Help - My Mods don't work

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Shara
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Help - My Mods don't work

Post by Shara »

I've followed the instructions down to the letter. My mods do not work.

I have other people's mods that I have stuck in the /mods directory. When I load them, they work (JoyOfCombatMod for example)

I have edited only the TShips and TBullets files. I have gzipped them (TShips.txt.gz & TBullets.txt.gz), Encrypted them (TShips.pck & TBullets.pck) and Built them (MyMod.cat and MyMod.dat).

When I load them they do NOT WORK!!!

I have tried everything....

My mod is really simple. I have edited two properties for HEPT weapons, and two of the Nova's stats (I upped the base speed, and removed the cockpit). It's really easy for me to tell if my mod is loaded or not when I start the game as my cockpit is STILL THERE.

Please help. Does anyone have any idea what could be wrong? What are common mistakes people have had trying to get their mods to work? Is there something trivial I am missing?
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esd
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Post by esd »

I know that a new x2build.exe was released in the modder's pack - have you got the latest version?
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Shara
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Post by Shara »

I've got the latest x2build. 1.3 off the website yesterday.

When I build my .dat file, I get the following: (The nulls are what are bothering me - are these normal?)

C:\Program Files\Enlight\ChrisMods>x2build ChrisMod
opening: ChrisMod.rct
Line 0: opening: C:\Program Files\Enlight\ChrisMods\TBullets.pck ... Opening file C:\Program Files\Enlight\ChrisMods\TBullets.pck [(null)] ... OK
OK
Line 1: opening: C:\Program Files\Enlight\ChrisMods\TShips.pck ... Opening file
C:\Program Files\Enlight\ChrisMods\TShips.pck [(null)] ... OK
OK
Ready.
AalaarDB
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Post by AalaarDB »

I'm not a modder but I do think that ships need cockpits defined to be able to be player flyable. You could try loading up your mod after you've saved while flying a different ship, or reinstall the cockpit.
sq_paradox
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Post by sq_paradox »

Do your modifed files work if you run the game in raw mode?
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JustHere4Coffee
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Post by JustHere4Coffee »

aalaardb wrote:I'm not a modder but I do think that ships need cockpits defined to be able to be player flyable. You could try loading up your mod after you've saved while flying a different ship, or reinstall the cockpit.
another option could be that your currently owned ships aren't modified as their details are already saved - try buying a new one and checking it over instead
Shara
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Post by Shara »

aalaardb wrote:I'm not a modder but I do think that ships need cockpits defined to be able to be player flyable..
Negative.

The JoyOfCombatMod v 1.3 by Zapaan666 (you can get it here:http://www3.telus.net/public/starnet/combat.htm) removes cockpits, and it works just fine. I used his values for ship cockpits - copied them straight out of his file into mine. Also, his file doesn't require a savegame to be altered to work - if you don't load his mod, I get cockpits. If I load his mod, I don't get cockpits.

My mods don't work for some reason. I have altered the bullet speed and duration for all HEPT weapons in my file, and they have not changed after I load the game. Also, the cockpit is still there. It's obvious that none of my changes are taking effect.

There has to be a problem with the way I am creating the mod.
Shara
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Post by Shara »

sq_paradox wrote:Do your modifed files work if you run the game in raw mode?

This is something I haven't tried yet. I was about to try this step, but I got too tired and frustrated last night.

The mod process should work - anyway.

If anyone can post what they have done, and what command line parameters they have used with x2build I'd appreciate it. Also, if anyone could post their .rtc file for me to view. I am fairly certain it is my build process that is causing the mod to not function.
Shara
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Post by Shara »

JustHere4Coffee wrote: another option could be that your currently owned ships aren't modified as their details are already saved - try buying a new one and checking it over instead
The JoyofCombatMod 1.3 leads me to believe this is not the case. When I load that mod, my cockpit vanishes in my current ship - so obviously it is not tied to the savegame.

I extracted his files to see what he edited. The only file in his mod was the TShips file. I compared his TShips file to my unaltered TShips file - the only things he changed were yaw/pitch/roll rates for most ships, and then the cockpit setting (all were changed to value 117 - which I understood to mean no-cockpit).
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Burianek
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Post by Burianek »

Try extracting them to verify that you've packed them correctly.
See what happens here.

Also, I find it a lot easier to not use an .rtc file but to just throw all the files to be modded into a temp dir and then run x2build on that directory.

Look here:
http://www.egosoft.com/x2/forum/viewtopic.php?t=40275

Let me know if you still have problems.
"Nature's first green is gold" . . . stay golden.
Shara
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Post by Shara »

Burianek wrote:Try extracting them to verify that you've packed them correctly.
See what happens here.

Also, I find it a lot easier to not use an .rtc file but to just throw all the files to be modded into a temp dir and then run x2build on that directory.

Look here:
http://www.egosoft.com/x2/forum/viewtopic.php?t=40275

Let me know if you still have problems.

Thanks Burn. I think this is my problem - I do not have the subdirectory structure created correctly. I'll hvae to wait until I get home to try it.
Shara
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Post by Shara »

Just wanted to let you know Burn, you're post was invaluable. It fixed my problem.

I had my mod files in a folder called /mymods, and was building them there.

I changed it to /mymods/types/TShips.pck and then ran the x2build utility on the /mymods folder. When I ran my mod, it worked.

So, my problem was the lack of a /types folder. The folder hierarchy the game was expecting wasn't there in my mod. Thanks!

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