AquaRegisteel wrote:I imagine this works for downloading the mod.
yep! that's a good link.
AquaRegisteel wrote:Anyways, it seems no mods work at all, only vanilla works, so I'm not sure why that's the case.
I'm not sure what's going on with other mods not working, but I had a look inside the mod, and there's definitely something wrong with it.
the reason it crashes after loading is because the anim, plasma_strip1, doesn't have a <sheet> tag. I'm not entirely sure why this crashes the game, but it does.
(in animations.xml.append)
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<anim name="plasma_strip1">
<desc length="1" x="0" y="0" />
<time>1</time>
</anim>
should be
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<anim name="plasma_strip1">
<sheet>plasma_strip1</sheet>
<desc length="1" x="0" y="0" />
<time>1</time>
</anim>
the game will run and not crash after that, but you have some other errors going on.
inside your data folder, you have a file "sounds.xml", which is blank. this gets rid of all the (non-DLC) sounds from the game, including all the game's music. you want that file to have a ".append" extension like your other files.
inside your data folder, you have a file "misc.xml.append". while this doesn't do anything bad for now, if you want to add anything to this file (like weapon tips) you gotta change the ".append" extension to ".rawappend". I don't remember exactly why, but this is necessary.
inside your data folder, the file "events.xml.append" has the following code:
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<event name="START_BEACON">
<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>(Mod) A nearby weapons cache remains open, with a weapon inside of it.</text>
<event>
<weapon name="TETRAFLARE_CANNON" />
</event>
</choice>
</event>
the <event> tag within the special blue choice is missing a <text> tag. without this <text> tag, the game skips the event prompt and just gives you the weapon. come to think of it, for testing purposes giving you a weapon like this isn't bad at all, no need to waste time with an event prompt...
if you want an event prompt, just put a <text> tag in there with anything in it, like so:
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<choice req="engines" lvl="1" hidden="true">
<text>(Mod) A nearby weapons cache remains open, with a weapon inside of it.</text>
<event>
<text>You sneak your way into the cache, and discreetly remove the weapon from it.</text>
<weapon name="TETRAFLARE_CANNON" />
</event>
</choice>
I also noticed in some instances the top line of some of the files has "utf=8" instead of "utf-8", but I don't think there's anything wrong with this. I'm also constantly confused what this line is even for
