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CRNebula Pack 2.0 Problems

 
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SuperSmeg

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Post Posted: 11-03-2006 03:21 AM Post subject: CRNebula Pack 2.0 Problems

Im not sure how exactly, but after I had installed this pack,
http://bridgecommander.filefront.com/file/CR_Nebula_Pack;70908
I ran into 2 problems. Both pretty much self explainitory in the following screenshots



I made sure I uninstalled the first version of the pack before installing this one.

Please help.


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ModderMan

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Post Posted: 11-03-2006 04:38 AM Post subject:

Ok for the regestries go into data\Models\SharedTextures\Nebula
and delete anything that doesn't have have ID in the name.

Ex: XXX_ID.tga -Keep these-

Berkely.tga -Delete those-


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SuperSmeg

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Post Posted: 11-03-2006 03:05 PM Post subject:

There arnt any tga's in the Nebula shared textures folder, just ones with ID.tga in them. Does anyone know how to fix the other problem though?


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CaptainRussell

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Post Posted: 11-03-2006 09:50 PM Post subject:

See my answer in your Filefront thread:

http://forums.filefront.com/showthread.php?s=&threadid=285745

Go to the "data/Models/SharedTextures/FedShips" folder and delete the old crap out of here - namely any of the stock Nebula registries - these include the Prometheus, Berkeley, Khitomer, and Nightingale registries.

-CR

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SuperSmeg

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Post Posted: 11-07-2006 04:31 PM Post subject:

UPDATE: I uninstalled the game. Then after reinstalling the game, I installed the patch, then BCMI to get Foundation, then QBA 9.1, then NanoFX2 and then your ship pack. Now Quickbattle wont even start, here is a console report,


My advice is not to do anything to modify Foundation next time.


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ModderMan

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Post Posted: 11-08-2006 05:35 AM Post subject:

1.1 patch ?


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SuperSmeg

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Post Posted: 11-08-2006 11:22 AM Post subject:

ModderMan wrote:
1.1 patch ?


After reinstalling the game, the patch was the next thing to be put in, before Foundation, before CRs killer Nebula pack. (Dont mean 'killer' as in cool)


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CaptainRussell

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Post Posted: 11-15-2006 01:09 AM Post subject:

I didn't do anything noticeable to the Foundation script; if QBA 9.1 or NanoFX 2 replaces the Foundation script (and I don't remember if they do since I haven't used either for months), the ships in the CR Nebula Pack V2.0 will not function.

The new Foundation script that's included with the CR Nebula Pack V2.0 adds several chunks of data for ship definitions, which allows for Felix to say appropriate lines in Quickbattle when a friendly/enemy Federation ship gets destroyed (i.e. there are now AmbassadorDef, AkiraDef, and NebulaDef, not just GalaxyDef, SovereignDef, and FedShipDef).

What you need to do with this pack is make a copy of your Foundation script that you have before installing the pack, and then install the pack and copy your old Foundation script over the one in the CR Nebula V2.0 pack.

Then you need to enter your "scripts/Custom/Ships" folder, and edit all of the CR Nebula V2.0 ship plugins so that their ship definitions are changed from NebulaDef to FedShipDef.

This will allow the ships to function correctly in the game, although Felix will now say a generic line when any Nebula-class ships are destroyed during Quickbattle.

-CR

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SuperSmeg

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Post Posted: 11-15-2006 12:24 PM Post subject:

CaptainRussell wrote:
I didn't do anything noticeable to the Foundation script; if QBA 9.1 or NanoFX 2 replaces the Foundation script (and I don't remember if they do since I haven't used either for months), the ships in the CR Nebula Pack V2.0 will not function.

The new Foundation script that's included with the CR Nebula Pack V2.0 adds several chunks of data for ship definitions, which allows for Felix to say appropriate lines in Quickbattle when a friendly/enemy Federation ship gets destroyed (i.e. there are now AmbassadorDef, AkiraDef, and NebulaDef, not just GalaxyDef, SovereignDef, and FedShipDef).

What you need to do with this pack is make a copy of your Foundation script that you have before installing the pack, and then install the pack and copy your old Foundation script over the one in the CR Nebula V2.0 pack.

Then you need to enter your "scripts/Custom/Ships" folder, and edit all of the CR Nebula V2.0 ship plugins so that their ship definitions are changed from NebulaDef to FedShipDef.

This will allow the ships to function correctly in the game, although Felix will now say a generic line when any Nebula-class ships are destroyed during Quickbattle.

-CR


The ships worked fine ingame, its just that the registeries were messed up and it caused my bridge crew to 'merge togther in the middle of the bridge. There was no problem running the ships. Did you even read the original post CR?


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Post Posted: 11-15-2006 03:57 PM Post subject:

There's nothing in the pack that is potentially harmful to anything except other ships that have scripts with the same names - the problem detailed above is the only one I can think of that could be caused by this pack.

-CR

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