I have tried to figure out how to add ships to BC, but nothing I do seems to work. I have also looked for some possible tutorials on how to install ships but have found nothing. Is there anyone out there that can help me to add some new ships, or possibly point me in the direction in which I can find some info on how to install ships?
I have been trying for almost 4 hours, but I still cannot figure out how to get any ships installed. Most mods and ships require the 1.1 patch but all it does is screw up the program to the point where I have to uninstall and reinstall. When I use BCMP to add a ship, it initial says that it installed fine, but when I use the checker, it tells me that there are 4 critical errors. These errors are all about missing files, such as .nif, .pyc and so on. Where do I get these files? Don't they come with the mod? And if so, why does it not work?
Well I'm not entire clear on what's going on. So I'll just say a few things. First of all, what mod have you tried installing? The pyc files are found in the scripts folder of the mods. Though not all mods come with it. In many cases they come with a py file. I haven't used the checker before so I really can't help you with that one. I'll try to type up some kind of walkthrough on installing for you (it may take me a little while), or if you'd like I could walk you through an installation via instant messenger. I'd recommend the latter. Here's some very very rough instructions to try to get you started in the mean time. First create a folder on you desktop (I appologize for how long it is, and it may be confusing). It doesn't need a specific name or anything. For the purpose of this walkthrough we'll call the folder "x" You'll want to extract the files of the mod into it. Once you have extracted the files into it, open the folder. Typically you'll find a readme file, a data folder, a scripts folder, some may have a sfx folder, etc. Now minimize folder "x". Goto you BC directory ie: programfiles.activision.bridgecommander. Open it. You'll find that inside the BC directory there are also some folders named "data" "scripts" etc. Now go back to folder "x". If you open the scripts folder contained in folder "x" you'll find another folder called "ships" (some might have some additional folders like "tactical"). If you open this folder you'll typically find a py and/or a pyc file. Also there is also another folder called "hardpoints". This folder usually contains another py file which usually has the same name as the on in the "ships" folder. DO NOT get these mixed up. They have different contents. Now looking back at your BC directory, you'll find that the scripts folder there also has the exact same makeup. So basically what you want to do, is drag the py and/or pyc file from the scripts.ships folder located in folder "x" over to the scripts.ships folder located in your BC directory. Then you want to do the same for the file in you scripts.ships.hardpoints folder in "x" over to the scripts.ships.hardpoints folder in your BC directory. The same applies to the contents of the data folder of the mod. If we look at the data folder located in folder "x", you will find that inside contains a "icons" folder and a "models" folder. The icons folder usually contains another folder called "ships" which usually contains a TGA file. The models folder usually contains a "ships" folder if the mod is a ship, or a "bases" folder is its a station. If you open this folder (either ships or bases) you will find another folder. (note that the icons folder doesn't have a bases folder. All icons for ships and bases goes into the same folder) The name of this folder is dependent on the mod. If the mod is a sovereign class ship, then the folder might be named sovereign. In anycase, the folder contains TGA and NIF files. Now becareful here (this part can be confusing). You want to take the file located in the data.icons.ships folder of the "x" folder and drag it into the data.icons.ships folder of your BC directory. Then you want to goto the data.models.ships folder or data.models.bases folder located in folder "x". You want to drag the FOLDER over to the data.models.ships or data.models.bases folder in your BC directory. Remember when I said that the folder's name depends on the mod. It might be named sovereign if the mod is a sovereign class ship. You want to drag the WHOLE FOLDER. Not it contents, but the entire folder into the data.models.ships folder of your BC directory. What I have said thus far applies to all the other kinds of files and folders that maybe present in a mod. Once you have placed all the mod's files and/or folders in the appropriate folders of you BC directory you want to start BCMP. Click the "game tools" button. Along the left hand side you should see "ship name" "icon name" "species" There should also be a list of py files on the right hand side. So lets say I'm installing a sovereign. I should see something like "sovereign.py" on the list. I would then click on it. Once I do that the "ship name" and "icon name" should automatically be filled out. The only thing I have to do then is click on the drop down list next to "species". A list containing the following should appear: Federation Ships, Klingon Ships, Romulan Ships, etc. Select the appropriate species. Then go down to the bottom right hand corner and click "make plugin". If everything is in its proper file, the mod should be ready to run. I wish I could be more specific and add in things like screenshots to help you, but I don't know if I can on this forum, and I wouldn't even know how. If you'd prefer to have me walk you through one via instant messenger, then let me know, and tell me which mod you want to try so I can take a look at its file structure.
Oh and before you start trying to install the mod, I suggest you back up you entire BC directory. That way if something goes wrong, you can put the bad BC directory into the recycle bin and copy the backup into the activision folder. It should save you the trouble of having to uninstall and reinstall.
Thank you very much for the info, it has helped tremendously. I was able to add a few so far, and they all work great. Thanks again for taking the time to write all of that.
Bridge Commander Master HPer
26th October 2002
Don't use the BCMP file checker, it breaks mods.
Maybe it should be renamed, BCMP file breaker.
I'm too cool to Post
26th September 2005
Yeah about the is there anything you can do to overide that process. Its frusturating when I'm trying to add another menu and it starts spitting out that my files have problems with them.