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October 7th, 2002, 07:04 AM
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Private
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Join Date: Oct 2001
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What files in mod folder?
I've been playing SE for eons but I'm relitively new to modding. I need to know what files need to go into the mod folder if anyone cares to help. Thanks in advance!
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October 7th, 2002, 07:12 AM
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National Security Advisor
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Re: What files in mod folder?
All the files that are found in the normal SE4 data directory must be present in [Your Mod Folder] / Data directory.
Happy Modding!
Other files can be added as needed, i.e., a new planet image would be placed in [Your Mod Folder] / Pictures / Planets.
[ October 07, 2002, 06:14: Message edited by: Captain Kwok ]
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October 7th, 2002, 07:15 AM
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Re: What files in mod folder?
so will the game go to the original files for anything other than the data folder if it doesn't find it in the mod directory?
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October 7th, 2002, 07:21 AM
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National Security Advisor
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Re: What files in mod folder?
Quote:
Originally posted by Tileus:
so will the game go to the original files for anything other than the data folder if it doesn't find it in the mod directory?
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Correcto.
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October 7th, 2002, 07:23 AM
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Re: What files in mod folder?
One Last question. Is there any way to eliminate maintanance costs completely as perhapse a racial trait?
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October 7th, 2002, 07:29 AM
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National Security Advisor
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Re: What files in mod folder?
Modified Maintenance Cost
Value1 = Percentage of normal maintenance (10% = 110% of normal, -10% = 90% or normal)
Value2 =
Try using this ability in RacialTraits.txt and set it to 25% which is equal to the default maintenance value in Settings.txt...I've never tried it, but it might work.
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October 7th, 2002, 02:59 PM
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Shrapnel Fanatic
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Re: What files in mod folder?
Mantenace reduction based on Characteristics or Culture are limited to 5% minimum.
Maintenance reduction based on components is unlimited, and can even be negative.
Kwok's racial trait idea sounds like it would fall under the second Category.
In that case, you would have to set the value to -100%, since it multiplies with your racial trait-modified maintenance costs. (Rather than adding, as most other modifiers in the game do)
If it falls under the first Category, you will end up with 5% maintenance.
If the racial trait thing does fall under the first Category, try doing the following instead:
1) make a racial trait that gives a tech area
2) make the tech area give a component that reduces maintenance to zero, as above.
3) Add "restrictions := one per vehicle"
[ October 07, 2002, 14:02: Message edited by: Suicide Junkie ]
__________________
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October 7th, 2002, 05:14 PM
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National Security Advisor
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Re: What files in mod folder?
In the TNG mod, the engineering component works the second way SJ said. It requires a few different tech areas like propulsion and repair but reduces maintenance by 10%. In addition, I also have "Captains" that offer maintenance reductions as well.
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