So, I need to know a couple things. - How do I get certain scripting mods to work together with others? For example, I have the BCS The Beginning scripts installed, but it seems to conflict with MVAM and the Shuttle Launch Framework, among others. In A2 I know there's the techtree files you have to edit in order to get anything to work with anything else, and just pasting new techtrees in means you lose stuff because it's not in someone else's techtree. Is there a file like that in BC? If so, I haven't found it yet. And I looked. - Is there some sort of unsophisticated, simple way to learn how to mod script for BC? To draw on my A2 experience again, we had the Big Book of Modding. Even though that work's kind of desperately in need of a do-over, it's still a point of reference. Any such reference for BC? - Are there any plans or intentions in the community to redo the BCMP and NOT include (or simply disable) links to the File Checker etc.? If not, can I strongly, STRONGLY suggest someone do? One bad click and you lose everything. I did it once before and I could've kicked myself. - For some reason after I installed SubMenu I lost my ability to watch the opening videos. So I just have to wait a while and eventually press "esc" in order to play. What gives? - I really want to replace the Sovereign class USS Sovereign with another ship, preferably something with more cojones. I'm about halfway through the campaign and I can't deal with the lack of quantum torps any longer. Is it really as simple as installing another ship *as* Sovereign in the "data" directory? Or is there other stuff involved?
- Or is there an easy way to hack into my saved game files and simply give the USS Sovereign more torpedoes? Either way, the appeal of a tougher ship that isn't a Sovereign (I'm not a huge fan of the design) really holds sway here, but if someone could tell me either how to fit more torpedoes into USS Sovereign, or perhaps how to get it to fire more torpedoes, or reload faster, or whatever I need to do here.... - One last thing.... when Kobayashi Maru 1.0 comes out, am I going to have to do a complete reinstall of my copy of BC? Will we have to wait to find out? Thanks in advance from a desperate Kid for the help.
Free GNU user
28th March 2002
Actually with KM you won't have to worry about points 1-6. About the last: I would say yes.
But KM 1.0 can be surely installed on top of FBCMP >= 0.7 or KM 0.9.x.
Defiant;3527642Actually with KM you won't have to worry about points 1-6
That doesn't really answer my questions in points 1-6, so let's just say I do want to worry about them. But thanks anyway! :cool:
ST: Bridge Commander Central Forums Admin
19th March 2003
Defiant (the author of KM) means that when you install KM, points 1 - 6 will be already covered...
Free GNU user
28th March 2002
If you do want to worry about them you probably want to find out how to get a console report first.
But if your beginning is conflicting with mvam and the tech framework your install is probably broken - you might want to reinstall.
Thanks for the help, Defiant and jimmyb76.