Author Topic: SNS Galaxy - bizarre HP issues  (Read 1481 times)

Offline TheConstable6

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SNS Galaxy - bizarre HP issues
« on: March 04, 2012, 09:45:43 PM »
When I went into BCUT to tweak the 3 SNS Galaxy Pack HPs - SNSGalaxy, SNSVenture, and SNSWargalaxy - and changed some of their values, the resulting ships using those HPs crashed to desktop whenever I tried to use them. When I first reinstalled the pack on my BC built (which uses KM) and tried the marvelous thing out, all the ships worked fine, but when I tried to buff them up (change phaser damage, shield strength, etc.) to suit my install and tastes,  :bluescreen:

I'm using the latest versions of both KM & BCUT.

I noticed the 3 hardpoints seem to be structured weirdly - SNSVenture and SNSWargalaxy are missing some values like sensor etc. which leads me to believe the two are linked to SNSGalaxy - I'm clueless though.
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline Morgan

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Re: SNS Galaxy - bizarre HP issues
« Reply #1 on: March 04, 2012, 10:06:23 PM »
The SNS Venture and War Galaxy hardpoints are child scripts of the original SNS Galaxy; long story short they're set up in such a way that you only need to script in the differences between them and the SNSGalaxy.py hardpoint.

Did you ONLY make your modifications in BCUT?  No notepad use what so ever?  Can you get us a console dump please?

Offline TheConstable6

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Re: SNS Galaxy - bizarre HP issues
« Reply #2 on: March 04, 2012, 11:15:15 PM »
Yes, I only used BCUT, but I would be open to using Notepad...and the rest of the install worked fine, all the other ships, just when I tried and used those three, I got sent back the desktop with a generic error message.

Now, however, I went in to make a dump, which didn't turn up anything significant at first, but then I got the render error, and then deleted options.cfg, which is what I usually do when this happens, and now I have a BSOD, and my dump turned up this:
Code: [Select]
Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Updating FoundationMenu.ShipMenuBuilderDef
Repairing ship description outputs...
Galaxy Charts v1.5 is online
Foundation Tech loaded
Gravity FX has been loaded.
Fixing\Enhancing USS Sovereign's mods...
DS9FX Initializing...
Detected new mod, restoring Keyboard Binding..
KM Version changed, enabling all Mods
Custom.ScotchyMaelstrom.ScotchyCampaign
Traceback (innermost last):
  File ".\Scripts\MainMenu\mainmenu.py", line 49, in ?
    import Multiplayer.MultiplayerMenus
  File ".\Scripts\Multiplayer\MultiplayerMenus.py", line 16, in ?
  File ".\Scripts\MissionLib.py", line 3, in ?
    import loadspacehelper
  File ".\Scripts\loadspacehelper.py", line 15, in ?
    Foundation.LoadExtraPlugins()
  File ".\Scripts\Foundation.py", line 803, in LoadExtraPlugins
    pModule = __import__(dotPrefix + fileName)
  File ".\Scripts\Custom\Autoload\zzzzzzzz_firstKMrun.py", line 36, in ?
    i.Enable()
  File ".\Scripts\Foundation.py", line 104, in Enable
    i.ImmediateActivate()
  File ".\Scripts\FoundationMission.py", line 19, in ImmediateActivate
    pModule.ReplaceHandlers()
  File ".\Scripts\Custom\ScotchyMaelstrom\ScotchyCampaign.py", line 63, in ReplaceHandlers
    pOptionsWindow = pTopWindow.FindMainWindow(App.MWT_OPTIONS)
AttributeError: 'None' object has no attribute 'FindMainWindow'
AttributeError: GotFocus
AttributeError: BuildMainMenu
AttributeError: BuildMultiplayerMenus
Traceback (innermost last):
  File ".\Scripts\Custom\Autoload\TimeMeasurement.py", line 152, in Refresh
    self.Function(pObject, pEvent)
  File ".\Scripts\Custom\Autoload\TimeMeasurement.py", line 54, in Update
    while self.Second >= 60:
AttributeError: PlayOpeningMovies
AttributeError: LostFocus

A general tech catastrophe :)
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline Defiant

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Re: SNS Galaxy - bizarre HP issues
« Reply #3 on: March 05, 2012, 02:02:24 AM »
Scripts\Custom\ScotchyMaelstrom\ScotchyCampaign.py

Where does this come from?

Offline eclipse74569

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Re: SNS Galaxy - bizarre HP issues
« Reply #4 on: March 05, 2012, 10:28:19 AM »
Scripts\Custom\ScotchyMaelstrom\ScotchyCampaign.py

Where does this come from?

The original SNS Galaxy mod.  Iirc he included his own sp campaign
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline TheConstable6

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Re: SNS Galaxy - bizarre HP issues
« Reply #5 on: March 06, 2012, 06:46:36 PM »
Anyways I gave up on trying to repair that install...starting from square one, how would I script in those differences I wanted like Nero said?
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline King Class Scout

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Re: SNS Galaxy - bizarre HP issues
« Reply #6 on: March 07, 2012, 07:46:48 AM »
I had to do the same thing the one time I downloaded Scotchy's galaxies.  it caused so much trouble with overwrites and rendered SP unplayable.  infortunately, it also rendered the "kickstart" mod unusable as well (finland's parody of trek)

the mod needs to be rebuilt so that it's seperate from everything else.
OS novel fan

Coming Soon: King's Mod Tuning Shop

best line I've ever read
Me: mine [my bridges] would probably be simple to get the characters to use.  the only person that sits is the captian.
Baz: space is vast there[sic] legs will be tired by the time they get to the next planet

Offline TheConstable6

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Re: SNS Galaxy - bizarre HP issues
« Reply #7 on: March 07, 2012, 06:23:54 PM »
Ahhhhhhh screw you Scotchy!  :D damn the price for a beautiful ship (it still amazes me how good that thing looks, especially retextured)
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline Morgan

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Re: SNS Galaxy - bizarre HP issues
« Reply #8 on: March 07, 2012, 10:21:03 PM »
I usually extract the .exe into a temporary folder and then manually copy and paste only the Galaxy, Venture, and War Galaxy files (no Enterprise, Odyssey, etc.).  Afterwards I make new plugins.  I've never had a problem going that route.

Offline TheConstable6

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Re: SNS Galaxy - bizarre HP issues
« Reply #9 on: March 07, 2012, 10:24:39 PM »
Okay, got it to work, thanks for your help Nero & KCS. Making manual plugins worked for me too.
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.