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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Mod Problems

Submitted by ajm5k6 on Tue, 2008-04-15 19:18. SE:V MODs

No matter what I do, or what I try the Mods that load, from the Game Types Window when you first start the game, refuse to work. That includes the wonderful Mods provided for us by talented programmers.

I have version 1.71 of SE5.

What will happen is the game will load the default setting, no matter what game type I use. Sometimes when it will even leave out components that I have changed (the one that comes to mind is the Meson Blaster, I renamed it the Meson Disputer.\). Does anyone have any ideas what could be wrong? Or how I could fix it?

(Be warned I am posting this in other forums that could help me).

‹ Call funtions and abilities for Mounts Newbie Question: ›
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Whiteangelliger's picture
Mod Designer

Re: Mod Problems

Submitted by Whiteangelliger on Tue, 2008-04-15 19:27.

ajm5k6 wrote:
(the one that comes to mind is the Meson Blaster, I renamed it the Meson Disputer.\). Does anyone have any ideas what could be wrong? Or how I could fix it?

Umm.. about that problem the game only reconizes the meson blaster unless you change alot of txt files to make it reconize the new name so when you change it, its going to be looking for meson blaster not disputer

And also some mods are up to date with the current version so read the read me that comes with the mods to see if it will work with your current version

anyother questions contact me

(Look For White Space Expansion)
Coming In Summer Of 2008

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Re: Mod Problems

Submitted by ajm5k6 on Tue, 2008-04-15 19:58.

Before the new patch, when I would Mod, this wasn't a problem. I would just change the name under the component file and everything would be okay. I am going to try and load a previous Patch and see what happens.

That didn't work, reloading an older patch.

The courage to endure.

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bearclaw's picture
Mod Designer

Re: Mod Problems

Submitted by bearclaw on Tue, 2008-04-15 21:51.

Are you loading a saved game, a saved empire or a saved game setup that was created before either the patch was added or before you changed the name of the Meson Blaster?

I noticed that with TechArea.txt file after 1.71 you cannot change the name of any techs and still use any of the above saved files from before the change. I haven't tried it with components.txt changes though so it might not be the same issue.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

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Re: Mod Problems

Submitted by ajm5k6 on Wed, 2008-04-16 20:57.

No I am creating a new game and not loading a saved one.

Bearclaw, were you apart of of the old Ladder?

The courage to endure.

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Mod Designer

Re: Mod Problems

Submitted by Fyron on Wed, 2008-04-16 21:10.

Including using a new empire file, or a saved one?


SpaceEmpires.net | Space Empires Wiki

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Re: Mod Problems

Submitted by ajm5k6 on Thu, 2008-04-17 08:55.

A brand new empire, I am not loading one. I am not loading anything. Every time I load the mod, I create a new game and a new empire.

The courage to endure.

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Mod Designer

Re: Mod Problems

Submitted by Fyron on Thu, 2008-04-17 11:46.

ajm5k6 wrote:
(Be warned I am posting this in other forums that could help me).
You probably shouldn't do that in the future, since it gets really confusing trying to help you and keep track of what we've covered in different places...

Anyways, the solution is posted over in this thread.


SpaceEmpires.net | Space Empires Wiki

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Re: Mod Problems

Submitted by ajm5k6 on Thu, 2008-04-17 15:10.

Next time I won't do that. Thanks for the help Fyron.

The courage to endure.

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