![]() |
I tried the Maintenance station. There was no screenmessage, and I went ahead and played up to the first MS transition and it still was blocked. I'm not clear on how to use the Mod Menu, though?
|
@crowfeathers
The Mod Menu can be activated via an Perk the Hero gets at the start of a new game, or if someone uses an older version, it can be added Via the Compatability Sub-Menu of the Maintance Station.
and Please try to Recreate your case by trying to toggle the MSSwitchblock in-game and post the .log here in your next post, so I can see what actually is wrong. It reaallly would help alot if you post the .log :) |
(10:53:52) (INFO) ExecuteScriptFile - Data\Scripts\InitTradeSystem.script
(10:53:52) (ERROR) ScriptDispatcherServices::CreateShop('inv_templars ') - shop not created! (10:53:52) (INFO) ExecuteScriptFile - DATA\Scripts\Quests\MISSION_1\RETURNHERO.script [ScriptSystem] (INFO) StarWolves ScriptObject class count = 49 [ScriptSystem] (WARN) no team: "PirateSpeaker2" <pilot> class global variable [ScriptSystem] (WARN) no team: "SpeakerGW" <pilot> class global variable [ScriptSystem] (WARN) no team: "ViperSpeaker" <pilot> class global variable [ScriptSystem] (WARN) no team: "PirateSpeaker" <pilot> class global variable [ScriptSystem] (WARN) no team: "KfniSpeaker" <pilot> class global variable [ScriptSystem] (WARN) no team: "VksSpeaker" <pilot> class global variable [ScriptSystem] (WARN) no team: "TriAgent" <pilot> class global variable [ScriptSystem] (INFO) Register pilot variable: "Pilot_BasePilot" (class = Pilot, id = 276) [ScriptSystem] (INFO) Register pilot variable: "pilot_BasePilot" (class = Pilot, id = 276) [ScriptSystem] (INFO) Register pilot variable: "Pilot_Hero" (class = Pilot, id = 653) [ScriptSystem] (INFO) Register pilot variable: "pilot_Hero" (class = Pilot, id = 653) [ScriptSystem] (INFO) Load ship data (armor mod) [ScriptSystem] (INFO) SWITCH Lua perkDispatcher to "mk1" version. [ScriptSystem] AttachEvent: Trigger: tag = 28, class = "Trigger_InsideVolume", id = 696 (10:54:48) (INFO) Dialog::Start: DATA\Scripts\Trade\DialogR2.xml (10:54:49) (INFO) Dialog::ExecuteLUAFunction: OnStationStartGW (10:54:49) (INFO) Dialog::Finish: DATA\Scripts\Trade\DialogR2.xml (10:54:50) (INFO) Dialog::Start: DATA\Scripts\Trade\DialogGW.xml [ScriptSystem] ScriptParam' function SW3EXP_Story_MSSwitch_Toggle not exist in scriptspace!!! (10:54:55) (INFO) Dialog::ExecuteLUAFunction: SW3EXP_Story_MSSwitch_Toggle (10:54:58) (INFO) Dialog::ExecuteLUAFunction: DialogR_fin (10:54:58) (INFO) Dialog::Finish: DATA\Scripts\Trade\DialogGW.xml (10:55:01) (INFO) GameManager::DeleteAllGameObject: Object(Station) name = "station_triada_zaprav" UID(243) RefCount(1) not deleted (10:55:01) (INFO) STARTED 3D System RELEASE (10:55:01) (INFO) COMPLETE 3D System RELEASE (10:55:01) (INFO) Root::ReleaseObjects() (10:55:02) (INFO) GUIApplication::Release() (10:55:02) (INFO) -------- GUITextureManager::~GUITextureManager ------------------------ (10:55:02) (INFO) -------- GUITextureManager::~GUITextureManager OK --------------------- (10:55:02) (INFO) GUIApplication::Release() OK (10:55:02) (INFO) Root::ReleaseObjects() OK Log stopped: 10:55:02, Tuesday, October 06, 2015 The script file you mentioned is definitely present, however. My hero also seems to lack a mod menu perk and the compatibility option to add it also does nothing. |
Hmm
Replace the contents of this file: "Data\Addons\@SW3.Expansion\system.lst" with the following: Code:
sys_IncludeFileList = EDIT: Seems there were some problems regarding the system.lst, I did upload an Fixed version now. |
Incidentally, the issue turned out to be an error while loading the hyperjump script:
error: <statement> expected; last token read: `#' at line 14 in string "DATA/Addons/@SW3_Expansion/sw3_expansion_hyperjump.lua" error: attempt to call global `IMSystemManagement_SetPatrolBudget_Extre' (a nil value) <string "DATA\Scripts\Locations\corrino\activate.scr.. .": line 310> When the engine hits a scripting error it stops and won't load any more scripts for that addon, and of course the ship block lua comes later in the list. I still have no idea how to open the Mod Menu, though. Where is it? |
The Mod menu is basically activated by using the "Mod Menu" Perk, the hero gets one on a new Game immediatley.
And one more thing: This whole error is hilarious, seriously, I made a very funny mistake, go to the hyperjumps.script file and remove the strings that begin with "#" at the top I simply forgot to remove them in the release version ^^, sorry to bother you with some silly mistakes I made. |
@Info
Hey ya'll, sorry for the delay, I fear its gonna take a bit longer to the next Update, but don't worry, it will Include even MORE Content, more Ships&Variety for ALL Factions, HELLOADS of Bugfixing & Balanceing!. I think I will have an fun to play Build released maybe this Month, but I can't promise anything.
Reminder: If you encounter any Bugs or something like that, Post it here so I can fix it. Also: Be aware that I will be also slowy removing ALL Debugging Options in the many Sub-Menu's of the Mod, including debug options in the Maintance station menu and Mod Menu. but don't worry, I will have an Debug-Option available in the config file, aka InitTeamScript.script ^^ |
@crowfeathers
So.... does the perk really doesn't exist? or was it fixed along with the other "#" in the lua file problem?
The perk's name is "SW3EXP_CS_Menu", I checked it and the perk is present, in the Pilot's starter perks list, it is also in the specials.xml . strange indeed... Eiterway, thanks you mentioned it, thats what happens when silly people (Like me) forget to remove their hint-code from the actual code :D. |
Cant enter game
Hi,
I had to install your mod manually because the .bat installation wouldnt transfer the files over to my SW3 directory(It would say 'completed' but no new/modified files appeared in my data folder) However, when i press the "tutorial" button or attempt to start a new game(after the initial cutscene), I get a runtime error and this error in the scripterrors.log file: "error: attempt to call global `IsFlight' (a nil value) <string "DATA/Scripts/include/NewTriggers.script": line 126> " My LOGFile.txt is located at: http://pastebin.com/FRMeL2Le Im sure that i installed your mod(0.6.0B) correctly, sw3cwEXP.exe(which doesnt work for me), sw3cwEXP.x64.exe and the new zlib1.dll were put into my root/release Star Wolves 3 folder and copied all of the files and folders(including MapInitialization.script which i know is supposed to be in the \Data Folder and not \Scripts) , as is, into my data folder and overwritten any files which conflicted. This was on a fresh 1.12 install/patched version of SW3 with the 1.12 patch fix posted on these forums. |
Update Report
Hey, I wanted to some quick round up of what I have ready for the next Version, take it as an dev-log. [NOT RELEASED AS OF YET -> 01.01.2016]
Alright, I have: - Even more Fixed Textures - Every-Debug related made now is Removed, (Until enabled via Config/InitTeamScript or the DEBUG Option at the Mod Menu) - Most to All Free things now cost Money(Corporate Contracts, Drones, etc) - Many Code-related Fixes - CPU-Player Improvement, it may be minimal, but its going forward. - Gate Blockades related Code changes, it MAY be included in 0.6.2 or at the most late at 0.7. I can't promise anything about the Blockades tho. - Many new WIP-features added to the Basebuilding, but I think it may be until 0.7 or later until its Officially added... sorry. - MSSwitchBlock will be very polished at the Release of 0.6.1, atleast Im trying as hard as I can to find and remove any Bugs/Complications that may occur with it. - Fixed Respawn Function (For real now) - Moved the Invasion Portals to another System called "Invasion Picker", creative huh? - New Alien-hoarded Systems like Tunguska, I mean, SW3 is seriously missing some Alien action!, expect atleast 3 new Systems in 0.6.1. - one very cool Function named "SW3EXP_ViewItemAmount" With this new Function, you can basically get the amount of an Module/Item the Player currently has, its probably very useful if you want to make Quests or even other kinds of stuff which Require the player to have X amount of Item. Heres the Code, cuz its gonna take a bit longer until 0.6.1 Gets released: Code:
-- Check Inventory Item Amount |
All times are GMT. The time now is 05:41 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.