Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Troyd on February 11, 2006, 09:41:11 pm
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Hey, i'm new... and first post. I just recently re-discovred FS2 and got SCP and everything hooked up. All went smoothly untill i got to this derelict campaign... now i can't seem to get the new voice acted and SCP version to work... ( won't show up in campaign menu ) i was wondering if anyone could help me place the files in the right spots?.. or am i missing something other then these files:
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You'll need to un-rar them. BR_derelict.rar is outdated IIRC, so ignore it. The DerelictSCP and the voice packs will go in a subdirectory of your main FS2 directory (make a new folder, call it Derelict) as soon as you extract the files they contain, then select that folder with the MOD directory in the FSO launcher.
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Thank you that helps alot... but by un-raring them. Do you mean rename them too a .vp? or just leave them be in that sub directory?
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A rar file (that is, with a ".rar" extension) is a compressed file, like zip. You need to uncompress it using WinRaR. Uncompress the contents (which will be a .vp file) to the main directory, or (more recommended) to the MOD directory, as Kara has suggested.
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wow thanks, that helps alot :) works now
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That's a really weird bug, because i didn't get it. did you try redoin the entire mission?
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Mabye try re installing derelict? like re downloading it? It might even be another mod conflicting. For me at least, my mods seem to work when theyre the only mod present. I usually end up having just mediavps and the mod i want to play in my FS folder, while my other mods are stored in some other folder in games till i feel like playing them.
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Yeah that's really strange...... It worked just fine on my copy of Derelict....
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Troyd, you need to learn about the -mod switch. I have several mods downloaded and they're all in subfolders of my FS2 directory. Even the media VPs are set up in a folder of their own and accessed via -mod.
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I dunno about you guys, but ive found that some mods conflict even though their within those sub directories. So i keep one in the main FS folder so the chance of that is null, even though it should already be null. Then again my computer is about ready to crash and is doing some weird things lately. :blah:
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I've noticed that too. My tech superiority campaign (unique because it isn't in a .vp file) keeps messing up because I usually have either A) FS1 port or B)Inferno on at the time.
Let me explain: Tech Superiority draws on whatever VP file is selected at the moment, mediavp's, Inferno, Derelict....
Since it uses FS2 ships and weapons, having Inferno or The Port activated creates conflicts (although it was really funny to see a bunch of Ulysses-class fighters replace a wing of Maras when I had the Port on. :p)
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I dunno about you guys, but ive found that some mods conflict even though their within those sub directories. So i keep one in the main FS folder so the chance of that is null, even though it should already be null. Then again my computer is about ready to crash and is doing some weird things lately. :blah:
You must be doing something wrong guys. I'm running 3 total conversions in my FS2 folder and I've never had a moments problem with one mod interfering with another.
FS2 will not even look in any subfolders except for Data unless specifically told to do so with the -mod command line switch. Mod.ini files simply set that switch for you automatically.
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I have the same problem to, Deimos has no engines thus you cant disable the thing. what I did is I modified the corvette2t-01.pof and imported engine subsystems from the original fs2 Deimos then slap it back to the mv_models.vp. Now am able to get pass that mission no prob's. anyway if you want more info on this here is the thread regarding my question about missing engine subsystem for the Deimos.
http://www.hard-light.net/forums/index.php/topic,37272.250.html
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Yep. Should do. Make sure that you delete it once a fix is available though.