus, Valkarie.
2- Galactica looked good, and seemed to perform well also, with the exception of the right docking bay, almost every ship I landed used the left bay, but i had a couple shuttles try to land at the right, and they would get into the middle of the bay and just spin around.
3- The Flattop ship had a couple issues, I landed just fine, but when i went to take off, I got stuck immediatly, and couldnt do anything but access menus, couldnt select any ships, couldnt move. Had to use cheat script to warp to another sector to get free. Also the engines just appeared as blue disks floating behind the ship.
4-Cylon Raider Raider, the model showed up half finished, with a pilot model sitting inside, also the cylon Raider, had a red dot moving back and forth on the front, which i assume was there to simulate a red light, but it has no background, i.e. when you turn the model sideways in lighted areas you can clearly see there is nothing behind the red dot, if you look, youll know what i mean.
5- Colonial MK II- looks good, seems to fly good, till I gave them a kill all enemies cmnd, with enemies present of course, which they just ignored, and some would stop moving while others flew off in other directions, Tested with 3 seperate wings of them, when the same command was given to a wing of Colonial MK II Raiders, they instantly destroyed everything in the sector, including Frigates. So MKII a.i. Bad, MKII Raider a.i. Good.
The lack of weopons on most ships, is also a bummer, like Colonial 1, looks neat, but a couple guns would be cool. Overall, definately alot better of a job than I could ever do, so Thanks!!
I always shoot first then.......hmm I can never remember the rest