Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: starlord on October 11, 2007, 06:29:33 am
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Again another campaign problem:
the deep blood campaign for FS2 has a problem while starsing: no weapons available for your ship.
What to do?
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have you tried pressing the reset button in the weapon/ships screen? that sometimes helps.
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If not, sometimes calling the support ship works... :nervous:
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Have we ruled out the option that the campaign is installed in a wrong place?
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No... starlord, where is the campaign installed?
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I installed into directory, freespace2\data\missions as stipulated.
Regarding the weapons, the problem is at the weapons choice screen before take off: no weapons appear (then the screen prompts me: I can't take off without choosing my weapons).
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This happens when you create a new pilot, or switch a pilot from one mod to another. The problem is that you haven't been given the allow-tech SEXPs that you would get from playing the default campaign.
This is a common problem but with no easy solution. However, there are some nice campaigns like PI that give you all the tech up front. Download PI here (http://www.hard-light.net/forums/index.php/topic,46817.0.html) and play through the first mission or so WITH THE PILOT YOU WANT TO USE FOR DB, then go back to Deep Blood.
If that doesn't work, your best bet is to 1) try another pilot or place the Deep Blood files in the directory of a mod that works, or 2) play through the whole (or most of) the default FS2 campaign.
Hopefully the SCP team is working on this problem, but I doubt they even know about it. I get it all the time. :doubt: A weapon should appear in the loadout screen if the mission designer wants it to, whether its add-tech SEXP is there or not. This is just a crude quality control feature made by Volition.
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Of course, if you're playing FSO, you could just install the files to \freespace\deepblood\data\, then use the deepblood folder as your mod. No fuss and no worrying that some files might interfere with other mods or even plain FS2.
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@Mustang19: Did you Mantis (http://www.hard-light.net/forums/index.php/topic,34786.0.html) that bug?
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Thanks for the advice: I'll try.
By the way, I use freespace 1 (+add-on silent threat) and 2 retail.
This problem has occured also on several FS1 campaigns (see this post: http://www.hard-light.net/forums/index.php/topic,49351.0.html)
also, what is PI? does it require any modded ships?
Thanks for the advice anyway, you guys are great!
regards.
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@Mustang19: Did you Mantis (http://www.hard-light.net/forums/index.php/topic,34786.0.html) that bug?
I actually tried just now, it doesn't want to send me an email... how do you Mantis a Mantis bug?
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also, what is PI? does it require any modded ships?
PI = The Procyon Insurgency (http://www.hard-light.net/forums/index.php/topic,46817.0.html); a great but ****ing challenging campaign. Though it requires FSO, so you really should switch to it already.
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Hopefully the SCP team is working on this problem, but I doubt they even know about it. I get it all the time. :doubt:
Not only do we know about it, we have repeatedly warned about it and posted the steps necessary to avoid the pitfalls. :rolleyes:
It's not something that can be easily "fixed". It's a design flaw in the original game, having to do with the way the pilot files are set up. The pilot file redesign won't be complete until 3.7, so you'll have to make do until then.
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It seems that the 2 fs1 campaigns that had the same problem have been fixed (I didn't see this until recently). Any idea how they got fixed? Perhaps the same could be done here.
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Shouldn't you just be able to edit the tables and set all ships as "in techroom", so that everything is always available? In fact, I'll do that when I get home.