Author Topic: Problem After Installing NanoFX 2 Beta  (Read 436 times)

Offline Blacknirvosh

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Problem After Installing NanoFX 2 Beta
« on: January 03, 2014, 09:02:17 AM »
When I start up the game & go to the mutators buttons, there are only the normal three there, NanoFX2 isn't even listed.  Meaning, there is no reference to NanoFX2 at all.

I have the game installed on a Win7 machine with the latest .Net Framework (4.5.1). 

Also have Bridge Commander patch 1.1, BCMI Final & BCMP v4.4
 
Any ideas?

Offline flarespire

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Re: Problem After Installing NanoFX 2 Beta
« Reply #1 on: January 03, 2014, 09:07:39 AM »
First off, where did you install the game, if its in the default Program Files folder then the game is gonna encounter problems due to how UAC has protected file there even if UAC is completely off.

Offline Blacknirvosh

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Re: Problem After Installing NanoFX 2 Beta
« Reply #2 on: January 03, 2014, 09:15:36 AM »
Unfortunately, the default install directly (C:/Program Files (x86))  So, reinstall elsewhere and see if that works?

Offline flarespire

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Re: Problem After Installing NanoFX 2 Beta
« Reply #3 on: January 03, 2014, 10:49:31 AM »
Install it to somewhere like C:\Games or something, that will avoid the UAC issues and may help out, if not let us know and well try to help you out a little more.

Offline Blacknirvosh

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Re: Problem After Installing NanoFX 2 Beta
« Reply #4 on: January 03, 2014, 12:18:38 PM »
I will try that and let you know.  Do you have any mod recommendations that are absolutely must have, just for stability? 

Offline flarespire

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Re: Problem After Installing NanoFX 2 Beta
« Reply #5 on: January 03, 2014, 12:40:11 PM »
id suggest going after the Kobayashi Maru mod, it includes DS9FX and NanoFX within itself, there is a link to the KM website on the bottom of the forums main page.

Offline Blacknirvosh

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Re: Problem After Installing NanoFX 2 Beta
« Reply #6 on: January 03, 2014, 02:16:11 PM »
Quick ST nerd question with the KM mod.  Is the Advanced Technologies feature the same as the future technology addition mod?  Like is the Voyager armor, cloaked torpedo firing, and one-shot-Borg-killin'-chronoton torpedo?  If they are different, can the mod be added to KM?   

Offline Bones

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Re: Problem After Installing NanoFX 2 Beta
« Reply #7 on: January 03, 2014, 02:28:58 PM »
you can add it to KM anytime you want ;)

Offline Blacknirvosh

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Re: Problem After Installing NanoFX 2 Beta
« Reply #8 on: January 04, 2014, 02:17:52 AM »
I'm up and running with BC, including KM.  And everything seems to be working.  I tried installing FTA v2, and doesn't seem to be working.  I installed the QB Autostart v0.9.1 first and that shows up on my mutators list, but there is no reference to FTA.  Any suggestions?

Offline Nebula

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Re: Problem After Installing NanoFX 2 Beta
« Reply #9 on: January 04, 2014, 02:38:08 AM »
KM already has QB autostart... soo no need for it.
Canon is what people argue exists on ships that don't exist.

Offline Blacknirvosh

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Re: Problem After Installing NanoFX 2 Beta
« Reply #10 on: January 04, 2014, 08:19:52 AM »
What about FTA?  How do I get that to work?

Offline KrrKs

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Re: Problem After Installing NanoFX 2 Beta
« Reply #11 on: January 04, 2014, 09:14:36 AM »
I'm not entirely sure, but i think FTA is replaced in KM by f- and d- Techs, which allow the same functions. Some details might vary though.
If you want to know how they work you could look at:
-the Defiant ship plugin for Ablative armor
-the ST6 BoP or Scimitar files (not sure which ones, i believe there are special plugins somewhere under scripts/techs or similar) for cloaked firing.
-somewhere in the docs for Torpedo-scripts
(I know, this is really helping you, but  :idk:)