Problems with Super-Mod
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posted on August 4th, 2011, 8:05 am
So, first of all, Hello. Though I've been playing Flops since 3.1.0, I've only just now been able to create an account.
Okay, now onto the reason for this topic.
Since getting an account meant I was able to get all the little modding goodies, I got quite a few. But, after making the older ones Mod Manager-accessible, I was sad because I could only use one at a time. So, after many hours ot going through and editing and pasting, I finally was able to piece together all those mods. However, there are some things wrong with it, and I wanted to get the community's opinion.
First of all, the mods I included in this "Super-Mod". Since there were a lot of pages to go through to find theses mods in the first place, I only went by the name of the download zipfile. So, this may not be exactly very detailed:
----
Assimilated starship tweak (FO 3.2.5)
TMP Ship Pack (FO 3.2.5)
TMP Ship pack patch (FO 3.2.5)
Team Weapon Colors (I think it's in there. Looking back, I can't remember whether or not I downloaded it)
Camera Mod
Debris Field
Manual-Fire Stations
Proteus Class (FO 3.1.5)
Proteus Class cost patch (FO 3.1.5)
Regent Class
Sabre Class SF3-style lightmap (FO 3.2.2)
Adm. Z's Ship Pack
Tooltip Avatars
Warp-In Martok (FO 3.2.5)
----
So far, I know there is a conflict between Adm Z's Miranda and the TMP Ship Pack Miranda, but there's also a problem with getting the Proteus to show up in the yard (I went with the buildable Proteus), and I haven't yet seen the weapon colors. I followed all the instructions for each and I did my best to fit everything (I thought) together so that it'd all be right - and it didn't crash on me, so that's good - but a lot of it still isn't working in the game itself.
I know that I can't attach the "Super-Mod" for others to look at until I get approval from the original uploaders of the mods, but are there any solutions anybody can come up with irregardless?
Okay, now onto the reason for this topic.
Since getting an account meant I was able to get all the little modding goodies, I got quite a few. But, after making the older ones Mod Manager-accessible, I was sad because I could only use one at a time. So, after many hours ot going through and editing and pasting, I finally was able to piece together all those mods. However, there are some things wrong with it, and I wanted to get the community's opinion.
First of all, the mods I included in this "Super-Mod". Since there were a lot of pages to go through to find theses mods in the first place, I only went by the name of the download zipfile. So, this may not be exactly very detailed:
----
Assimilated starship tweak (FO 3.2.5)
TMP Ship Pack (FO 3.2.5)
TMP Ship pack patch (FO 3.2.5)
Team Weapon Colors (I think it's in there. Looking back, I can't remember whether or not I downloaded it)
Camera Mod
Debris Field
Manual-Fire Stations
Proteus Class (FO 3.1.5)
Proteus Class cost patch (FO 3.1.5)
Regent Class
Sabre Class SF3-style lightmap (FO 3.2.2)
Adm. Z's Ship Pack
Tooltip Avatars
Warp-In Martok (FO 3.2.5)
----
So far, I know there is a conflict between Adm Z's Miranda and the TMP Ship Pack Miranda, but there's also a problem with getting the Proteus to show up in the yard (I went with the buildable Proteus), and I haven't yet seen the weapon colors. I followed all the instructions for each and I did my best to fit everything (I thought) together so that it'd all be right - and it didn't crash on me, so that's good - but a lot of it still isn't working in the game itself.
I know that I can't attach the "Super-Mod" for others to look at until I get approval from the original uploaders of the mods, but are there any solutions anybody can come up with irregardless?
posted on August 4th, 2011, 9:08 am
Stacking mods is not easy, and people have had problems with it for years. I'm not sure where your bugs lie (I don't have much FO modding experience) so I can't help you out. Maybe someone else can.
posted on August 4th, 2011, 9:28 am
hm, you could try to describe what steps you took to combine the mods. that a ship does not appear in the yard either means that there is a build entry missing in the yard's odf or that no entry in the techtree file was made.
posted on August 4th, 2011, 1:33 pm
Last edited by Anonymous on August 4th, 2011, 1:36 pm, edited 1 time in total.
Inawordyes wrote:So, first of all, Hello. Though I've been playing Flops since 3.1.0, I've only just now been able to create an account.
Okay, now onto the reason for this topic.
Since getting an account meant I was able to get all the little modding goodies, I got quite a few. But, after making the older ones Mod Manager-accessible, I was sad because I could only use one at a time. So, after many hours ot going through and editing and pasting, I finally was able to piece together all those mods. However, there are some things wrong with it, and I wanted to get the community's opinion.
First of all, the mods I included in this "Super-Mod". Since there were a lot of pages to go through to find theses mods in the first place, I only went by the name of the download zipfile. So, this may not be exactly very detailed:
----
Assimilated starship tweak (FO 3.2.5)
TMP Ship Pack (FO 3.2.5)
TMP Ship pack patch (FO 3.2.5)
Team Weapon Colors (I think it's in there. Looking back, I can't remember whether or not I downloaded it)
Camera Mod
Debris Field
Manual-Fire Stations
Proteus Class (FO 3.1.5)
Proteus Class cost patch (FO 3.1.5)
Regent Class
Sabre Class SF3-style lightmap (FO 3.2.2)
Adm. Z's Ship Pack
Tooltip Avatars
Warp-In Martok (FO 3.2.5)
----
So far, I know there is a conflict between Adm Z's Miranda and the TMP Ship Pack Miranda, but there's also a problem with getting the Proteus to show up in the yard (I went with the buildable Proteus), and I haven't yet seen the weapon colors. I followed all the instructions for each and I did my best to fit everything (I thought) together so that it'd all be right - and it didn't crash on me, so that's good - but a lot of it still isn't working in the game itself.
I know that I can't attach the "Super-Mod" for others to look at until I get approval from the original uploaders of the mods, but are there any solutions anybody can come up with irregardless?
To solve some problems for you, my 2 mods in there will not work.


EDIT: well actually, it would be great news if you are saying that those ships dont crash. Can you confirm this?
posted on August 4th, 2011, 6:00 pm
DOCa Cola wrote:hm, you could try to describe what steps you took to combine the mods. that a ship does not appear in the yard either means that there is a build entry missing in the yard's odf or that no entry in the techtree file was made.
There were two groups that I attempted at two different time, about an hour apart. With the first group, (AST, TMPSP, TMPSPp, CM, DF, PC, PCcp, MW) I unzipped all the mod files into one folder, where each woud have a seperate directory. Not unlike the Mods file in the Flops folder, but it wasn't there where I unzipped them. Next, I went through and began copying-and-pasting each of the files into the Mod folder I dubbed "Super-Mod". With each subsequent mod I stacked on top, there were times where (Since I'm using Windows 7) it asked if I wanted to merge the files, which I did. The only time I had a problem one was with the Dynamic_Localized_Strings, the techtree files, the sprite files, and the AFE/AFC_TAG files, which I had to manually sort through. Because of the small size of the latter ones, that was no problem, but the DLS required me to open Microsoft Word and use the combining feature to actually mesh the "original" DLS (in this case, the the Proteus DLS) with the "revised" DLS (Which, in this case, was at the beginning the TMP Ship Pack's DLS, since it was the first in the list that had a DLS).
After this was all said and done, I used the FPQEdit. At first, I just uploaded the FPQ's of the original mods, instead of taking everything apart. When that didn't work at all, I removed them, and just took the entire Super-mod directory and put that into the FPQ. Then, the problems with my internet stopped about five minutes later, so I got the second group (TWC I think, RC, AZ'sSP, TA, SCSF3-sl) and did the same thing, which took me another hour-ro-so. I came into the game to test at various points, and at this time, the game didn't crash, but the stuff simply wasn't there.
I thought that I got everything sorted out, but, yes, there is probably a line error somewhere. But I have little to no experience with modding Armada II (have KotOR experience, though, but that's irrelevant), so I don't even know what I'd be looking for if it's anything other then an extra line.
Adm. Zaxxon wrote:To solve some problems for you, my 2 mods in there will not work.they were made for 3.0.5a I believe and their odfs are very different from current ones. They will likely crash ingame.
EDIT: well actually, it would be great news if you are saying that those ships dont crash. Can you confirm this?
The game does not crash, as far as I could see. It does not crash when you open the mod, it does not crash while loading, and the game played and the stations built the ships. Because of the fact that the game has to go through two FPQ's, and that the Super-Mod one was pretty big, the game was a little slow, but it didn't crash at all.
While you're here, can I get your permission to upload the Super-Mod - with your uploaded mods in it, hence the asking - for anyone to take a look at? All I'd need other then you would be Tyler, and, I think, TChapman for at least one.
Terra_Inc wrote:Stacking mods is not easy, and people have had problems with it for years. I'm not sure where your bugs lie (I don't have much FO modding experience) so I can't help you out. Maybe someone else can.
It's okay. Evidently I dont know either, and I'm along the same lines, as I said above, so . . .
P.S. There seems to be a problem with a few of the older downloads. At the same time, I was also getting the Excalibur Class (3.0.7), the Cheetah Class, the Federation Outpost (3.1.5), and the Federation fighter pack (the one with the other fighters for the Avalon). It downloaded them all right, but when I went to unzip them - and this happened about five times, so it's not just a one-time fluke - and it said that, out of all the above, the files were corrupted and couldn't be unzipped. If you download them, do you have the same problem? Because I'd like to add those to the Super-Mod as well.
posted on August 4th, 2011, 6:14 pm
Terra_Inc wrote:Stacking mods is not easy, and people have had problems with it for years. I'm not sure where your bugs lie (I don't have much FO modding experience) so I can't help you out. Maybe someone else can.
Tell me about it! I tried for years to recompile the quake c borg bot so I could make it run in the NCC1701D mod for quake 2. If you're not familiar with either of them, check them out.
posted on August 7th, 2011, 1:39 am
Yeah, go ahead and upload it.
And I"m always here. Feel free to PM me at any time for help. 


posted on August 10th, 2011, 5:38 am
Okay, so here it is. Because the file would've been too big, I excluded the Textures, but kept everything else. With the list I gave, it shouldn't be too hard to download and get all of the Textures. One thing, though: I put in the TMP Ship pack first, but didn't overwrite the Textures for the Miranda with the ones from Adm. Z's ship pack, so that's how I did it. I'd personally prefer to have both in the game, with Tyler's as warp-in, and Adm. Z's as buildable, but I'm not good enough a modder to figure it out myself. If anyone wants to figure it out themselves while finding the main problem(s) . . .
Anyways, this post has the first half of the upload.
Anyways, this post has the first half of the upload.
Attachments
Super-Mod.7z
- (1.99 MiB) Downloaded 246 times
posted on August 10th, 2011, 5:41 am
Part two, containing the "multisetup" and "single" folders an containing files from the "Bitmap" folder, and the Proteus sound effects.
Attachments
Super-Mod2.7z
- (964.14 KiB) Downloaded 267 times
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