Oh it's quite organized, if I open it using Wordpad.Sleeper Service wrote:Update time once again. This update focuses mainly on implementing some of the many balancing and event modification suggestions you've made. I also took some balancing and adjustment clues from the let's play videos out there (like the once Pandatron did) and implemented some suggestions from reddit...
Most of the reported errors are supposed to be fixed now, but there might still be some float mounts out there...
1.03 changelog
-Most of the mod has been spellchecked by Solarion (thanks a lot!)
-BA: several weapons rebalanced, many weapons renamed for coherency, tool-tips clarified and short titles adjusted
-Addon player ship load-outs rebalanced
-DE: one drone added
-Global probability of encountering auto turrets lowered
-BS: One auto turret variant added, apparently these things where boring the hell out of a lot of people
-Probability of station encounters in civilian sectors lowered
-Several events modified
-Piracy options added to a few more vanilla events
-A few enemies use recoloured hull graphics now, matching the style of the type b player ship of their faction
Compleat spell checking the mod and coding the Sector Extension component might still take a while. I'm done with the hazard sector so far.
Concerning merging CE with Infinit Space:
I would claim that CE is actually decently organized, given your display program can read the xmls correctly of course. The contents of the event.xml.appends are divided into different parts, marked by comment brackets (like <!-- CE modified Vanilla events --> <!-- End of CE modified Vanilla events -->).
All the assets have their own prefix (see OP), although I didn't went through with that for the events and it actually might confuse some things by now, because all the components are overlapping more and more.
Merging the mods might actually just be pretty simple, but time consuming busy work:
1. Coppy all CE stuff outside DATA into corrosponding IS folders
2. Coppy all CE ship blueprint related xmls into IS DATA Folder
3. Coppy all CE animationsheets, soundsheets, blueprints and new events into their corresponding IS xmls
4. Modify all IS eventlists, weaponlists, drone lists and modified ship lists to include the CE assets, basically copying content in from CEs version of the lists
5. Manually replace or merge each modified IS Vanilla event with the modified CE version
6. Modify costum IS events to inclue CE assets?
7. Run the error checker on the abomination that you have created and see what you've missed

Notepad doesn't seem capable of reading Linux's files properly, though, which has caused issues as stated in my previous post.
Edit: Also, I've noticed that the Bravais has absolutely nothing new, and I suspect crystal equipment and ships as a whole have been left intact. How so?
And I found a lockdown bomb in the Rock Homeworlds, sector 7. Didn't buy it because it didn't fit my ship style, but... that's not supposed to happen, right?
