Avalon Mod

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on September 5th, 2012, 1:04 am
Last edited by Drewlew on September 5th, 2012, 4:51 pm, edited 2 times in total.
Hi, wondering if i could get some help, I have little to no modding experience and would love to change some aspects of two federation ships?

1. Avalon class, i would like to give the Avalon photon torpedoes and type XV phasers whilst removing the fighters.


Any help or someone that has the time and expertise to do this i would be very grateful. and appropriate recompense could be arranged

Thanks
posted on September 5th, 2012, 1:57 pm
Hey there and welcome to the modding club! The first procedure is pretty simple, so I should be able to explain it right now, but the other one will take a bit of time, which I don't have at the moment. I don't want to leave you hanging though, so I will try to explain it later today.

The first one is, as I said, pretty simple. The odf's are contained within the odf.fpq file in your main FO directory, and must be opened with the FPQEdit.exe file, also in the same directory. The Avalon, belonging to a single avatar, has a single set of 6 odf files, for ranks 0- vet. Along with those files are ones for weapons, fighters, and other stuff. What you must first do is locate the fed_avalon.odf - fed_avalonr6.odf files. They might not be named exactly that.

You will need to open them with notepad and, for the sake of argument, save them to the desktop after editing them.

the weapons in an odf are written as follows:

weapon1 = "weapon_name"
weaponhardpoints1 = "hp02" "hp03" ...

What you need to know is 1) how many it has, and 2) which one launches fighters. You can do the latter by opening the other odf's you think might be launching fighters and read the tooltip at the top.

Next, you need to locate a ship that has the type of phasers and torpedos you want. (Again, the 0-6 ranks of the snip are needed, and open the first one first) The easiest thing to do is to replace the weapon name of the fighter launching weapon with the name of the torpedo launching weapon, and then add a new weapon, in order, with the name of the phaser you want. So, if there are three weapons on the avalon, and the second is the fighters, rename the fighters, and add weapon4... to the end of the list.

You will then need to do this for the next 6 ranks, but the weapons will also rank, so you need to find the name of the phaser from the next rank of the ship you copied them from originally, and then repeat the process until done. The avalon may gain passive abilities as it ranks up, so in the next rank there might already be a weapon4... so just make it weapon5... and so on.

Once you are done with the edits, you can either make a mod module for this mod, or just put them back into the .fpq file, but know that this will break multiplayer compatibility with anyone who does not also have this mod.

Hopefully that helps get you started. :)
posted on September 5th, 2012, 2:48 pm
This will be amazing help thanks. I've done a little nodding so know the offs and things its the weapons that throw me.

Will this also change how they appear on the ships overview?
Again thanks

Drew
posted on September 5th, 2012, 2:57 pm
For the fighter weapon you replace, I believe the icon will change, but for the phaser, there will be no icon unless you add this line to the odf:

weapon4iconpos = 90 50

4 being the number that corrisponds to the weapon you added, and the other two numbers being x,y coordinates on the ships image. There will probably be a bit of trial and error on your part if you want to get that image exactly where you want it. :thumbsup:
posted on September 5th, 2012, 4:37 pm
Right, managed to update the first odf. Worked, the Avalon has a torpedo launcher, the schematic changed, and i thought that i had done the same for the Rank up versions, but as soon as it ranks up, the shuttlebay comes back?

any thoughts?
posted on September 5th, 2012, 4:48 pm
On the ranked ship, you may have changed the wrong weapon, because the weapon number of the shuttle bay may be different. There are several other possibilities too, so if you cant get it, try posting the weapon code here. :thumbsup:
posted on September 5th, 2012, 6:40 pm
right, i got the ship to have torps through all the ranks. even though i just copied the one weapon odf. so not sure if they get stronger with the rank up.

I then tried to add the multi-layered shields, wont show on the schematic and now whenever the ship is attacked its shields never drain?

any thoughts?
posted on September 6th, 2012, 12:58 am
Hmm, well, the multilayered shields might be a passive or a replaceweapon, either way, I"m surprised it does anything at all. What ship is the multilayered shields from?
posted on September 6th, 2012, 2:10 pm
If the weapons all have the same filename for all ranks, they won't change with rank. Each rank has its own weapon, such as fedW_Galaxy1r4 for the rank4 Galaxy

Multi-Layer Shields should be the Descent's passive, getting it to work should be just a case of increasing the shield hitpoints I think.

Do you mean the weapon doesn't show up on the ingame interface? Make sure the icon position is set properly, the code is weapon5iconpos = 90 40 (the last 2 number being where it shows up on the ship display panel).
posted on September 6th, 2012, 8:16 pm
Basically my end goal, is to have a Avalon Class in Masons Eraudi yard.

I want this ship to have double photon launchers and Type XV phasers, with Multi-Layered Shields at rank 3. No Fighters, and a cap of five like it has now.

Anybody help?
posted on September 6th, 2012, 9:05 pm
Well, what do you have so far? :) Mlutilayered shields are really just a name for a stat increase. All you do is give it the empty passive weapon, so the icon shows up, and then manually adjust the shields hitpoints.
posted on September 6th, 2012, 9:54 pm
i had to start from scratch atm.

Game kept crashing. So im making the amendments to Mayson that i had before. Then im going to concentrate on getting the Avalon buildable by mayson.

I may need assistance with this again.
posted on September 6th, 2012, 10:40 pm
Right, getting there, so i have added the Nebula - Torp and Rhode Island to the Eraudi yard for Mayson.

I've created a new odf fed_avalonA and then added this to the Eraudi yard. No build button appears, and when the ship builds it just shows as error?

Cannot find how to get a build button for the new odf file i've created, and then how to get the ship to build?
posted on September 7th, 2012, 1:07 am
What you will need is to give it the command basename = "fed_avalon" so that it takes on the physical appearance, and the buttons, etc. of the regular avalon :thumbsup: You will also need the line originalclass = "fed_avalon" so that when you double click it, it will select all of the ranks and not ignore your new one. :thumbsup:
posted on September 7th, 2012, 10:32 pm
where would iI find that iI just copied the original and renamed the file, and inserted that into maysons yard?
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