For now, the fix seems to be installing mvam 1.0 then reinstalling mvam 2.0, so do that.
I have no idea why this does it. Mvam 2.0 works fine for me, I even downloaded it off bcfiles.. im using the same version as all of you. On a flat install of BC 1.0, it works. I'm going to try with BC 1.1 now,just to be sure.
As for the prommy slowing the game down, the textures on it are HUGE. It wouldnt suprise me in the least if it slowed down some vid cards out there. It works pretty well for me, anywyas.
As for nanofx 2.0.. ugh. It overwrites at least 3 core files. This makes my job so much harder.
Ok. To get MVAM 2 to work, i did a fresh install of the game. It worked fine after that. Now, after EVERY thing i added to the game i tested MVAM out. Sneaker, I am pretty sure now that it is your Bridge Scrolling mod that breaks it. I don't know how, but it does. Right after i installed it, the AI on the prommy died. I hope this helps.
ok I just took a really short look at the mvam script with a QBR 2.3pre Version I have and discovered strange things: I can seperate, but not reintegrate. For some reasons both ships miss each others and then the other ship is removed from Set.
@FalconGuard: The bridge scroller?? Believe me when I say: not a chance! It mutates just one small section of the quickbattle; it should not have an effect. Hmm.. the bridge scroller comes with the bridges... maybe it's the bridges that are doing it?
Okay, now I think I see what's been going on. I was wondering what everyone has been saying when they say "installing your bridge scroller mod"... since that mod comes with every bridge.
"Quickbattle scrolling bridge menu mod - quickbattle.ace" is NOT my mod; it's anonymous/unknown's mod from 2 YEARS AGO! This makes it incredibly obsolete... and it also overwrites quickbattle.py! So, if you're having the ai problems in mvam and you installed this mod, reinstall nanofx 2.0 (since it comes with a recent version of quickbattle.py). And let me know if this solves the problem.
I don't know why... but the sound fixed itself. Anywho, I just can't fire normal (not the turret/disruptor cannon) torpedoes, the rapid-fire torp's work just fine.
OK, I think I figured out how to fix some of our problems, dunno why this works, it just does. I was having the problem where when I seperate the other parts of my ship just sat there and did nothing, I could even fly right through them.
I have these mods: MVAM infinite Sneaker's Core Eject Sneaker's Plasma Venting mod NanoFX 2.0 ATP1 Several uniform mutators
I installed reinstalled core eject, MVAM 1, MVAM 2, and then NanoFX. This seems to have fixed my problem with the MVAM, but I had to disable the ATP mutator, if I eft it on I just got a black screen after the loading screen went away.
nexus: I wish you'd read before you posted. All you needed to do was reinstall nanofx 2, though Mvam 1 is the "inefficient" way of doing it. It's obsolete... dont install it. If ANY mod you install overwrites the quickbattle, then reinstall Nanofx 2.0. So keep an eye out for that.
My version of ATP3 doesnt work with it. As for ATP1, thats another thing to make a patch for. So far the list is: -Single Player compatibility -Seperation in warp -QBR compatibility (works for some; not others) -ATP compatibility -Fix registries not appearing on some ships (namely CG sovereign)
This all depends on what kinda time I have down the road.
Is there a way to fix the torp glitch? I still don't see one >_
KonradIs there a way to fix the torp glitch? I still don't see one >_<
have u tried firing the torps with the "g" key? ____________________________________________________________________ I also have a prob today for the first time i went against the mvam galaxy but i destroyed him and he didnt even separate can ya tell me why?