I'm having a bit of a problem with some of the mods from Xelerus. I'll use the Titan jumpdrive mod for an example. The game will load the mod just fine, but if I try to put it on a ship, even one of the standard player ships, it comes up with a "Invalid entity" error.
Now I've checked the files and all the appropriate braces and such seem to be there, so I'm not sure why it might be messing up. I was curious if anyone had any ideas of what might be causing it.
Invalid entity
- Periculi
- Fleet Officer
- Posts: 1282
- Joined: Sat Oct 13, 2007 7:48 pm
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That error often crops up if an extension UNID is being used in a module or other main transcendence file.
For instance- if you modded Playerships.xml to add in the device, but the device is in an extension file it creates a problem with the UNID.
The reason for this is because the sequence of loading requires the device to be registered as an entity before it is called for- and Playerships.xml loads before the extensions.
You could copy a playership tag you wanted to use to the extension and give it a new UNID there such as "ENTITY scMyModShip 0xDDDD2001" (change the DDDD2001 to a unique series for your mods) and then place the item in that ship. The item and the ship should be in the same extension, or at least the UNID needs to be there (if both are extensions in separate files).
You could also simply place the UNID of the device at the top of the Transcendence.xml where all the main game entities are located. Then you will be able to add the device to the Playership.xml file where you want it.
But this is NOT the recommended method- just create an override for the module file in an extension, add the item there and go have fun.
For instance- if you modded Playerships.xml to add in the device, but the device is in an extension file it creates a problem with the UNID.
The reason for this is because the sequence of loading requires the device to be registered as an entity before it is called for- and Playerships.xml loads before the extensions.
You could copy a playership tag you wanted to use to the extension and give it a new UNID there such as "ENTITY scMyModShip 0xDDDD2001" (change the DDDD2001 to a unique series for your mods) and then place the item in that ship. The item and the ship should be in the same extension, or at least the UNID needs to be there (if both are extensions in separate files).
You could also simply place the UNID of the device at the top of the Transcendence.xml where all the main game entities are located. Then you will be able to add the device to the Playership.xml file where you want it.
But this is NOT the recommended method- just create an override for the module file in an extension, add the item there and go have fun.
- Periculi
- Fleet Officer
- Posts: 1282
- Joined: Sat Oct 13, 2007 7:48 pm
- Location: Necroposting in a forum near you
Here: Try This One
Now, all I did was copy the Playerships from Playerships.xml and include them in the Titan mod. I changed the ENTITYs for the ships, and changed the names so you can tell them apart from the regular ships.
You can look at that file and see what I mean by using an extension.
You can also get more info from the main site and from around the forums here about extensions.
You can place the Jump drive in any of the <Items> or <Device> tags in the extension ships. I'll let you figure out how.
Then play around with adding/changing other things.
Most of the game data such as Playerships is just XML tags with data that the game uses.
Lisp is the language for scripting, and there is an excellent resource for learning the particulars located in the Functions thread by Betelgeuse in Shipyard forum, as well as a easier to use version posted on xelerus.
If you don't have the TransData utility to unpack the XML files, you will need to start there- read the TransData thread and get the utility from the main site.
You can add more items to the file I made for you- even custom ones of your own design. Practice and experiment with the extensions to learn what all can be done.
I tested the titanPlusShips file in transcendence on my computer, and I know it works, so you should be able to get it going for you own purposes.
Enjoy.
Now, all I did was copy the Playerships from Playerships.xml and include them in the Titan mod. I changed the ENTITYs for the ships, and changed the names so you can tell them apart from the regular ships.
You can look at that file and see what I mean by using an extension.
You can also get more info from the main site and from around the forums here about extensions.
You can place the Jump drive in any of the <Items> or <Device> tags in the extension ships. I'll let you figure out how.
Then play around with adding/changing other things.
Most of the game data such as Playerships is just XML tags with data that the game uses.
Lisp is the language for scripting, and there is an excellent resource for learning the particulars located in the Functions thread by Betelgeuse in Shipyard forum, as well as a easier to use version posted on xelerus.
If you don't have the TransData utility to unpack the XML files, you will need to start there- read the TransData thread and get the utility from the main site.
You can add more items to the file I made for you- even custom ones of your own design. Practice and experiment with the extensions to learn what all can be done.
I tested the titanPlusShips file in transcendence on my computer, and I know it works, so you should be able to get it going for you own purposes.
Enjoy.
