Star Trek ships in the new v2.0 TA version of Kyro's Hull System mod....

Okay, I had been using the older version of Kryo's Hull System Mod for GC2:DA and had copied and pastes all the files from the Star Trek for DA Beta mods, because let's face it, the Romulan Empire has by far the coolest star ships IMHO.

It worked very nicely for me, but now Kyro has the v2.0 up with the new version for TA, so of course I wanted that. But now I am not able to get them to run in the new TA version, which sucks on an infinite level. I added them the same way I did for DA but it just didn't work   :SNIFF!:

Is there a way to get them to get them to work, or will I have to wait until thr makers of the Star Trek mod updated it for TA?

I'm not sure I can wait that long......lol
6,055 views 7 replies
Reply #1 Top
I've found that with the Hull system for TA, I can't get custom models to show up either as Hulls or structure pieces. This is however only if I place them into the Hull system mod folder under ship components.

I haven't tried placing the parts into the main game files.

Only Kryo can answer I guess, but I think that with the TA hull system, the editor has reached a maximum parts and hulls number, and just won't show or recognise anything new.

I've been wanting to put some of the Trek and Stargate ships from the UDFM mod into my own custom mod.
Reply #2 Top
Only Kryo can answer I guess, but I think that with the TA hull system, the editor has reached a maximum parts and hulls number, and just won't show or recognise anything new.
End of quote


I don't think that would be the case, as I recall omega mod having a LOT more and working fine. Which files exactly are you guys trying to use? I'll see if I can give it a look when I get a chance.
Reply #3 Top

Only Kryo can answer I guess, but I think that with the TA hull system, the editor has reached a maximum parts and hulls number, and just won't show or recognise anything new.I don't think that would be the case, as I recall omega mod having a LOT more and working fine. Which files exactly are you guys trying to use? I'll see if I can give it a look when I get a chance.
End of quote


For me personally, I like to copy one of the component XML's in the ship components file, and rewrite it so that custome models are as structures or Hulls.
I've done it countless times on DL and DA, all using your mod as the base, but can't get it right with the TA Version. I've used the S0 numbers, for models, S99, and they appear nowhere in game.

Unless I put them into the core files, which to me, defeats the point of a mod then. :D

Would appreciate any advice on this, because it's baffled me a bit. I even went back and checked the install steps on DA, and it worked.
Reply #4 Top
I don't think that would be the case, as I recall omega mod having a LOT more and working fine. Which files exactly are you guys trying to use? I'll see if I can give it a look when I get a chance.
End of quote


Okay, I had a plan to send you a ZIP file of the modified version of your DA Hull System mod, but the ZIP file will not show up in the local folder of FileZilla to get me upload it

Since I am at best a novice at modding, I just copied and pasted every single ship design from the Star Trek mod into all the right folders in the Hull System mod folders. My thinking was thye would just show up, but of course they didn't......lol

So then I kinda did the same thing as Dragoon, I made the ships I wanted to use into structures by changing the file extentions to s99_StructureHull and used them in the Ship Builder as hulls in Extras under Generic, and since all the files associated with them the STra Trek mod were dumped by me in the Hull System mod, they all showed up

Since I can't send the ZIP files, would you be able to look at the s99_StructureHull files I created and see if there is a way to get them to work in the TA version of the Hull System mod?

Let me know if that will be okay and I can send those to you.

Reply #5 Top

Ok, I really am new to this whole modding thing.  I have been using them for years but never have I considered doing anything to them.  However I think I have figured out how to make this work using star trek ships in TA.

What I did was, I opened up one of the ship components files, in this case "KHSM-Hardpoints" and added some lines to it.  It now looks like this

<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<GC2>
   <DataChecksum NoParse="1">
      <Ignore>DisplayName,Description,Model,Thumbnail,Animation</Ignore>
   </DataChecksum>
     <Structure Name="Steamrunner">
     <DisplayName>Steamrunner</DisplayName>
     <Description>Steamrunner</Description>
     <Model>Medium_Steamrunner</Model>
     <Thumbnail>Medium_Steamrunner</Thumbnail>
     <Category>Structure</Category>
    </Structure>
   <Structure Name="1xOffset">
      <DisplayName>1x Offset</DisplayName>
      <Model>SingleOffset</Model>
      <Thumbnail>Blank</Thumbnail>
      <Category>Structure</Category>
      <Description>Invisible hardpoint offset</Description>
   </Structure>

All I added were the parts in Bold.  Nothing in this document is changed in any way, all your doing is putting more stuff in, you can just use the bolded parts above as a template and simply change the values such as thumbnail, model, display name to fit the ship you are trying to add. 

You could alternatively copy and paste a ship from the Federation Hulls component file, and simply delete all the entries under it until it looks exactly like ""<Structure Name="1xOffset"

You have to make sure that the model and the thumbnail for each ship you make are in the mod too.  And for this to work you have to change the name of the model so it starts with S99, for example "S99_Large_Nebula"

Once you have done this, the ships should appear in the generic section when you create a new ship, provided you have the mod set up of course

Anyway it’s kind of a long process that you would have to repeat many times, but in the end you just choose a blank hull, put down a starship of your choosing onto the blank hull point, and you have yourself a starship.  So far I have only tried this with the nebula and steamrunner classes in the game, but there is no reason why the rest wont work in the same way

BTW Thank you so much for this mod Kryo, its been like permanently enabled in my game for months.  Also I hope me adding star trek ships into it doesn’t piss anyone off, I’m not really sure what the rules are about playing around with and editing someone else’s mods....

 

Reply #6 Top

Ok, I really am new to this whole modding thing.  I have been using them for years but never have I considered doing anything to them.  However I think I have figured out how to make this work using star trek ships in TA.

What I did was, I opened up one of the ship components files, in this case "KHSM-Hardpoints" and added some lines to it.  It now looks like this

<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<GC2>
   <DataChecksum NoParse="1">
      <Ignore>DisplayName,Description,Model,Thumbnail,Animation</Ignore>
   </DataChecksum>
     <Structure Name="Steamrunner">

     <DisplayName>Steamrunner</DisplayName>
     <Description>Steamrunner</Description>
     <Model>Medium_Steamrunner</Model>
     <Thumbnail>Medium_Steamrunner</Thumbnail>
     <Category>Structure</Category>
    </Structure>
   <Structure Name="1xOffset">
      <DisplayName>1x Offset</DisplayName>
      <Model>SingleOffset</Model>
      <Thumbnail>Blank</Thumbnail>
      <Category>Structure</Category>
      <Description>Invisible hardpoint offset</Description>
   </Structure>

All I added were the parts in Bold.  Nothing in this document is changed in any way, all your doing is putting more stuff in, you can just use the bolded parts above as a template and simply change the values such as thumbnail, model, display name to fit the ship you are trying to add. 

You could alternatively copy and paste a ship from the Federation Hulls component file, and simply delete all the entries under it until it looks exactly like ""<Structure Name="1xOffset"

You have to make sure that the model and the thumbnail for each ship you make are in the mod too.  And for this to work you have to change the name of the model so it starts with S99, for example "S99_Large_Nebula"

Once you have done this, the ships should appear in the generic section when you create a new ship, provided you have the mod set up of course

Anyway it’s kind of a long process that you would have to repeat many times, but in the end you just choose a blank hull, put down a starship of your choosing onto the blank hull point, and you have yourself a starship.  So far I have only tried this with the nebula and steamrunner classes in the game, but there is no reason why the rest wont work in the same way

BTW Thank you so much for this mod Kryo, its been like permanently enabled in my game for months.  Also I hope me adding star trek ships into it doesn’t piss anyone off, I’m not really sure what the rules are about playing around with and editing someone else’s mods....

Reply #7 Top

Quoting Anakione, reply 6
Ok, I really am new to this whole modding thing.  I have been using them for years but never have I considered doing anything to them.  However I think I have figured out how to make this work using star trek ships in TA.

What I did was, I opened up one of the ship components files, in this case "KHSM-Hardpoints" and added some lines to it.  It now looks like this

<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<GC2>
   <DataChecksum NoParse="1">
      <Ignore>DisplayName,Description,Model,Thumbnail,Animation</Ignore>
   </DataChecksum>
     <Structure Name="Steamrunner">
     <DisplayName>Steamrunner</DisplayName>
     <Description>Steamrunner</Description>
     <Model>Medium_Steamrunner</Model>
     <Thumbnail>Medium_Steamrunner</Thumbnail>
     <Category>Structure</Category>
    </Structure>
   <Structure Name="1xOffset">
      <DisplayName>1x Offset</DisplayName>
      <Model>SingleOffset</Model>
      <Thumbnail>Blank</Thumbnail>
      <Category>Structure</Category>
      <Description>Invisible hardpoint offset</Description>
   </Structure>

All I added were the parts in Bold.  Nothing in this document is changed in any way, all your doing is putting more stuff in, you can just use the bolded parts above as a template and simply change the values such as thumbnail, model, display name to fit the ship you are trying to add. 

You could alternatively copy and paste a ship from the Federation Hulls component file, and simply delete all the entries under it until it looks exactly like ""<Structure Name="1xOffset"

You have to make sure that the model and the thumbnail for each ship you make are in the mod too.  And for this to work you have to change the name of the model so it starts with S99, for example "S99_Large_Nebula"

Once you have done this, the ships should appear in the generic section when you create a new ship, provided you have the mod set up of course

Anyway it’s kind of a long process that you would have to repeat many times, but in the end you just choose a blank hull, put down a starship of your choosing onto the blank hull point, and you have yourself a starship.  So far I have only tried this with the nebula and steamrunner classes in the game, but there is no reason why the rest wont work in the same way

BTW Thank you so much for this mod Kryo, its been like permanently enabled in my game for months.  Also I hope me adding star trek ships into it doesn’t piss anyone off, I’m not really sure what the rules are about playing around with and editing someone else’s mods....
End of Anakione's quote

 

XD XD XD XD

That's what i'v'e been doing since the start.....

However, i've simply stopped being lazy and just made a mod and given the ships some stats etc.... makes it better in the end becuse it gives you something to work towards... though with the external ship editor coming soon, it will make it much easier to check out custom models.