Bridge Commander Central
BC Forums => BC Scripting => Topic started by: TheConstable6 on March 04, 2012, 09:45:43 PM
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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.
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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?
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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:
Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager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 :)
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Scripts\Custom\ScotchyMaelstrom\ScotchyCampaign.py
Where does this come from?
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Scripts\Custom\ScotchyMaelstrom\ScotchyCampaign.py
Where does this come from?
The original SNS Galaxy mod. Iirc he included his own sp campaign
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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?
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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.
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Ahhhhhhh screw you Scotchy! :D damn the price for a beautiful ship (it still amazes me how good that thing looks, especially retextured)
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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.
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Okay, got it to work, thanks for your help Nero & KCS. Making manual plugins worked for me too.