Executor

Hi. First I want to thank everyone who mods this game. You have actually given me something to do different in games.

My first question is, is there a way to take the SSD Executor from EvilleJedi's mod and put it in JasonFJ's mod Requiem?

Second question is, if it's possible to do this, what are ALL the files I need to take from the one mod and put it in the other?

I'm new to doing this stuff. And I really want that ship in entranchment ..... Just don't have the knowledge on how to do it.

Thank You for any help.

4,406 views 9 replies
Reply #1 Top

how about asking him

Reply #2 Top

Has anyone even tried to do this???? I have looked through every folder between the two to try to figure this out. But alas I can't. Can anyone help with this.

Reply #3 Top

hi

1. if you figured out which ship you need, than go to that mod's gameinfo and open that ship's player.entity (for example: PlayerTech.entity) after that roll to the capitalShipInfo (~31th line) or to the frigateInfo (~39th line) and memorize the ships entityDefName you wish to copy (there are in order as in the game, for example my new ship is FrigateTechLightRev).

2. open your new (mixed) mod's player entity and add that line in the frigateInfo Page:0 (is for small, frigates, or Page:1 for big, cruiser ships) and raise the count number by one.

3. in the old mod's gameinfo search for the FrigateTechLightRev.entity and copy that in the new mod's gaminfo.

4. open the ship's entity and check what icon and picture has it (~12-13th line), if this is a new (non vanilla picture than you have 2 options, first: you modify it for an already existing picture name, for example, I let it have the default lightship's picture [...]FRIGATE_TECHLIGHT. second: you open the first mod texture file and copy that picture over the new mod's texture, using Adobe Photo Shop or GIMP or what you wish, let me skip that part, maybe in another post)

5. check the next lines... the NameStringID, DescriptionStringID and the counterDescriptionStringID... if they aren't in the default language file (English.string) than you have to update your string whit them. For example my ship has new Name ([...]TECHLIGHT2_NAME) and Description [...]TECHLIGHT2_DESCRIPTION, you raise the English.str's NumStrings by 2. Scroll to the end of your file and clone the last 6 lines (2 with Stringinfo, 2 with ID, 2 with Value) and change the ID as in the ship's entity was, write anything you want in the value line (or as in the first mod's string was). don't forget to add a empty line at the end of the English.srt!

6. check the Prerequisites (~ line 31, if no bomb, that makes extra ~28-30 lines). if there is a needed research, make sure that is existing in your new mod. (if not, you delete the researchprerequiste or change it to an existing or you make a new one)

7. check the Icons, there are three of them after the research. do similar as with the mainViewIcon and the picture. use an existing one or copy the first mod's icon.

8. make sure that the weapon is existing in your mod (if it is a new weapon, as in the StarTrek mod, there are new startrek weapons), than you have to copy the effects and the textures, that it is using)

9. if it has fighters than you have to do as you do with the Frigate... or just delete it or change to an existing fighter

10. check the abilities, are there new or old...

after that you have that ship in your new mod

Reply #5 Top

Well I'm still a newb or something. Even after following your guide I could'nt get it to work. >:(

I guess I will just have to wait till someone puts it in the game cause at this point I have NO clue what I'm doing wrong.

But ty so much for trying to help me with this.

Reply #6 Top

i'm sorry. did it crash? or you just can't build the ship in the game?

maybe try with smaller steps. first just clone a frigate.entity, and name it for [...]2, and add this ship to the player.entity. than check it, if it works. after that give the new mesh to the ship (MeshNameInfo, MeshName "..."). After that add new name and description to it... and so on...

if you run the game with the developer exe, it can tell why it's craching.

or just send me the ship's entity, the new player.entity and the english.str :grin:

Reply #7 Top

I don't know why its mini dumping/crashing cause it wont even let me in the game once I put the files all in there. ( wow run on sentence lol ) Like I get the files all set up ... put them in the game... Start Entrenchment... Before it even brings any screen up it crashes.  But ) don't know if this will help prolly not lol) When I put the original player.entity back in ... game works  of course without the ship ( thats a given though) Im not sure if its just because the two mods are from two different parts of the games ( 1.16 reg sins and 1.02 entrenchment) But honestly me i'm pretty sure it's my own doing on why it isn't working.

 

Like I said I'm really new to this so i can't imagine what i messed up. I just want 1 ship lol just the 1. Do you have Both mods???? Cause if i sent the files i dont think it would matter cause then you wouldnt have all the other files as well.

 

 

 

Thank you again for your help.

Reply #8 Top

without developer it's not so easy. if someone want to mod the game, nessesary to buy the game. anyway... there is different between the 1.16 reg and the 1.02 ent. files (as you said)

I downloaded the mods. Tthere is a SSD (Sovereign Star Dreadnought) and an Executor (Executor Star Dreadnought) ship. Which do you want?

As I see , the Requiem mod is for Entrechment, it means, there is the entity.manifest, and you should update that with your new entities: ships, abilities, squads and fighters (and raise the entityNameCount). The whole Requiem mod is in binary. I can't use the converter (I have vista x64), to convert the files into txt so I can't modify them. Maybe you have another mod (in txt files) or you did convert them. Right now I don't really have time for doing this for you (i have exams) and I use entrenchment 1.01 (I don't want to patch my game, we have our own mod in 1.01).

As I see the Executor is a Capitalship, and there are lof of new stuffs in it, what you should copy to the new mod.

Clone an existing capitalship.entity from Requiem, add that ship to your player.entity (capitalShipInfo) and update the entity.manifest with that ship. Now you have two same ships in Requiem.

Copy the mesh and shield (SUPERCAPITAL_IMPEXECUTOR and SUPERCAPITAL_IMPEXECUTOR_SHIELD) into Requiem and change the ShieldMeshName and the MeshName for them. With this step copy from "NumWeapons 3" untill "m_weaponIndexForRange 0"... and set the TargetCountPerBank. You have to copy over the related textures for the ship, the related particles and sounds for your weapons. After that you should have the Executor ship in your game with mesh, shield and weapons.

Copy over the new abilities (ABILITY_SATURATIONFIRE and ABILITY_FLEETCOORDINATE) and the buffs for them (BUFF_FLEETCOORDINATE, BUFF_FLEETCOORDINATESELF and BUFF_SATURATIONFIRE), update the entity.manifest with them. Place the the abilities on your new Executor ship. (Check the abilities' name and descString ID. The FLEETCOORDINATE is using TARGETINGUPLINK, this is the original too. The SATURATIONFIRE is using new name, you should add this to your English.str as I said previously, the VOLLEYFIRE is original).Try if it's working now.

Copy over the new squads and and fighters, check there names and icons. Check the related fighters to the squads (name, pictures, weapons, mesh+shield maybe). Update the entity.manifest and the English.str if it's nessesary.

Now you can prettify your capitalship with bombing, engine, set the new movement values.

Sorry, I was a little bit sloppy, I didn't know that you want a Capitaship, and the mods are for different pack (original and entrenchment). And I also didn't know, there are many new effects, sounds etc. in it.

That's all I can help you. Good luck.

neterw

Reply #9 Top

I thank you so much for your help with this. ( I still could'nt get it to work still dumps before i even get in the game.) I will keep trying but I don't think I'll get it. I know I'm doing something small that is wrong that is causing it .... just have to figure it out.

Again I thank you you have been wonderful in your help. Good luck on exams.