Weird NPC bug
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FriendlyFire wrote:
Ironically I had the same problem a few days ago and I believe it had to do with a mismatched Goods.ini file (IE the server had a different version than my own).Goods.ini contains the player ships’s packages, goods, and commondities as far as i remember. If he got problem with the npcs then the ships/loadouts.ini may cause something or the shiparch.ini has wrong entries.
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I’ve had this happen when I’ve accidentally deleted the nickname for one of the ships. Make sure each shiparch has the correct nickname = line and that there are no duplicates.
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Checked the Goods.ini and the shiparchtyps via LS’s error checker an the shiparchtyp’s also by hand and they are all there and all fine!
Thanks for the help and for thinking about this bug as it rly makes me crazy.
Here are the codes I decided to post the rebel faction cause they got the most ships:Faction_prop.ini
[FactionProps]
affiliation = nu_rebel_grp
legality = lawful
nickname_plurality = plural
msg_id_prefix = gcs_refer_faction_nu_rebel
jump_preference = jumphole
npc_ship = xwing_fighter_d1-3
npc_ship = arc_170_fighter_d4-6
npc_ship = tridroid_fighter_d7-9
npc_ship = bwing_fighter_d10-12
npc_ship = ywing01_fighter_d13-19
npc_ship = cruiser_legacy01_d1-4
npc_ship = legacy01_d1-2
npc_ship = venator_bs_d3-4
npc_ship = mc_75_d5-6
npc_ship = mc_80b_d7-8
npc_ship = corellian_bs02_d9-10
npc_ship = corellian_bs01_d11-12
npc_ship = republic_bs01_d13-14
npc_ship = republic_bs02_d15-16
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 226608, 226741
lastname = 227008, 227307
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
large_ship_desig = 524378
large_ship_names = 524378, 524378
formation = fighters, rebel_formation01
formation = freighters, freighter_wall
formation = cruisers, cruiser_wall
formation = battleships, battleship_wallnpcships.ini
[NPCShipArch]
nickname = xwing_fighter_d1-3
loadout = xwing_loadout01
level = d3
ship_archetype = xwing
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2, d3[NPCShipArch]
nickname = arc_170_fighter_d4-6
loadout = arc_170_loadout01
level = d19
ship_archetype = arc_170
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d4, d5, d6[NPCShipArch]
nickname = tridroid_fighter_d7-9
loadout = tridroid_loadout01
level = d19
ship_archetype = tridroid
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d7, d8, d9[NPCShipArch]
nickname = bwing_fighter_d10-12
loadout = bwing_loadout01
level = d19
ship_archetype = bwing
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d10, d11, d12[NPCShipArch]
nickname = ywing01_fighter_d13-19
loadout = y_wing01_loadout01
level = d19
ship_archetype = y_wing01
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d13, d14, d15, d16, d17, d18, d19[NPCShipArch]
nickname = cruiser_legacy01_d1-4
loadout = legacy01_loadout01
level = d4
ship_archetype = legacy01
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_cruiser, d1, d2, d3, d4[NPCShipArch]
nickname = legacy01_d1-2
loadout = legacy01_loadout01
level = d2
ship_archetype = legacy01
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_battleship, d1, d2[NPCShipArch]
nickname = venator_bs_d3-4
loadout = venator_bs_loadout01
level = d4
ship_archetype = venator_bs
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_battleship, d3, d4[NPCShipArch]
nickname = mc_75_d5-6
loadout = mc_75_loadout01
level = d6
ship_archetype = mc_75
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_battleship, d5, d6[NPCShipArch]
nickname = mc_80b_d7-8
loadout = mc_80b_loadout01
level = d8
ship_archetype = mc_80b
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_battleship, d7, d8[NPCShipArch]
nickname = corellian_bs02_d9-10
loadout = corellian_bs02_loadout01
level = d10
ship_archetype = corellian_bs02
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_battleship, d9, d10[NPCShipArch]
nickname = corellian_bs01_d11-12
loadout = corellian_bs01_loadout01
level = d12
ship_archetype = corellian_bs01
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_battleship, d11, d12[NPCShipArch]
nickname = republic_bs01_d13-14
loadout = republic_bs01_loadout01
level = d14
ship_archetype = republic_bs01
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_battleship, d13, d14[NPCShipArch]
nickname = republic_bs02_d15-16
loadout = republic_bs02_loadout01
level = d16
ship_archetype = republic_bs02
pilot = pilot_military_ace
state_graph = CRUISER
npc_class = lawful, class_battleship, d15, d16[bloadouts.ini]loadouts.ini
[Loadout]
nickname = xwing_loadout01
archetype = xwing
equip = ge_oe_engine_01
equip = Jedi_shield, HpShield01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = no_thruster, HpThruster01
equip = rebel_blaster, HpWeapon01
equip = rebel_blaster, HpWeapon02
equip = rebel_blaster, HpWeapon03
equip = rebel_blaster, HpWeapon04
equip = rebel_blaster, HpWeapon05
equip = rebel_blaster, HpWeapon06
equip = rebel_blaster, HpWeapon07
equip = rebel_blaster, HpWeapon08
equip = cruise_disruptor01_mark03, HpTorpedo01
cargo = cruise_disruptor01_mark03_ammo, 60
equip = torpedo01_mark05, HpTorpedo02
cargo = torpedo01_mark05_ammo, 30
equip = torpedo01_mark06, HpTorpedo03
cargo = torpedo01_mark06_ammo, 30
cargo = ge_s_repair_01, 60
cargo = ge_s_battery_01, 60[Loadout]
nickname = arc_170_loadout01
archetype = arc_170
equip = ge_oe_engine_01
equip = Jedi_shield, HpShield01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = no_thruster, HpThruster01
equip = rebel_blaster, HpWeapon01
equip = rebel_blaster, HpWeapon02
equip = rebel_blaster, HpWeapon03
equip = rebel_blaster, HpWeapon04
equip = rebel_blaster, HpWeapon05
equip = rebel_blaster, HpWeapon06
equip = rebel_blaster, HpWeapon07
equip = rebel_blaster, HpWeapon08
equip = Rebel_turret, HpTurret01
equip = Rebel_turret, HpTurret02
equip = Rebel_turret, HpTurret03
equip = Rebel_turret, HpTurret04
equip = Rebel_turret, HpTurret05
equip = cruise_disruptor01_mark03, HpTorpedo01
cargo = cruise_disruptor01_mark03_ammo, 60
equip = torpedo01_mark05, HpTorpedo02
cargo = torpedo01_mark05_ammo, 30
equip = torpedo01_mark06, HpTorpedo03
cargo = torpedo01_mark06_ammo, 30
cargo = ge_s_repair_01, 60
cargo = ge_s_battery_01, 60[Loadout]
nickname = tridroid_loadout01
archetype = tridroid
equip = ge_oe_engine_01
equip = Jedi_shield, HpShield01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = no_thruster, HpThruster01
equip = rebel_blaster, HpWeapon01
equip = rebel_blaster, HpWeapon02
equip = rebel_blaster, HpWeapon03
equip = rebel_blaster, HpWeapon04
equip = rebel_blaster, HpWeapon05
equip = rebel_blaster, HpWeapon06
equip = rebel_blaster, HpWeapon07
equip = rebel_blaster, HpWeapon08
equip = cruise_disruptor01_mark03, HpTorpedo01
cargo = cruise_disruptor01_mark03_ammo, 60
equip = torpedo01_mark05, HpTorpedo02
cargo = torpedo01_mark05_ammo, 30
equip = torpedo01_mark06, HpTorpedo03
cargo = torpedo01_mark06_ammo, 30
cargo = ge_s_repair_01, 60
cargo = ge_s_battery_01, 60[Loadout]
nickname = bwing_loadout01
archetype = bwing
equip = ge_oe_engine_01
equip = Jedi_shield, HpShield01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = no_thruster, HpThruster01
equip = rebel_blaster, HpWeapon01
equip = rebel_blaster, HpWeapon02
equip = rebel_blaster, HpWeapon03
equip = rebel_blaster, HpWeapon04
equip = rebel_blaster, HpWeapon05
equip = rebel_blaster, HpWeapon06
equip = Rebel_turret, HpTurret01
equip = Rebel_turret, HpTurret02
equip = cruise_disruptor01_mark03, HpTorpedo01
cargo = cruise_disruptor01_mark03_ammo, 60
equip = torpedo01_mark05, HpTorpedo02
cargo = torpedo01_mark05_ammo, 30
equip = torpedo01_mark06, HpTorpedo03
cargo = torpedo01_mark06_ammo, 30
cargo = ge_s_repair_01, 60
cargo = ge_s_battery_01, 60[Loadout]
nickname = y_wing01_loadout01
archetype = y_wing01
equip = ge_oe_engine_01
equip = Jedi_shield, HpShield01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = no_thruster, HpThruster01
equip = rebel_blaster, HpWeapon01
equip = rebel_blaster, HpWeapon02
equip = rebel_blaster, HpWeapon03
equip = rebel_blaster, HpWeapon04
equip = rebel_blaster, HpWeapon05
equip = rebel_blaster, HpWeapon06
equip = Rebel_turret, HpTurret01
equip = Rebel_turret, HpTurret02
equip = Rebel_turret, HpTurret03
equip = Rebel_turret, HpTurret04
equip = torpedo01_mark06, HpTorpedo02
cargo = torpedo01_mark06_ammo, 30
equip = torpedo01_mark05, HpTorpedo01
cargo = torpedo01_mark05_ammo, 30
cargo = ge_s_repair_01, 60
cargo = ge_s_battery_01, 60[Loadout]
nickname = legacy01_loadout01
archetype = legacy01
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield6, HpShield01
equip = cap_shield6, HpShield02
equip = cap_shield6, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14[Loadout]
nickname = venator_bs_loadout01
archetype = venator_bs
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield6, HpShield01
equip = cap_shield6, HpShield02
equip = cap_shield6, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14
equip = custombs_turret3, HpTurret15
equip = custombs_turret3, HpTurret16
equip = custombs_turret3, HpTurret17
equip = custombs_turret3, HpTurret18
equip = custombs_turret3, HpTurret19
equip = custombs_turret3, HpTurret20
equip = custombs_turret3, HpTurret21
equip = custombs_turret3, HpTurret22[Loadout]
nickname = mc_75_loadout01
archetype = mc_75
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield6, HpShield01
equip = cap_shield6, HpShield02
equip = cap_shield6, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14
equip = custombs_turret3, HpTurret15
equip = custombs_turret3, HpTurret16
equip = custombs_turret3, HpTurret17
equip = custombs_turret3, HpTurret18[Loadout]
nickname = mc_80b_loadout01
archetype = mc_80b
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield6, HpShield01
equip = cap_shield6, HpShield02
equip = cap_shield6, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14
equip = custombs_turret3, HpTurret15
equip = custombs_turret3, HpTurret16
equip = custombs_turret3, HpTurret17
equip = custombs_turret3, HpTurret18
equip = custombs_turret3, HpTurret19
equip = custombs_turret3, HpTurret20[Loadout]
nickname = corellian_bs02_loadout01
archetype = corellian_bs02
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield6, HpShield01
equip = cap_shield6, HpShield02
equip = cap_shield6, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14
equip = custombs_turret3, HpTurret15
equip = custombs_turret3, HpTurret16
equip = custombs_turret3, HpTurret17
equip = custombs_turret3, HpTurret18[Loadout]
nickname = corellian_bs01_loadout01
archetype = corellian_bs01
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield6, HpShield01
equip = cap_shield6, HpShield02
equip = cap_shield6, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14[Loadout]
nickname = republic_bs01_loadout01
archetype = republic_bs01
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield6, HpShield01
equip = cap_shield6, HpShield02
equip = cap_shield6, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14
equip = custombs_turret3, HpTurret15
equip = custombs_turret3, HpTurret16[Loadout]
nickname = republic_bs02_loadout01
archetype = republic_bs02
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield6, HpShield01
equip = cap_shield6, HpShield02
equip = cap_shield6, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14
equip = custombs_turret3, HpTurret15
equip = custombs_turret3, HpTurret16[Loadout]
nickname = sith_loadout01
archetype = sith_tie
equip = ge_oe_engine_01
equip = sith_shield, HpShield01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = no_thruster, HpThruster01
equip = sith_blaster, HpWeapon01
equip = sith_blaster, HpWeapon02
equip = sith_blaster, HpWeapon03
equip = sith_blaster, HpWeapon04
equip = sith_blaster, HpWeapon05
equip = sith_blaster, HpWeapon06
equip = sith_blaster, HpWeapon07
equip = sith_blaster, HpWeapon08
equip = cruise_disruptor01_mark03, HpTorpedo01
cargo = cruise_disruptor01_mark03_ammo, 60
equip = torpedo01_mark05, HpTorpedo02
cargo = torpedo01_mark05_ammo, 30
equip = torpedo01_mark06, HpTorpedo03
cargo = torpedo01_mark06_ammo, 30
cargo = ge_s_repair_01, 60
cargo = ge_s_battery_01, 60[Loadout]
nickname = bdragon01_loadout01
archetype = bdragon01
equip = ge_bb_engine_01
equip = nu_npc_power01
equip = ge_s_scanner_02
equip = ge_s_tractor_02
equip = sfx_rumble_battleship
equip = cap_shield5, HpShield01
equip = cap_shield5, HpShield02
equip = cap_shield5, HpShield03
equip = custombs_turret3, HpTurret01
equip = custombs_turret3, HpTurret02
equip = custombs_turret3, HpTurret03
equip = custombs_turret3, HpTurret04
equip = custombs_turret3, HpTurret05
equip = custombs_turret3, HpTurret06
equip = custombs_turret3, HpTurret07
equip = custombs_turret3, HpTurret08
equip = custombs_turret3, HpTurret09
equip = custombs_turret3, HpTurret10
equip = custombs_turret3, HpTurret11
equip = custombs_turret3, HpTurret12
equip = custombs_turret3, HpTurret13
equip = custombs_turret3, HpTurret14
equip = custombs_turret3, HpTurret15
equip = custombs_turret3, HpTurret16
equip = custombs_turret3, HpTurret17
equip = custombs_turret3, HpTurret18
equip = custombs_turret3, HpTurret19
equip = custombs_turret3, HpTurret20
equip = custombs_turret3, HpTurret21
equip = custombs_turret3, HpTurret22
equip = custombs_turret3, HpTurret23
equip = custombs_turret3, HpTurret24
equip = nomad_cruise_disruptor01, HpTorpedo01
equip = nomad_cruise_disruptor01, HpTorpedo02
equip = nomad_cruise_disruptor01, HpTorpedo03formations.ini
[Formation]
nickname = rebel_formation01
pos = 0, 0, 0
pos = 75, 20, 40
pos = -75, -20, 40
pos = 150, 40, 80
pos = -150, -40, 80
pos = 225, 60, 120
pos = -225, -60, 120
pl_pos = 250, 240, 180[Formation]
nickname = single_battleship
pos = 0, 0, 0
pos = -200, 0, 500
pos = 200, 0, 500
pl_pos = , 100, 500[Formation]
nickname = freighter_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500[Formation]
nickname = gunboat_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500[Formation]
nickname = cruiser_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500[Formation]
nickname = battleship_wall
pos = 0, 0, 0
pos = 400, 0, 0
pos = -400, 0, 0
pos = 0, 200, 0
pos = 400, 200, 0
pos = -400, 200, 0
pos = 400, 0, 0
pos = 400, 200, 0
pos = 0, -200, 0
pos = 400, -200, 0
pos = -400, -200, 0
pos = 400, -200, 0
pl_pos = 0, 0, 500cruiser_fighter_escort.ini
[EncounterFormation]
ship_by_class = 1, 1, sc_cruisers
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 2, 2, sc_fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3SW02.ini
[EncounterParameters]
nickname = area_trade_freighter
filename = missions\encounters\area_trade_freighter.ini[EncounterParameters]
nickname = capitalships_single
filename = missions\encounters\capitalships_single.ini[EncounterParameters]
nickname = capitalships_cruiserescort01
filename = missions\encounters\capitalships_cruiserescort01.ini[EncounterParameters]
nickname = imp_patrol
filename = missions\encounters\imp_patrol.ini[EncounterParameters]
nickname = rebel_patrol
filename = missions\encounters\rebel_patrol.ini[Zone]
nickname = Zone_SW02_pop_ambient_04
pos = 28007, 0, 50098
rotate = 0, 0, 0
shape = SPHERE
size = 30000
sort = 99.500000
toughness = 10
density = 8
repop_time = 12
max_battle_size = 10
pop_type = background
relief_time = 8
faction_weight = nu_rebel_grp, 10encounter = rebel_patrol, 2, 0.250000
faction = nu_rebel_grp, 0.250000encounter = rebel_patrol, 5, 0.250000
faction = nu_rebel_grp, 0.250000encounter = rebel_patrol, 8, 0.250000
faction = nu_rebel_grp, 0.250000encounter = rebel_patrol, 11, 0.250000
faction = nu_rebel_grp, 0.250000encounter = rebel_patrol, 14, 0.250000
faction = nu_rebel_grp, 0.250000encounter = capitalships_cruiserescort01, 2, 0.250000
faction = nu_rebel_grp, 0.250000encounter = capitalships_cruiserescort01, 4, 0.250000
faction = nu_rebel_grp, 0.250000encounter = capitalships_single, 6, 0.250000
faction = nu_rebel_grp, 0.250000encounter = capitalships_single, 8, 0.250000
faction = nu_rebel_grp, 0.250000(I posted my example codes i mostly use 4 builds out of these list to spawn different ships in different systems).
-
Do any of your factions fly the correct ships?
-
This is another funny point schmacki says yes i just checked it again after another vanilla rebuild with new modfiles (both pc’s the same FL installation) but none of the custom factions fly’s what they should.
-
I checked the first part of your files and there are some problems (i think):
npc_ship = xwing_fighter_d1-3
npc_ship = arc_170_fighter_d4-6
npc_ship = tridroid_fighter_d7-9
npc_ship = bwing_fighter_d10-12
npc_ship = ywing01_fighter_d13-19
npc_ship = cruiser_legacy01_d1-4
npc_ship = legacy01_d1-2
npc_ship = venator_bs_d3-4
npc_ship = mc_75_d5-6
npc_ship = mc_80b_d7-8
npc_ship = corellian_bs02_d9-10
npc_ship = corellian_bs01_d11-12
npc_ship = republic_bs01_d13-14
npc_ship = republic_bs02_d15-16So then: to avoid npc bugs like dissappearing you have to write the levels in order of crescent doesnt matter if you mix the shiptype classes:
npc_ship = legacy01_d1-2
next:
npc_ship = xwing_fighter_d1-3
next:
npc_ship = cruiser_legacy01_d1-4and so on…
Second part:
[NPCShipArch]
nickname = arc_170_fighter_d4-6
loadout = arc_170_loadout01
level = d19
ship_archetype = arc_170
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d4, d5, d6Lets take a look at this:
nickname = arc_170_fighter_d4-6–->level=d19???—>npc_class = lawful, class_fighter, d4, d5, d6???The max/min level of the fighter and the last level doesnt match i ensure you this npc ship will never appears in the game. The right level this time: d4 or d6 (rather d6).
And the next npcshiparch has same problem…
I havent checked the entirely post of inis its just the first few entries.
Loadouts:
If you dont have crash or CTD, then there are no big problems with the loadouts i think.
I advise to check manually all of npcshiparches, i know its lovely work, and the end of the checking you will need eye-drop, and downer, but you must do it. -
Mindhunter wrote:
[Zone]
nickname = Zone_SW02_pop_ambient_04
pos = 28007, 0, 50098
rotate = 0, 0, 0
shape = SPHERE
size = 30000
sort = 99.500000
toughness = 10
density = 8
repop_time = 12
max_battle_size = 10
pop_type = background
relief_time = 8
faction_weight = nu_rebel_grp, 10encounter = rebel_patrol, 2, 0.250000
faction = nu_rebel_grp, 0.250000encounter = rebel_patrol, 5, 0.250000
faction = nu_rebel_grp, 0.250000encounter = rebel_patrol, 8, 0.250000
faction = nu_rebel_grp, 0.250000encounter = rebel_patrol, 11, 0.250000
faction = nu_rebel_grp, 0.250000encounter = rebel_patrol, 14, 0.250000
faction = nu_rebel_grp, 0.250000encounter = capitalships_cruiserescort01, 2, 0.250000
faction = nu_rebel_grp, 0.250000encounter = capitalships_cruiserescort01, 4, 0.250000
faction = nu_rebel_grp, 0.250000encounter = capitalships_single, 6, 0.250000
faction = nu_rebel_grp, 0.250000encounter = capitalships_single, 8, 0.250000
faction = nu_rebel_grp, 0.250000(I posted my example codes i mostly use 4 builds out of these list to spawn different ships in different systems).
Just my two cents on this, if that’s how the encounter is, that will never work in a month of sudays. You have nine encounters there, each set to 0,25. The total numbers of encounters can’t be more than 1 or 100% depending on how you look at it. so if you keep the encouters even for arguments sake, the most each one can be is 0.11 as 9 encounters times 1 will give you 0.99 in total.
encounter = rebel_patrol, 14, 0.110000
The other thing that’s totally fubar are the level requirements for the encounters which in the main code is set to 10. You can’t have level 14 encounters showing up in a level 10 encounter, they all need to be set to level 10!! Look at some of the vanilla encounters and see how they work.
encounter = capitalships_single, 8, 0.250000 –---- wrong
encounter = capitalships_single, 10, 0.110000 –----- right
-
@ Davis: Thanks fixed that both but it still crashes.
@ Gibbon: Sry that was a bad example i always set the zone lv to the max lv used by an encounter.
And I don’t have the zone in the order above its just the base code from my NU nickname and code archiv.
I alter this code every time I create a popzone.
Mostly i used 4 encounters out of all these posted above.
Than i have 4 x 0.250000 = 1 which is perfect from what i know.[Zone]
nickname = Zone_SW02_pop_ambient_04
pos = 28007, 0, 50098
rotate = 0, 0, 0
shape = SPHERE
size = 30000
sort = 99.500000
toughness = 10
density = 8
repop_time = 12
max_battle_size = 10
pop_type = background
relief_time = 8
faction_weight = nu_rebel_grp, 10
encounter = rebel_patrol, 2, 0.250000
faction = nu_rebel_grp, 0.250000
encounter = rebel_patrol, 5, 0.250000
faction = nu_rebel_grp, 0.250000
encounter = rebel_patrol, 8, 0.250000
faction = nu_rebel_grp, 0.250000
encounter = capitalships_cruiserescort01, 4, 0.250000
faction = nu_rebel_grp, 0.250000Sometimes i just remove one encounter an use some imp ships but be sure i than also add a:
faction_weight = nu_imp_grp, XX
Well thanks for all the help i had some other fighters with wrong npc lv’s fixed them all and also reordered the npc ships.
-
Gibbon wrote:
Just my two cents on this, if that’s how the encounter is, that will never work in a month of sudays. You have nine encounters there, each set to 0,25. The total numbers of encounters can’t be more than 1 or 100% depending on how you look at it. so if you keep the encouters even for arguments sake, the most each one can be is 0.11 as 9 encounters times 1 will give you 0.99 in total.Encounters (and some other settings) are a “weighted vector”, meaning it’s taken relative to the total. e.g. four encounters using a value of 1 means each one is 1/4, no different to having four encounters of 0.25, meaning 0.25/1.
-
Mindhunter wrote:
@ Davis: Thanks fixed that both but it still crashes.@ Gibbon: Sry that was a bad example i always set the zone lv to the max lv used by an encounter.
And I don’t have the zone in the order above its just the base code from my NU nickname and code archiv.
I alter this code every time I create a popzone.
Mostly i used 4 encounters out of all these posted above.
Than i have 4 x 0.250000 = 1 which is perfect from what i know.[Zone]
nickname = Zone_SW02_pop_ambient_04
pos = 28007, 0, 50098
rotate = 0, 0, 0
shape = SPHERE
size = 30000
sort = 99.500000
toughness = 10
density = 8
repop_time = 12
max_battle_size = 10
pop_type = background
relief_time = 8
faction_weight = nu_rebel_grp, 10
encounter = rebel_patrol, 2, 0.250000
faction = nu_rebel_grp, 0.250000
encounter = rebel_patrol, 5, 0.250000
faction = nu_rebel_grp, 0.250000
encounter = rebel_patrol, 8, 0.250000
faction = nu_rebel_grp, 0.250000
encounter = capitalships_cruiserescort01, 4, 0.250000
faction = nu_rebel_grp, 0.250000Sometimes i just remove one encounter an use some imp ships but be sure i than also add a:
faction_weight = nu_imp_grp, XX
Well thanks for all the help i had some other fighters with wrong npc lv’s fixed them all and also reordered the npc ships.
You have crashes?
Then you have real problems with the loadouts.
Ive just spotted something:
I had crashes when i made a new entry for a new faction (or i remake an original) and at the npc shield i didnt write npc antecedents…
for example one of your shield loadouts:
equip = sith_shield, HpShield01 —> if its a npc loadout then missing the “npc” antecedent i think.
The right way: equip = npc_sith_shield, HpShield01
Try this, i hope it will fix the crashes, if its not, then the second step the zones, and patrols.I dont remember if the vanilla shields have own npc entries or just enough to put npc tag along the entry, if its not enough you have to make entries with npc antecedents.
There is one thing what could cause crash: the engines (the number of the engines have to equal in every .inis to same shiptype and loadout, error checker sometimes doesnt spot all of them.
So i advise to check all manually. -
No thats false, those are just the nickname of the archtyp in the st_equip.in
MS/DA just added a npc_ to all npc ship guns shields etc. idk why but i use player stuff for NPC this worked fine for over 2 years now.@ Encounters: I checked each encounter each of the works correct.
-
@ Davis
The npc shield situation is as follows. NPC shields don’t recharge which is why they were used for npcs in game, a way for Microsoft to dumb down the opposition. There is no need to have npc in the naming convention as it’s only a name and therefore not a requirement. I have custom shields in my mod, same for npcs and players without any problems at all. You can mount anything on an npc ship as long as what your mounting is a valid piece of equipment mounted on a valid hardpoint, irrespective of level.
-
Gibbon wrote:
@ DavisThe npc shield situation is as follows. NPC shields don’t recharge which is why they were used for npcs in game, a way for Microsoft to dumb down the opposition. There is no need to have npc in the naming convention as it’s only a name and therefore not a requirement. I have custom shields in my mod, same for npcs and players without any problems at all. You can mount anything on an npc ship as long as what your mounting is a valid piece of equipment mounted on a valid hardpoint, irrespective of level.
Weird. I have a list of the equips, i asked for it when i started modding:
http://the-starport.net/freelancer/forum/viewtopic.php?topic_id=1855&forum=27
posted by Gibbon
In the shield lists, there are player shields, and npc shields apart.
When i rebalanced some of vanilla factions, i added stronger shields too, and i got crash if i added shield types without existed vanilla npc tag:SHIELDS
3088051465 = shield01_mark01_lf, Sentry L. F. Shield (Class 1 Graviton)
3088575754 = shield01_mark02_lf, Adv. Sentry L. F. Shield (Class 2 Graviton)
3089100043 = shield01_mark03_lf, Guardian L. F. Shield (Class 3 Graviton)
3089624333 = shield01_mark04_lf, Adv. Guardian L. F. Shield (Class 4 Graviton)
3090148620 = shield01_mark05_lf, Sentinel L. F. Shield (Class 5 Graviton)
3090672911 = shield01_mark06_lf, Adv. Sentinel L. F. Shield (Class 6 Graviton)
3091197198 = shield01_mark07_lf, Protector L. F. Shield (Class 7 Graviton)
3087527234 = shield01_mark08_lf, Adv. Protector L. F. Shield (Class 8 Graviton)
3088051523 = shield01_mark09_lf, Champion L. F. Shield (Class 9 Graviton)
2953309256 = shield01_mark10_lf, Adv. Champion L. F. Shield (Class 10 Graviton)
3138383109 = shield02_mark01_lf, Rampart L. F. Shield (Class 1 Molecular)
3138907398 = shield02_mark02_lf, Adv. Rampart L. F. Shield (Class 2 Molecular)
3139431687 = shield02_mark03_lf, Sconce L. F. Shield (Class 3 Molecular)
3139955969 = shield02_mark04_lf, Adv. Sconce L. F. Shield (Class 4 Molecular)
3140480256 = shield02_mark05_lf, Palisade L. F. Shield (Class 5 Molecular)
3141004547 = shield02_mark06_lf, Adv. Palisade L. F. Shield (Class 6 Molecular)
3141528834 = shield02_mark07_lf, Bulwark L. F. Shield (Class 7 Molecular)
3137858894 = shield02_mark08_lf, Adv. Bulwark L. F. Shield (Class 8 Molecular)
3138383183 = shield02_mark09_lf, Barrier L. F. Shield (Class 9 Molecular)
3003640900 = shield02_mark10_lf, Adv. Barrier L. F. Shield (Class 10 Molecular)
3121605889 = shield03_mark01_lf, Armet L. F. Shield (Class 1 Positron)
3122130178 = shield03_mark02_lf, Adv. Armet L. F. Shield (Class 2 Positron)
3122654467 = shield03_mark03_lf, Cuisse L. F. Shield (Class 3 Positron)
3123178757 = shield03_mark04_lf, Adv. Cuisse L. F. Shield (Class 4 Positron)
3123703044 = shield03_mark05_lf, Pourpoint L. F. Shield (Class 5 Positron)
3124227335 = shield03_mark06_lf, Adv. Pourpoint L. F. Shield (Class 6 Positron)
3124751622 = shield03_mark07_lf, Aegis L. F. Shield (Class 7 Positron)
3121081674 = shield03_mark08_lf, Adv. Aegis L. F. Shield (Class 8 Positron)
3121605963 = shield03_mark09_lf, Brigandine L. F. Shield (Class 9 Positron)
2986863680 = shield03_mark10_lf, Adv. Brigandine L. F. Shield (Class 10 Positron)
3097488713 = shield01_mark01_hf, Sentry H. F. Shield (Class 1 Graviton)
3095915850 = shield01_mark02_hf, Adv. Sentry H. F. Shield (Class 2 Graviton)
3096440139 = shield01_mark03_hf, Guardian H. F. Shield (Class 3 Graviton)
3099061581 = shield01_mark04_hf, Adv. Guardian H. F. Shield (Class 4 Graviton)
3099585868 = shield01_mark05_hf, Sentinel H. F. Shield (Class 5 Graviton)
3098013007 = shield01_mark06_hf, Adv. Sentinel H. F. Shield (Class 6 Graviton)
3098537294 = shield01_mark07_hf, Protector H. F. Shield (Class 7 Graviton)
3096964354 = shield01_mark08_hf, Adv. Protector H. F. Shield (Class 8 Graviton)
3097488643 = shield01_mark09_hf, Champion H. F. Shield (Class 9 Graviton)
2962746376 = shield01_mark10_hf, Adv. Champion H. F. Shield (Class 10 Graviton)
3147820357 = shield02_mark01_hf, Rampart H. F. Shield (Class 1 Molecular)
3146247494 = shield02_mark02_hf, Adv. Rampart H. F. Shield (Class 2 Molecular)
3146771783 = shield02_mark03_hf, Sconce H. F. Shield (Class 3 Molecular)
3149393217 = shield02_mark04_hf, Adv. Sconce H. F. Shield (Class 4 Molecular)
3149917504 = shield02_mark05_hf, Palisade H. F. Shield (Class 5 Molecular)
3148344643 = shield02_mark06_hf, Adv. Palisade H. F. Shield (Class 6 Molecular)
3148868930 = shield02_mark07_hf, Bulwark H. F. Shield (Class 7 Molecular)
3147296014 = shield02_mark08_hf, Adv. Bulwark H. F. Shield (Class 8 Molecular)
3147820303 = shield02_mark09_hf, Barrier H. F. Shield (Class 9 Molecular)
3013078020 = shield02_mark10_hf, Adv. Barrier H. F. Shield (Class 10 Molecular)
3131043137 = shield03_mark01_hf, Armet H. F. Shield (Class 1 Positron)
3129470274 = shield03_mark02_hf, Adv. Armet H. F. Shield (Class 2 Positron)
3129994563 = shield03_mark03_hf, Cuisse H. F. Shield (Class 3 Positron)
3132616005 = shield03_mark04_hf, Adv. Cuisse H. F. Shield (Class 4 Positron)
3133140292 = shield03_mark05_hf, Pourpoint H. F. Shield (Class 5 Positron)
3131567431 = shield03_mark06_hf, Adv. Pourpoint H. F. Shield (Class 6 Positron)
3132091718 = shield03_mark07_hf, Aegis H. F. Shield (Class 7 Positron)
3130518794 = shield03_mark08_hf, Adv. Aegis H. F. Shield (Class 8 Positron)
3131043083 = shield03_mark09_hf, Brigandine H. F. Shield (Class 9 Positron)
2996300800 = shield03_mark10_hf, Adv. Brigandine H. F. Shield (Class 10 Positron)
3108339080 = shield01_mark01_fr, Sentry Fr. Shield (Class 1 Graviton)
3109911947 = shield01_mark02_fr, Adv. Sentry Fr. Shield (Class 2 Graviton)
3109387658 = shield01_mark03_fr, Guardian Fr. Shield (Class 3 Graviton)
3110960524 = shield01_mark04_fr, Adv. Guardian Fr. Shield (Class 4 Graviton)
3110436237 = shield01_mark05_fr, Sentinel Fr. Shield (Class 5 Graviton)
3112009102 = shield01_mark06_fr, Adv. Sentinel Fr. Shield (Class 6 Graviton)
3111484815 = shield01_mark07_fr, Protector Fr. Shield (Class 7 Graviton)
3108863427 = shield01_mark08_fr, Adv. Protector Fr. Shield (Class 8 Graviton)
3108339138 = shield01_mark09_fr, Champion Fr. Shield (Class 9 Graviton)
2974645449 = shield01_mark10_fr, Adv. Champion Fr. Shield (Class 10 Graviton)
3125116292 = shield02_mark01_fr, Rampart Fr. Shield (Class 1 Molecular)
3126689159 = shield02_mark02_fr, Adv. Rampart Fr. Shield (Class 2 Molecular)
3126164870 = shield02_mark03_fr, Sconce Fr. Shield (Class 3 Molecular)
3127737728 = shield02_mark04_fr, Adv. Sconce Fr. Shield (Class 4 Molecular)
3127213441 = shield02_mark05_fr, Palisade Fr. Shield (Class 5 Molecular)
3128786306 = shield02_mark06_fr, Adv. Palisade Fr. Shield (Class 6 Molecular)
3128262019 = shield02_mark07_fr, Bulwark Fr. Shield (Class 7 Molecular)
3125640655 = shield02_mark08_fr, Adv. Bulwark Fr. Shield (Class 8 Molecular)
3125116366 = shield02_mark09_fr, Barrier Fr. Shield (Class 9 Molecular)
2991422661 = shield02_mark10_fr, Adv. Barrier Fr. Shield (Class 10 Molecular)
3141893504 = shield03_mark01_fr, Armet Fr. Shield (Class 1 Positron)
3143466371 = shield03_mark02_fr, Adv. Armet Fr. Shield (Class 2 Positron)
3142942082 = shield03_mark03_fr, Cuisse Fr. Shield (Class 3 Positron)
3144514948 = shield03_mark04_fr, Adv. Cuisse Fr. Shield (Class 4 Positron)
3143990661 = shield03_mark05_fr, Pourpoint Fr. Shield (Class 5 Positron)
3145563526 = shield03_mark06_fr, Adv. Pourpoint Fr. Shield (Class 6 Positron)
3145039239 = shield03_mark07_fr, Aegis Fr. Shield (Class 7 Positron)
3142417867 = shield03_mark08_fr, Adv. Aegis Fr. Shield (Class 8 Positron)
3141893578 = shield03_mark09_fr, Brigandine Fr. Shield (Class 9 Positron)
3008199873 = shield03_mark10_fr, Adv. Brigandine Fr. Shield (Class 10 Positron)
2387941132 = npc_shield01_mark01, Sentry NPC Shield (Class 1 Graviton)
2924833548 = npc_shield01_mark02, Adv. Sentry NPC Shield (Class 2 Graviton)
2387967756 = npc_shield01_mark03, Guardian NPC Shield (Class 3 Graviton)
2924843788 = npc_shield01_mark04, Adv. Sentry NPC Shield (Class 4 Graviton)
2387969804 = npc_shield01_mark05, Sentinel NPC Shield (Class 5 Graviton)
2924870412 = npc_shield01_mark06, Adv. Sentinel NPC Shield (Class 6 Graviton)
2387996428 = npc_shield01_mark07, Protector NPC Shield (Class 7 Graviton)
2924749580 = npc_shield01_mark08, Adv. Protector NPC Shield (Class 8 Graviton)
2387883788 = npc_shield01_mark09, Champion NPC Shield (Class 9 Graviton)
2924544774 = npc_shield01_mark10, Adv. Champion NPC Shield (Class 10 Graviton)
2924829455 = npc_shield02_mark01, Rampart NPC Shield (Class 1 Molecular)
2387945231 = npc_shield02_mark02, Adv. Rampart NPC Shield (Class 2 Molecular)
2924819215 = npc_shield02_mark03, Sconce NPC Shield (Class 3 Molecular)
2387992335 = npc_shield02_mark04, Adv. Sconce NPC Shield (Class 4 Molecular)
2924858127 = npc_shield02_mark05, Palisade NPC Shield (Class 5 Molecular)
2387982095 = npc_shield02_mark06, Adv. Palisade NPC Shield (Class 6 Molecular)
2924847887 = npc_shield02_mark07, Bulwark NPC Shield (Class 7 Molecular)
2387898127 = npc_shield02_mark08, Adv. Bulwark NPC Shield (Class 8 Molecular)
2924772111 = npc_shield02_mark09, Barrier NPC Shield (Class 9 Molecular)
2387693317 = npc_shield02_mark10, Adv. Barrier NPC Shield (Class 10 Molecular)
2387959566 = npc_shield03_mark01, Armet NPC Shield (Class 1 Positron)
2924815118 = npc_shield03_mark02, Adv. Armet NPC Shield (Class 2 Positron)
2387949326 = npc_shield03_mark03, Cuisse NPC Shield (Class 3 Positron)
2924862222 = npc_shield03_mark04, Adv. Cuisse NPC Shield (Class 4 Positron)
2387988238 = npc_shield03_mark05, Pourpoint NPC Shield (Class 5 Positron)
2924851982 = npc_shield03_mark06, Adv. Pourpoint NPC Shield (Class 6 Positron)
2387977998 = npc_shield03_mark07, Aegis NPC Shield (Class 7 Positron)
2924768014 = npc_shield03_mark08, Adv. Aegis NPC Shield (Class 8 Positron)
2387902222 = npc_shield03_mark09, Brigandine NPC Shield (Class 9 Positron)
2924563204 = npc_shield03_mark10, Adv. Brigandine NPC Shield (Class 10 Positron)
2261435786 = order_shield, Order H. F. Shield@Mindhunter, @Gibbon:
But, if you have mods with custom shields, without crash, then this wouldnt be problem, but i had and this is fact.
@Mindhunter:
Well, if we could draw out this shield thing, then i have only one last idea, the patrol routes if you have any. -
… Checked the Goods.ini and the shiparchtyps via LS’s error checker an the shiparchtyp’s also by hand …
The error checker is a great tool
- but a creative modder will find ways to trick and fool it.
So
– check those files by ‘hand’ and/or do a wildcard search
for stuff on the same line with those [ship] or [good] etc. entries
– check other files like solararch.ini
(just experienced ‘shifted’ npc ships after adding / changing
a solar for testing purposes.[maybe duplicate nick- not sure what it was exactly but definitive caused by solararch editing])
– maybe compare your current files with the old ones
and check the changes
[that was, what helped me, after i badly tricked
the error checker the last time.]
– i doubt buggy encounters can cause that, they will just crash you afaik
- but a creative modder will find ways to trick and fool it.
-
Anyone thought of CRC conflicts?..
alot of older models i have found use very similar naming groups… if not the same ie: cockpit.3db…
My guess would be to crack em open with UTF and have a look at what the “ACTUAL” name of the ships are… Just because the cmp/mat & sur say… new_ship.cmp (ect) dont mean that’s what FL sees them as… that info’s really all inside the .cmp nodes.
Just a thought… as I’m currently fixing this problem in my own mod
-
We can skip CRC errors in the models, only the server team gundams are mixed up but those dont fly around anywhere and ill fix that asap with the model cloner.
But thx anyway
@ Fir: i have a solararch entry for every ship but they all start with NUS_test_
-
Just make it clear:
Can you fly with that ships, npc factions use?
I mean, are they buyable, flyable in your mod?
If you can fly with them without issue, then the entries are ok i guess.
Having regard to the amounts of your new ships, factions, weapons, etc…, if i were you, i’d save a copy of the mod, and make a new system for testing, contains only one base. You have to dock there, and start checking the encounters. Only one zone pop around the base, and testing npc ships to filter out the wrong ones. Every time you check only one factions with their ships, or the better, only one shiptypes of the factions, and keep the cruisers and battleships for last.
Its gonna be long, but i dont think so, you have any other chance. Not sure that every factions have wrong entries, becuse if you make a new zone pop with many factions and ships and you got crash you will never know which faction is responsible for the issue.
Ive been through this, and i think Xarian m8 could tells you tons of tales about filtering problems in 20 factions