Request Special FOLoader / Modding Q's
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 December 22nd, 2010, 4:02 pm
Okay, I've just completed the transfer of all stock A2 stuff into fleet-ops, replacing the fleet-ops stuff, and the game not crashes the instant it's up.
posted on December 22nd, 2010, 10:55 pm
to get old menu options up like reenable warp u need to modify the loader
posted on December 22nd, 2010, 11:30 pm
Last edited by Tok`ra on December 22nd, 2010, 11:32 pm, edited 1 time in total.
Dominus_Noctis wrote:To be quite honest, I find it inordinately difficult to find files in the stock installation, as they are not properly lined with what files they do use...
The .odf's at least are really easy to find (stock and properly done mods). Ships are in a ships folder, stations in a station folder, weapons in a proper sub folder in the weapons folder.
TCR as for the options like height, I believe Dom allready answerd that.
The rest are mostly features (with the exception of map height, which is hardcoded) that you can set back yourself using the configuration settings and simple ODF manipulation. They won't be in FO.
Tyler wrote:I don't think the Tech assimilation beam can assimilate different weapons at different speeds or only get certain ones. It's an indiscrimate weapon that works at a set speed, just like the holding beam, and would assimilate any weapon set to be assimilatable.
I did like the stock method of putting all odfs in seperate folders, even if the names were flawed, the location wasn't.
Question then: Is it possible to set the assim beam to, when assiming a weapon, assim onto the ship a weapon replacer or something with effects that can be scripted and time delayed ?
If so, do that, have it work at different rates.
posted on December 22nd, 2010, 11:39 pm
I'm not entirely sure what you mean; do you mean make it replace the Tech Assim beam with another when targetting a specific ship?
posted on December 23rd, 2010, 12:23 am
u can set the holding beam to not ignore shields but that drains the shields in 1 second flat also on the tech assim u could make multipul assim beams and manualy add which weapons it can assim tho that will take awhile to do lol
posted on December 23rd, 2010, 12:24 am
A weapons assimilatable status isn't in the tech assimilator, it's in the target weapon.
posted on December 23rd, 2010, 1:50 am
How would I modify the loader? I don't have the source code. Or do I need the source code to do the modifications?
You said that warp and other similar stuff can be added back by modifying a configuration or ODF files. What are the names of the ODF files and where are the configuration files?
You said that warp and other similar stuff can be added back by modifying a configuration or ODF files. What are the names of the ODF files and where are the configuration files?
posted on December 23rd, 2010, 2:24 am
By the way, what all is involved in putting only the stock A2 stuff into fleet-ops?
I tried to do a conventional copy/paste, but that didn't work. I have all of the sprites, textures, ODFs, models, techtree, maps, mission scripts/objectives, cfg files, animations, and bitmaps in, all of which are stock and none are fleet-ops, but the game doesn't work anymore. I did make sure I put them into the proper directories. Basically, the only thing that is fleet-ops is the loader and all of the DLL files associated with it.
I tried to do a conventional copy/paste, but that didn't work. I have all of the sprites, textures, ODFs, models, techtree, maps, mission scripts/objectives, cfg files, animations, and bitmaps in, all of which are stock and none are fleet-ops, but the game doesn't work anymore. I did make sure I put them into the proper directories. Basically, the only thing that is fleet-ops is the loader and all of the DLL files associated with it.
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