Author Topic: Mod Disappearing Act  (Read 1325 times)

Offline Nihilus

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Mod Disappearing Act
« on: June 10, 2009, 05:04:18 PM »
Hi, I've been installing mods into my copy of Bridge Commander and everything worked great.  But I stopped playing for a while and when I came back, all my modded ships were gone.  The Bridge's I installed were still there, but the ships had vanished for no reason.  So I tried installing some new ships and they simply wouldn't take.  I decided to reinstall the game and redo the mods then, but now the game wont read any mods whatsoever.

As as example I installed the Bridge Core Plugin and it said it worked.  So I played the game once or twice to see if it accepted before installing a bridge mod.  It doesn't look like it did anything so I installed a new bridge.  It accepted and said the bridge was installed proporly but once I get into the game there is nothing.  The game remains stock no matter what I do.  Any ideas as to what could be happening?

Offline Nebula

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Re: Mod Disappearing Act
« Reply #1 on: June 10, 2009, 05:11:32 PM »
yeah umm you did turn on the mutators under the config menu in game right??
Canon is what people argue exists on ships that don't exist.

Offline Nihilus

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Re: Mod Disappearing Act
« Reply #2 on: June 10, 2009, 05:24:48 PM »
Yeah everything was working great and then one day they weren't.  I've reinstalled everything now though, (bridge core, BCMI, etc), and now it seems to be accepting Mods again.

Offline Nebula

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Re: Mod Disappearing Act
« Reply #3 on: June 10, 2009, 05:28:59 PM »
Quote
now it seems to be accepting Mods again.
So you don't have the problem anymore??
or are you still stuck with stock stuff??

Oh I'd stop using BCMI and move to BCUT, much better and more noob proof of a tool. (also has latest version of foundation.)

Canon is what people argue exists on ships that don't exist.

Offline Nihilus

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Re: Mod Disappearing Act
« Reply #4 on: June 10, 2009, 07:21:51 PM »
Yeah the problem is gone now.  I'll probably switch to the BCUT also.

Offline Nihilus

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Re: Mod Disappearing Act
« Reply #5 on: June 14, 2009, 10:47:05 PM »
What would be the cause for Nano FX to stop working?  I was in quick battle and noticed it wasn't working when I couldn't warp to other star systems.  Then the lighting and new explosions stopped working.  Any ideas?

Offline Kirk

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Re: Mod Disappearing Act
« Reply #6 on: June 14, 2009, 10:48:08 PM »
Check your mutators.

Offline Nihilus

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Re: Mod Disappearing Act
« Reply #7 on: June 14, 2009, 11:10:53 PM »
Check your mutators.

For some reason it keeps turning itself off.  I guess I'll have to keep checking it to make sure it still works.

Offline Kirk

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Re: Mod Disappearing Act
« Reply #8 on: June 15, 2009, 07:38:52 AM »
If you install DS9FX, I believe it has the ability to save your mutator settings, as well as prevent them from shutting off like they are now. Sovvy, correct me if I'm wrong.

Offline Nihilus

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Re: Mod Disappearing Act
« Reply #9 on: June 21, 2009, 09:27:37 PM »
Is there a special download for the Azteck Hull detail?  I mean like this...

http://screenshots.filesnetwork.com/8/potd/1245144588_23.jpg

Offline ACES_HIGH

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Re: Mod Disappearing Act
« Reply #10 on: June 21, 2009, 10:49:50 PM »
those are specular maps that often come with the ships.  however, if you have nanofx2 installed, you need to disable the "Fix Bright Glow Bug" feature under the nanofx configs menu, and make sure that "Specular Highlights" are enabled under graphics in order to see them.