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January 24th, 2007, 04:39 PM
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Re: Updated mod: The Babylon Project
Another issue:
Remember when I mentioned the conflict between the quest about Garibaldi and the data crystal about Clarke? I think something similar happens, when you have the very same crystal and Delenn (after going through the Crysalis) on board.
I got Delenn (after transformation) first and then collected the crystal, went to B5 and selected "no" for the disclosure of the material about Clarke (how evil!), before going to Minbar. On Minbar, however, Delenn did not trigger the beacon that you should get for calling the Minbari Fleet.
Hmm, I am getting the impression that two different quests cannot run in parallel...
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August 18th, 2008, 11:32 PM
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Re: Updated mod: The Babylon Project
I've been fiddling with the B5 Project mod and made some changes to the Victory ship. First I swapped player ship for the one with three weapons (swapped the victory and victory1 ini files, which might not have been a good idea) and added a fighter bay (which I got working). However, now, whenever I try an use the Quantum Discharge Canon, I get a crash to desktop. Any ideas what's causing the problem?
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August 20th, 2008, 12:39 AM
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Re: Updated mod: The Babylon Project
Figured out what I did wrong: deleted the ship's victory weapon. The game was trying to call something that didn't exist...Probably shouldn't edit files when tired.
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September 3rd, 2009, 12:16 AM
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Re: Updated mod: The Babylon Project
just wondering does this work on mac because i try to start it with the mod loaded and it just exits the game and doesnt pop up an error or anything.
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August 6th, 2010, 03:16 PM
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Re: Updated mod: The Babylon Project
To anybody still reading up on this, I apologize for the lack of any updates, shortly after my last few I entered into the College of Design at OSU and life got really busy, really fast and my time to work on The Babylon Project dropped down into the negative hour range. I'm sure I still have all the files that I had been working on and probably even a newer updated version, but nothing that would have been in any state to be released. As it is, I'm sure the last version probably has more than a few bugs that should have been worked out that I may or may not get to (most likely not) if the time presents itself.
If anybody cares to take up this mod or has any additional comments, feel free to e-mail me at paddirn@gmail.com. Thanks.
Graeme
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Graeme out.
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August 8th, 2010, 11:39 AM
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Re: Updated mod: The Babylon Project
Go, modders, go! I really would like to see an updated version of this one!!!
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August 9th, 2010, 11:27 AM
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Re: Updated mod: The Babylon Project
We are still here!!! Bring it on..
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August 14th, 2010, 08:26 PM
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Re: Updated mod: The Babylon Project
This still stands up as the most ambitious mod 2 date imho. Would be awesome to see some more development  )
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'I'd rather have a full bottle in front of me, than a full frontal lobotamy'
'i like to re-hydrate whilst i de-hydrate*'
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August 23rd, 2012, 03:48 PM
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Re: Updated mod: The Babylon Project
The detail and work that must have gone into this mod is incredible!
I really enjoy it, and particually the challenge it brings. Usually on other games I can get a good score easily enough by playing sensibly. Because the jump drive is so hard to get in this though I'm finding it a little tougher! Also it's hard to know when to just attack and when to hope I'll run into a drazi sash or whatever :P
Say no to Dust!
p.s. I occasionally get brain bugged the game after I've taken up Morden's offer (I don't often I swear!). Does anyone know why this might be and how I could fix it??
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The Following User Says Thank You to Zythee For This Useful Post:
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August 27th, 2012, 05:31 PM
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Re: Updated mod: The Babylon Project
i haven't run into this, but then again i don't usually accept. Maybe if I didn't always have captian Ivonava...
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