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Anew9
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« on: February 09, 2010, 09:13:05 PM » |
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Hey everyone,
Ive been spending a long time balancing and modding bridge commander so that I can play the single player missions, however the game always crashes after Admiral Liu finishes talking before Picard walks in.
Ive turned off the mod mutators and the problem still presists. Any ideas?
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« Reply #1 on: February 09, 2010, 09:32:08 PM » |
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what mods do you have installed?
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Nero
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« Reply #2 on: February 09, 2010, 10:02:32 PM » |
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A console dump would be helpful as well.
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Anew9
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« Reply #3 on: February 09, 2010, 10:12:09 PM » |
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what mods do you have installed?
Nanofx 2.0 MVAM infinite Bridge core gold Menuexpander And a few others.
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Anew9
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« Reply #4 on: February 09, 2010, 10:12:41 PM » |
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A console dump would be helpful as well.
... which scripts do you want?
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Nero
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« Reply #5 on: February 09, 2010, 10:17:27 PM » |
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I don't want scripts, just a console report. Press ~ on your keyboard, type "dump," take a screenshot and post it here. But you're response to Aces' question have already told me the problem (if it is the only one). NFX 2 and SP don't get along.
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Anew9
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« Reply #6 on: February 09, 2010, 10:27:57 PM » |
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I don't want scripts, just a console report. Press ~ on your keyboard, type "dump," take a screenshot and post it here. But you're response to Aces' question have already told me the problem (if it is the only one). NFX 2 and SP don't get along.
It wont work even though the mutator is turned off?
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JimmyB76
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« Reply #7 on: February 09, 2010, 10:28:05 PM » |
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Anew9
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« Reply #8 on: February 09, 2010, 10:39:39 PM » |
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Console dumper result:
(see attachment)
I ran single player with the dumper mutator on, and let the game crash. I copied the dumper script and pasted it here.
EDITED.
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« Last Edit: February 10, 2010, 12:03:54 AM by Anew9 »
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Nero
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« Reply #9 on: February 09, 2010, 10:49:31 PM » |
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Okay you just reposted the contents of the console tracker.py file. What you need to do is go into your mutators, turn on "Console Tracker," and start a SP game. If/when your game crashes to the desktop go into your BC directory, scripts/custom, and you should see something that says "ConsoleTrackDump.txt" or something of that nature. Attach that file and that's what we need to figure out whats wrong.
10 to 1 it's NFX, but I've had bad expierences with Bridge Plugin in SP as well. Can't be sure until that dump is here.
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JimmyB76
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« Reply #10 on: February 09, 2010, 10:50:32 PM » |
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(lol yay readme!  ) readmes that come with mods are generally helpful  as far as Bridge Plugin and SP - they work just fine together... NanoFX and SP (most mods and SP) dont work well together... besides those which was already identified for this install, there are the "and a few others" i am curious as to which ones...
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Nero
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« Reply #11 on: February 09, 2010, 10:54:34 PM » |
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(lol yay readme!  ) readmes that come with mods are generally helpful  as far as Bridge Plugin and SP - they work just fine together... NanoFX and Sp (most mods and SP) dont work well together... I don't know why I just couldn't get those 2 (BP and SP) together. Maybe I screwed up somewhere...but I'm not worried about it...
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JimmyB76
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« Reply #12 on: February 09, 2010, 10:54:56 PM » |
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that can be for another thread lol  also, it should be noted that when creating an install building mod by mod (instead of going for the easier and more stable KM-route) mods should be installed in order of the date they were released... and the install should be tested rather thoroughly before installing a new mod...
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Anew9
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« Reply #13 on: February 10, 2010, 12:03:08 AM » |
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Oops, heres the correct txt.
>> This is a console tracker dump by USS Frontier ############## >> This dump started on -> Tue Feb 09 18:57:36 2010 ############## #----------------------------------------------------------------------->>> Tue Feb 09 18:57:36 2010 #### Outdated Foundation, updating functions Outdated Foundation, installing FolderManager BridgeFX Enabled... CameraFX Enabled... ExplosionFX Enabled... SpecialFX Enabled... WarpFX Enabled... Tracking Console ####
#### Registering listener NanoFXTrigger FoundationTriggers.8392974 ['8392974', '__doc__', '__file__', '__name__', '__builtins__'] Registering listener NanoFXBlinkers FoundationTriggers.8392973 ['8392974', '8392973', '__doc__', '__file__', '__name__', '__builtins__'] AttributeError: PreLoadAssets ####
It looks like Nanofx to me. Is this fixable?
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Nero
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« Reply #14 on: February 10, 2010, 12:47:09 AM » |
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Unfortunately NFX 2 and SP are not compatible. If you want to play the campaign you have to have basically a clean install. Foundation is Ok, as are additional ships, but thats about it.
Also when you install replacements for the stock Bird of Prey, Keldon, Warbird, Sovereign, Nebula, and Akira, you have to make sure you edit the RanKuf.py, MatanKeldon.py, E2M0Warbird.py, Enterprise.py, Peregrine.py, and Geronimo.py in the scripts/ships folder to make sure they all use the correct models or else you'll get crashes.
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Anew9
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« Reply #15 on: February 10, 2010, 01:19:18 AM » |
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So all my work putting blinkers on my ships for single player was a waste of time.
Sigh.
Oh well, thanks for the help guys! I guess Ill just have to wait for another Supermod or single player conversion...
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JimmyB76
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« Reply #16 on: February 10, 2010, 01:50:40 AM » |
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ironically enough, the console report really doesnt show anything wrong lol your best bet would be to have a clean KM install... KM includes all the mods listed above, and more, and the SP campaign (with mutators off) works...
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Anew9
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« Reply #17 on: February 10, 2010, 02:13:26 AM » |
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ironically enough, the console report really doesnt show anything wrong lol your best bet would be to have a clean KM install... KM includes all the mods listed above, and more, and the SP campaign (with mutators off) works...
So KM has mods playable in Single player? I dont really care about blinkers in-game, but can I play with modded ships?
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« Reply #18 on: February 10, 2010, 03:54:10 AM » |
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KM is sort of compatible, although it is not supported, KM is designed for QB and multiplayer. For SP I suggest Bridge Commander Supermod 3, that contains many of the latest ships, all rebalanced to work properly in SP
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JimmyB76
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« Reply #19 on: February 10, 2010, 04:00:21 AM » |
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when it comes to KM, if used as a base install, then SP should work fine...
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