Combining Balance and Fyron's mods |
After combining Balance Mod v1.14a and FQM 5.00 beta14 (with the latest SEV multimedia pack set) - get an Exception error: 'TDirect3DxFile.Start - Cant find xfile. Access violation at address 0047A083 in module "se5.exe" Read of address 00000000' this happens consistently after just several turns of playing.
Merging was done in accordance with BM mod's instructions: making a copy of BM directory, renaming it and copying .txt files from FQM's data folder.
Re: Combining Balance and Fyron's mods
Do you have any issues running FQM or BM by themselves? Are you certain you copied everything into the merged mod? There are crucial ringed planet models in the FQM\Pictures\Models folder that need to make the transition.
Edit:
Upon further review, the BM readme's instructions are incomplete; they do not instruct one to copy the FQM\Pictures folder. The FQM help info contains the complete instructions.

Re: Combining Balance and Fyron's mods
I should update that. At the time, the pictures used by FQM and BM were the same, but that's no longer the case. 
Re: Combining Balance and Fyron's mods
The easiest way to slow them down would be to grab SJ's Warp Point Generator app and remake them. Doing it by hand in the data files would be a nightmare.
How to decrease the frequency depends on what you want to decrease it to, really. Right now, roughly 50% of all storms have lightning. The main way to edit them will be to go into StellarObjectTypes.txt and look for "Storm 1". The mod is set to force all storms in regular systems to be of Medium size. Each time it seeds a storm, it randomly picks from a list of all Stellar Object Types that have the size Medium. There are 11 Storm ## objects (regular, non-lightning storms), and 11 Storm ##e objects (lightning storms). If you want to remove lightning entirely, delete the "Storm 1e" variants. If you want to make the lightning appear in 33% of storms, copy the entries "Storm 1" through "Storm 11", and give them new names. It doesn't matter what the names are, so long as they are unique. You don't need to change anything else about them. If you want 25% lightning storms, make 2 copies of each regular.
Anyways, changing the appearance of planet objects by hand is infeasible, since there are over 3000 of them. What you'd need to do is edit the Python script that generates the data files (stellar_objects_textures.py). What exactly to do depends on what you want to remove. If its every single instance of certain color combinations, such as the Violet sets. This sort of change is easy to accomplish, since you can simply edit it out of the p_atm_colors lookup table (line ~348):
p_atm_colors = {'Carbon Dioxide': ['Amber', 'Yellow', 'Green'],
'Hydrogen': ['Red', 'Vermilion', 'Orange'],
'Methane': ['Indigo', 'Violet', 'Magenta'],
'Oxygen': ['Terran', 'Forest', 'Cyan', 'Blue'],
'None': ['None']}
If you simply remove the Violet string from the Methane tuple, then run the script, the new data files will no longer have any Violet textures in use.
If you want to remove just specific textures, you'll need to figure out a way to add in exceptions to the giant nest of for loops (lines 371 to 410) to avoid specific textures by number.

Re: Combining Balance and Fyron's mods
I can't be blamed if you have a Terran-centric view of the universe. 




Re: Combining Balance and Fyron's mods
Were you using a new map generated with the merged mod?
Space Empires Depot | SE:V Balance Mod