Author Topic: NX Enterprise Study  (Read 846 times)

Offline FourChan

  • Admiral Noel Vermillion
  • Posts: 608
  • Cookies: 4
  • Starfleet Technologies Development Center
    • Twitter Four Channel
NX Enterprise Study
« on: July 01, 2008, 03:18:17 PM »
I downloaded the NX Enterprise Study and need some help, I searched the forums and nothing came up of it. When I installed it, it took me a bit to get it to work. Now I got the ship and the ship is installed and working beautiful, though it had no shields when I tested it. (I think the emitters got damaged during the QB, hence I got shot before I could activate them) and now none of the other menu options don't work. Like Abandon Ship, transporter, etc that I got when I installed Kobayashi Maru 1.0.

So does anyone know a fix for this? Thanks.

Offline FourChan

  • Admiral Noel Vermillion
  • Posts: 608
  • Cookies: 4
  • Starfleet Technologies Development Center
    • Twitter Four Channel
Re: NX Enterprise Study
« Reply #1 on: July 01, 2008, 03:43:35 PM »
Ugh, I make useless threads. I figured it out, when you install it you have to install FTech over again so things will work. Which is weird, also the ship has skin shields which is weird cause they're weak.

Offline FourChan

  • Admiral Noel Vermillion
  • Posts: 608
  • Cookies: 4
  • Starfleet Technologies Development Center
    • Twitter Four Channel
Re: NX Enterprise Study
« Reply #2 on: July 01, 2008, 04:07:50 PM »
Nevermind...now the ship messed up again, now this is what it says when I try to load the ship and it crashes QB back to Windows.

>> This is a console tracker dump       by USS Frontier
##############
>> This dump started on -> Tue Jul 01 15:56:48 2008
##############
#----------------------------------------------------------------------->>> Tue Jul 01 15:56:48 2008
####
Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Updating FoundationMenu.ShipMenuBuilderDef
Repairing ship description outputs...
Tracking Console
Foundation Tech loaded
Gravity FX has been loaded.
BridgeFX Enabled...
CameraFX Enabled...
ExplosionFX Enabled...
SpecialFX Enabled...
WarpFX Enabled...
Stargate Hyperdrive Drive Initializing...
Slipstream Drive 20070905 Initializing...
DS9FX Initializing...
####

####
Fixing Jaggies
####

####
AttributeError: PreLoadAssets
####

####
ImportError: No module named SovereignPhoton
ImportError: No module named SovereignPhoton
ImportError: No module named PhotonTorpedoOV
ImportError: No module named PhotonTorpedoOV
ImportError: No module named SovereignPhoton
ImportError: No module named SovereignPhoton
ImportError: No module named PhotonTorpedoOV
ImportError: No module named PhotonTorpedoOV
ImportError: No module named SovereignPhoton
ImportError: No module named SovereignPhoton
ImportError: No module named PhotonTorpedoOV
ImportError: No module named PhotonTorpedoOV
ImportError: No module named SovereignQuantum
ImportError: No module named SovereignQuantum
ImportError: No module named SovereignPhoton
ImportError: No module named PhotonTorpedoOV
ImportError: No module named SovereignPhoton
ImportError: No module named SovereignPhoton
ImportError: No module named PhotonTorpedoOV
ImportError: No module named PhotonTorpedoOV
ImportError: No module named SovereignPhoton
ImportError: No module named SovereignPhoton
ImportError: No module named PhotonTorpedoOV
ImportError: No module named PhotonTorpedoOV
ImportError: No module named SovereignPhoton
Traceback (innermost last):
  File ".\Scripts\Custom\Autoload\ReSet.py", line 162, in __call__
    pTorpTypeToggle.SetName(App.TGString("Type: " + pName))
TypeError: illegal argument type for built-in operation
Setting Stock System Planets Random Density.
Tech: Fed Ablative Armor isn't installed::Player
Traceback (innermost last):
  File ".\Scripts\Custom\Autoload\zzz_DS9FX.py", line 64, in __call__
    Custom.DS9FX.DS9FXmain.RestartTrigger()
  File ".\Scripts\Custom\DS9FX\DS9FXmain.py", line 381, in RestartTrigger
    DS9FXPreLoadedShips.PreLoadEverything(pMission)
  File ".\Scripts\Custom\DS9FX\DS9FXObjects\DS9FXPreLoadedShips.py", line 26, in PreLoadEverything
    loadspacehelper.PreloadShip(Custom.DS9FX.DS9FXShips.DS9FXDeepSpace9, 1)
  File ".\Scripts\Custom\Autoload\000-Fixes20030402-FoundationRedirect.py", line 21, in PreloadShip
    pMod = Foundation.FolderManager('ship', sModelName)
  File ".\Scripts\Custom\Autoload\000-Fixes20030402-FoundationRedirect.py", line 307, in __call__
    mod = __import__(i + key)
NameError: Case mismatch for module name ds9
(filename .\Scripts\ships\DS9.py)
Warning: Group override is active!
('group:', 'Enemy')
Shuttle Launching Error: ship Player has no Shuttle launching points
Hyperdrive: Quick Battle is running... Mod is starting up...
Slipstream: Quick Battle is running... Mod is starting up...
DS9FX: Kobayashi Maru is Installed. Deleting DS9FX Docking Function!
Warning: Group override is active!
('group:', 'Friendly')
Trying to clean memory
####

#----------------------------------------------------------------------->>> Tue Jul 01 15:58:56 2008
####
added activation event for re-intergration sequence
Traceback (innermost last):
  File ".\Scripts\Custom\Sneaker\Mvam\Mvam_Lib.py", line 60, in SneakerStartSimulation2
    pShip.SetAI(pAIModule.CreateAI(pShip), 0, 0)
  File ".\Scripts\QuickBattle\QuickBattleFriendlyAI.py", line 8, in CreateAI
    pAttack = AI.Compound.BasicAttack.CreateAI(pShip, MissionLib.GetEnemyGroup(), Difficulty = QuickBattle.GetCurrentAILevel(), FollowTargetThroughWarp=1, UseCloaking=1)
  File ".\Scripts\AI\Compound\BasicAttack.py", line 60, in CreateAI
    return apply(pModule.CreateAI, (pShip,) + lpTargets, dKeywords)
  File "c:\utopia\current\build\scripts\AI\Compound\CloakAttackWrapper.py", line 40, in CreateAI
  File ".\Scripts\AI\Compound\CloakAttack.py", line 17, in CreateAI
    sInitialTarget = pAllTargetsGroup.GetNameTuple()[0]
IndexError: tuple index out of range
Setting Stock System Planets Random Density.
Traceback (innermost last):
  File ".\Scripts\Custom\Autoload\zzz_DS9FX.py", line 64, in __call__
    Custom.DS9FX.DS9FXmain.RestartTrigger()
  File ".\Scripts\Custom\DS9FX\DS9FXmain.py", line 381, in RestartTrigger
    DS9FXPreLoadedShips.PreLoadEverything(pMission)
  File ".\Scripts\Custom\DS9FX\DS9FXObjects\DS9FXPreLoadedShips.py", line 26, in PreLoadEverything
    loadspacehelper.PreloadShip(Custom.DS9FX.DS9FXShips.DS9FXDeepSpace9, 1)
  File ".\Scripts\Custom\Autoload\000-Fixes20030402-FoundationRedirect.py", line 21, in PreloadShip
    pMod = Foundation.FolderManager('ship', sModelName)
  File ".\Scripts\Custom\Autoload\000-Fixes20030402-FoundationRedirect.py", line 307, in __call__
    mod = __import__(i + key)
NameError: Case mismatch for module name ds9
(filename .\Scripts\ships\DS9.py)
####

####################
>> This dump ended on -> Tue Jul 01 15:58:56 2008
>> Console Tracker Dump END
####################
>> This dump ended on -> Tue Jul 01 15:58:56 2008
>> Console Tracker Dump END

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: NX Enterprise Study
« Reply #3 on: July 01, 2008, 04:56:06 PM »
Well, there is something else going on.

To my knowledge, the NX Enterprise Study does not "corrupt" FTech.

What it does contain is a faulty MVAM plugin (and potentially a faulty ship plugin). See these threads for more info:
http://bc-central.net/forums/index.php?topic=1044.0
http://bc-central.net/forums/index.php?topic=3248.0

There are more, since I've seen this problem more than twice (or trice).
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline FourChan

  • Admiral Noel Vermillion
  • Posts: 608
  • Cookies: 4
  • Starfleet Technologies Development Center
    • Twitter Four Channel
Re: NX Enterprise Study
« Reply #4 on: July 01, 2008, 11:30:24 PM »
Simple Fix, Carrier Script, remove or rename and bingo, it works.