Bridge Commander Central

BC Forums => BC Modding => Topic started by: Nihilus on March 24, 2011, 09:35:59 PM

Title: Modded Ships in Campaign
Post by: Nihilus on March 24, 2011, 09:35:59 PM
I don't know if this goes here or in scripting so if it's in the wrong spot I'm sorry :hithead:  But I was wondering, what is needed to replace stock ships in campaign?  Like if I wanted to replace the Dauntless with one of DJ's Galaxy Classes.  Is that possible?
Title: Re: Modded Ships in Campaign
Post by: eclipse74569 on March 24, 2011, 09:40:47 PM
Very much so, but it's a bit complex for me so I will let the more experience let you in on how LOL (IE:  I forgot all the coding to change...and am too lazy to learn it again)
Title: Re: Modded Ships in Campaign
Post by: JimmyB76 on March 25, 2011, 07:43:29 AM
easy - just change the Galaxy.py in the scripts/ships folder (not hardpoint) to point to DJ Galaxy's data folder and hardpoint script...
that should do it, im thinking...
Title: Re: Modded Ships in Campaign
Post by: Morgan on March 25, 2011, 06:25:18 PM
Replacing the games stock ships for use in SP is perfectly safe, but be advised that some ships (the RanKuf and Sovereign) have special hardpoint needs.

Check out this article I wrote about SP modding at the BC Wiki, it should have some insight.

http://bridgecommander.wikidot.com/single-player-modding
Title: Re: Modded Ships in Campaign
Post by: Nihilus on March 25, 2011, 09:44:11 PM
Hmm... do you use BCUT to change the py file or open it yourself?  I opened it with wordpad but everything was a jumbled mess.
Title: Re: Modded Ships in Campaign
Post by: eclipse74569 on March 25, 2011, 09:54:45 PM
Hmm... do you use BCUT to change the py file or open it yourself?  I opened it with wordpad but everything was a jumbled mess.

Are you sure that wasn't a PYC file???
Title: Re: Modded Ships in Campaign
Post by: Morgan on March 25, 2011, 10:25:16 PM
Hmm... do you use BCUT to change the py file or open it yourself?  I opened it with wordpad but everything was a jumbled mess.
That was likely a PYC file you opened.  For the ship file just use Notepad.  I'm not even sure if BCUT can open the ship files (I know it can do the hardpoints).  When you find the PY, go to its properties and set it to always open with Notepad, that way you can just double-click and have an easy reference for distinguishing PY's from PYC's.
Title: Re: Modded Ships in Campaign
Post by: Nihilus on March 25, 2011, 11:36:14 PM
Oh yeah, that was definitely a PYC file lol
Title: Re: Modded Ships in Campaign
Post by: Lurok91 on March 25, 2011, 11:44:20 PM
Realise this is an obvious one but what's worked for me - and is method currently using for SP Game Update -  is rather than link to new models,  have simply replaced  the stock models with new ones.  Avoids messing around with any scripts or PY files  :)

So for example, just delete the current Galaxy nif and textures,  and copy/paste DJ Galaxy nif and textures to the empty Galaxy folder.  Then rename DJGalaxy nif to Galaxy nif.  Voila  :) Most hardpoints I think have left as original as scalings usually ok,  but again easy enough to change or update. Using this method also avoids any ship name errors in Maelstrom scripts.  
Title: Re: Modded Ships in Campaign
Post by: eclipse74569 on March 26, 2011, 01:13:30 AM
Realise this is an obvious one but what's worked for me - and is method currently using for SP Game Update -  is rather than link to new models,  have simply replaced  the stock models with new ones.  Avoids messing around with any scripts or PY files  :)

So for example, just delete the current Galaxy nif and textures,  and copy/paste DJ Galaxy nif and textures to the empty Galaxy folder.  Then rename DJGalaxy nif to Galaxy nif.  Voila  :) Most hardpoints I think have left as original as scalings usually ok,  but again easy enough to change or update. Using this method also avoids any ship name errors in Maelstrom scripts.  


Speaking of which Lurok, PMing you now!
Title: Re: Modded Ships in Campaign
Post by: 086gf on March 28, 2011, 02:16:15 PM
Oh yeah, that was definitely a PYC file lol

And you've been here how long?;) lol
Title: Re: Modded Ships in Campaign
Post by: Nihilus on June 17, 2011, 08:00:10 PM
OK, So I did what Jimmy suggested and it semi-worked.  I managed to get DJ's USS Venture in game but when Picard gives me command of the ship it crashes.  I assume it has something to do with other mods like the Elite Force II Bridge Crew so I installed a second copy of the game and did the same thing, but the second copy doesn't get that far.  It crashes after I click campaign.

I'm not quite sure what's causing it.  Any suggestions?

EDIT: Ok, so I managed to fix the above problem.  For some reason it was saying "data/Models/Ships/DJValiant/DJVenture.nif" but I changed it and got it to work.  I played for a minute or so, going up to the part where you do a weapons test.  Everything worked fine and then the game crashed.  Now when I go into the game and click campaign it crashes from the start all over again.

It's really weird.
Title: Re: Modded Ships in Campaign
Post by: DMWalsh79 on June 17, 2011, 11:02:37 PM
Stoopid nOOb type question but did you make sure all the mods but stock ships and systems were turned off?

I have been able to get DJs Pegasus into single player by replacing both the ship script and the hardpoint.  However, now I only get as far as rescuing the Sov.  After that whenever I try to warp back to Vesuvi it my game crashes.
Title: Re: Modded Ships in Campaign
Post by: Nihilus on June 18, 2011, 12:11:01 AM
I've messed with the mutators a bit, turning off mods/stock ships/stock planets and different variations of.  I've noticed that if I want to successfully start a campaign, I must first click on quick battle.  Once the quick battle loads up I can click on campaign and go from there.  But if I just click campaign from the start it will just instantly crash.
Title: Re: Modded Ships in Campaign
Post by: DMWalsh79 on June 18, 2011, 11:51:36 PM
are you using KM?  Trying to get a mental image of what you mean.  I'm using the newest version of KM and the closest thing I can think of is when you click Missions and it takes you to the selection screen for Campaign Episodes or QB OR Galaxy Charts.
Title: Re: Modded Ships in Campaign
Post by: Nihilus on June 19, 2011, 05:10:12 AM
I don't have KM installed, although I might install it now.  There is no level selection screen or anything just Campaign and Quick Battle.
Title: Re: Modded Ships in Campaign
Post by: Commander_One on June 19, 2011, 12:38:12 PM
easy - just change the Galaxy.py in the scripts/ships folder (not hardpoint) to point to DJ Galaxy's data folder and hardpoint script...
that should do it, im thinking...

This always works for me.  Don't forget though, to actually rename the DJ galaxy py file to "Galaxy.py"   And defintely don't forget to delete the "galaxy.pyc" file.  ;)
Title: Re: Modded Ships in Campaign
Post by: Nihilus on June 19, 2011, 08:53:39 PM
I've noticed that even with KM installed, the game will crash when I try to enter the Vesuvi system in Campaign.
Title: Re: Modded Ships in Campaign
Post by: DMWalsh79 on June 19, 2011, 11:44:03 PM
Yeah I just switched back to the default Galaxy and when I try to head back to Vesuvi after saving the Sov the game crashes.  Wonder what that's about.