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

How do I resolve these x file errors??

Soumis par Abyssian le Sam, 2008-06-28 15:29 SE:V MODs

Ok...came back to playing SEV after a really long break and started messing around with Devnull's mod since I had played that one with SE:IV. I dumped the stock shipsets from the mod and downloaded the custom shipsets that new AI's had been coded for, only to get xfile error after xfile error. Some of them I was able to pinpoint but I have no experience with how the coding is done for SEV and I have NO idea how to fix the shipsets; being forced to merely removed the defective shipset from the directory so it isn't used. So far I've had to remove the Cardassian shipset (problem with the freighter xfile I believe) and the Colonial shipset (unable to determine problematic xfile on this one so far.)

When I go into the [name]_ships_xfileclasses file, I can see where they relate to the appropriate xfile itself, but as with the Cardassian file, the xfile that is point to "Cardassian_Freighter" is named correctly so maybe the xfile itself is corrupted? I just don't know how to pinpoint or solve this error and I'm forced to play a game with autosave every turn because I just never know when the next error will be encountered.

If anyone can help, I'd greatly appreciate it. I did a lot of searching around before I was able to find what the "TDirect3DxFile.start - Can't find xfile" error was actually caused by. Now I'm hoping someone can help me on finding a fix before I'm forced to dump the Devnull mod altogether. Sad

‹ Can you make different maintenance percentages cost for different resources? Cloaking Sphereworld and ringworld ›
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Re: How do I resolve these x file errors??

Soumis par bouncebag le Dim, 2008-06-29 04:40

youshould try to bring back the oringinal ones there may be something in them that you need

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