Communications Array Mod Problem...

Freeform discussion about anything related to modding Transcendence.
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Tachyonfang
Commonwealth Pilot
Commonwealth Pilot
Posts: 63
Joined: Tue Feb 08, 2011 1:18 pm

I had the Communications Array mod files in my Extensions folder, and I was trying to add the Communications Array to another mod-a starting player ship-as a piece of starting gear. Every time I tried to start the game, I got the following message:

Error parsing Extensions/WolfenDreadnought: WolfenDreadnought.xml: Line (76): Invalid Entity: itCommArray

WolfenDreadnought.xml is the new starting player ship mod that I was creating, and when I removed the itCommArray from its list of starting devices, the mod loaded just fine. Does anyone know why I can't include it in the ship's starting equipment?

--Tachyonfang
--Tachyonfang
Front Desk Clerk and Head of Technical Support at The Alcazar Hotel, Freelance Genius (IQ 163), and Chief Orchestrator of Various Plots For Universal Domination
"I don't get it-why can't I just shoot them? I mean, after all, they ARE the evil dudes shooting at us!"
Drako Slyith
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Did you make sure to re-declare the UNID of the Comm array? You don't need to re-declare the normal game UNID's because they are hard coded, but you do have to re-declare the UNID's of mods.
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Tachyonfang
Commonwealth Pilot
Commonwealth Pilot
Posts: 63
Joined: Tue Feb 08, 2011 1:18 pm

Thanks-I didn't realize that-I will try it right away and let you know!

--Tachyonfang
--Tachyonfang
Front Desk Clerk and Head of Technical Support at The Alcazar Hotel, Freelance Genius (IQ 163), and Chief Orchestrator of Various Plots For Universal Domination
"I don't get it-why can't I just shoot them? I mean, after all, they ARE the evil dudes shooting at us!"
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