Space Battleship Yamato/Star Blazers mod wanted
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Hey folks, thank you again for the superb Yamato mod rebuild.
You’ve inspired me to ask for an extension of this mod to include the fighters from the same universe, specifically the Cosmo Tiger, Cosmo Zero and Cosmo Falcon from SBY2199.
I also created a separate thread for this request, that includes some other fighters.
https://the-starport.net/modules/newbb/viewtopic.php?topic_id=6535
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As per your request, I added some docking options.
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Cpt_Rei_Fukai wrote:
As per your request, I added some docking options.Thank you so much Chief Orion!
(Don’t know if you’ve seen the original Star Blazers, but that’s a reference to that.)
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I’m getting an error when i try to launch it in FLMM 2.0e. Details to follow:
Error: This mod (yamatoshipmod_1-1) doesn’t contain any files under the DATA, DLLS or EXE folders, so it wouldn’t modify anything!
Check the folder structure for this mod.
Found mod: C:\FL Mod Manager 2.0e\mods\yamatoshipmod_1-1I’ve verified that the files are actually there, but FLMM isn’t recognizing them. Please advise.
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adoxa wrote:
Did you extract the zip to its own folder? i.e. you have [c]mods\yamatoshipmod_1-1\yamatoshipmod[/c]. Remove that intermediary, so it’s just [c]mods\yamatoshipmod[/c].Thanks, it looks like that worked.
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Hello, this message is for the amazing Cpt_Rei_Fukai from before.
I’m trying to use the mod with the new, upgraded balance and there’s a problem. The ship isn’t showing up for purchase on Planet Junyo. A Drone freighter is available for purchase insead.
Mod manager is saying that the mod is installed and active, however the ship is not showing up for purchase on Planet Junyo.
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Well, that is a strange one, as the code for the ship sale is the same, regardless which option you choose.
Only the drone is sold at planet Junyo in vanilla and the mod just adds the yamato as the second ship that is sold there.Please check the file DATA\EQUIPMENT\market_ships.ini for its contents,
It should contain the following:[Base Good] base = Ku02_04_base marketgood = kfr_package, 10, -1, 1, 1, 0, 1, 1 [...] marketgood = yamato_package, 20, -1, 1, 1, 0, 1, 1
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Cpt_Rei_Fukai wrote:
Well, that is a strange one, as the code for the ship sale is the same, regardless which option you choose.
Only the drone is sold at planet Junyo in vanilla and the mod just adds the yamato as the second ship that is sold there.Please check the file DATA\EQUIPMENT\market_ships.ini for its contents,
It should contain the following:[Base Good] base = Ku02_04_base marketgood = kfr_package, 10, -1, 1, 1, 0, 1, 1 [...] marketgood = yamato_package, 20, -1, 1, 1, 0, 1, 1
Negative. The entire .ini file is completely missing from the mod folder. Only the MODELS folder exists in the DATA\EQUIPMENT folder.
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It’s added by the script, you have to check the actual file.
Ah, the script is using [c]append[/c] when it should be [c]sectionappend[/c]. Deactivate it, open up the mod’s [c]script.xml[/c], search for [c]market_[/c], insert [c]section[/c] before [c]append[/c], and repeat (i.e. you should change [c]market_misc[/c] and [c]market_ships[/c]), reload, reactivate and that should do it.
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adoxa wrote:
It’s added by the script, you have to check the actual file.OK, I checked the file and I found the Yamato. However, there’s an error.
Instead of being “base = Ku02_04_base” it’s added at “base = St02_01_base”.
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adoxa wrote:
It’s added by the script, you have to check the actual file.Ah, the script is using [c]append[/c] when it should be [c]sectionappend[/c]. Deactivate it, open up the mod’s [c]script.xml[/c], search for [c]market_[/c], insert [c]section[/c] before [c]append[/c], and repeat (i.e. you should change [c]market_misc[/c] and [c]market_ships[/c]), reload, reactivate and that should do it.
I’m not comfortable messing with scripts, I’m scared I’ll screw something else up. I’ll give it a shot though.
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OK, good news and bad news.
Good news is, I can now purchase the ship. (thanks Adoxa.)
The bad news is: When I target the mooring fixture it doesn’t give me the option to dock/moor (the button is greyed out.) When I target the planet or the docking ring and click the dock button, the flight controller says “Your request is denied, we are unable to accommodate ships of your size.”
So how do I dock/moor?
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Looks like the mod includes [c]moors.dll[/c], but not the [c]dacom.ini[/c] entry for it. Open up the script again and add this at the bottom (between [c][/c] & [c]<data>[/c]):
<data file="EXE\dacom.ini" method="sectionappend" options="1:2,1:3">[Libraries] <source> moors.dll</data> ```</data>
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Works on my machine :oops:
Jokes aside, my suspicion is that you are using a newer version of FLMM, hence the differences. But as always adoxa is right on track.
However the moors.dll thing is a blunder on my part, sorry for that.
To make up for my mistakes I created a new hopefully fixed Version. I didn’t find time to test this though. -
I’m using FLMM 2.0e, just like I said before.
And I’ll take care of testing, sir.
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OK, testing will take a while as when I updated the mods, all my saves got removed. I’m going to have to start the single-player campaign from scratch.
That’s not a bad thing, btw. I’m happy to do it as I LOVE this game.
Also, as a side note: Is there any way I can get you to add other SBY-themed battleships to the mix? I’m not asking for completely built-from-scratch vessels, just different-colored versions of the Yamato themed to other nations and offered at other bases.
You could have:
Space Battleship Iowa in Liberty (haze-grey-and-red Yamato reskin)
Space Battleship Warspite in Bretonia (Dunno about color here - perhaps add a camouflage pattern?)
Space Battleship Bismarck in Rheinland (black and red skin)Also, is there a way you can make other stations have ship merchants?
Like sticking a dedicated battleship merchant in the various Shipyards, for example. You don’t need to do this last bit; it’s pure quality of life as it’s a little awkward buying a ship the size of the Yamato at a place designed to hold much smaller ships. -
No, your saves are not gone, they just lie in a different folder.
Because the mod folder in FLMM\mods\ is called differently, FLMM thinks it is a different mod and separates the save files.
Now you have got three options(in order of my recommendation):
-Move the files manually:
They are in C:\Users$USERNAME\My Documents\My Games\Freelancer\Accts\SinglePlayer\yamatoshipmod
and move them to the V1.2 folder-Turn off the mod and FLMM and rename the mod folder to match the old name
-Turn off the automatic save file moving im FLMM
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As for your questions:
-Changeing colors ranges from easy to hard,
depending on how the textures were created in the first place.In case of the yamato in this mod it is rather easy as the
textures contain simple shapes and no normal mapping.The other texture is an example I made, where you pretty much need
the source files to change anything easily.-Other ships are a lot of work, because even if you find
models online you need to all the hardpoints to them,
create surs, export models, code all the equipment and ship
entries for them, add effects and sounds, etc.
And then you need to test everything and hunt down mysterious bugs and crashes.
As an example just this one ship needed ~800 Lines of code(not counting the ale code)-Adding ship merchants is easy, but adding new ships
to existing vendors is even easier, so do that.But anyways, I won’t do this for you, but if you are serious,
we should meet in mumble/teamspeak/discord