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Author Topic: Excluding Ships/Weapons from Mods/Vanilla  (Read 2108 times)

Mikhail Mengsk

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Excluding Ships/Weapons from Mods/Vanilla
« on: November 11, 2019, 10:46:14 AM »

Hi all, I'm looking at a sizeable amount of mods full with cool ships/weapons... and a bunch of ships/weapons I don't like very much.

To avoid clutter ingame, I'd like to know if it's possible and how to delete them from the mod or make them not spawn ingame nor in markets.

I've found default_ship_roles.json and the .faction files. If I set the number after the target ship to "0", will it never spawn in an NPC fleet ingame?

I've also tried to modify ship_data, in the "rarity" column, but every single change I do makes the game crash. I've opened it with LibreOffice using UniCode (UTF-7) using comma as a delimiter, and the file show up seemingly correctly. And yet, no matter what I modify, I get an error while launching the game. It says Fatal: null and to check the starsector.log, which I can't find.
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Mikhail Mengsk

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Re: Excluding Ships/Weapons from Mods/Vanilla
« Reply #1 on: November 12, 2019, 03:36:22 AM »

No one?

Would open it in Notepad++ work?
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scarface

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Re: Excluding Ships/Weapons from Mods/Vanilla
« Reply #2 on: November 12, 2019, 04:05:25 AM »

use notepad++, editing shiproles mod by mod/vanilla should work
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Mikhail Mengsk

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Re: Excluding Ships/Weapons from Mods/Vanilla
« Reply #3 on: November 12, 2019, 04:18:30 AM »

Thanks for the reply, I'll resort to it.

But if I only edit shiproles, the weapons/ships will still show up in the market, right? To avoid this shouldn't I also modify "rarity" column in ship_data to "0" too?

Since I'm not able to mod/save the .csv file without it crashing, I'm thinking of opening it in Notepad++ too.
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Sinosauropteryx

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Re: Excluding Ships/Weapons from Mods/Vanilla
« Reply #4 on: November 12, 2019, 06:33:55 AM »

I don't know about LibreOffice, but I've had no problems with OpenOffice, if you want to avoid the nightmare of editing .csv in Notepad++.
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Mikhail Mengsk

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Re: Excluding Ships/Weapons from Mods/Vanilla
« Reply #5 on: November 12, 2019, 12:31:18 PM »

I changed the UniCode settings and now it works. Thank God.

Question: if I set ship "rarity" at something like 0.000001 will it, in practice, never show up in markets?

And if I don't add it in the known ships of the faction files, will it also never show up in any fleet?
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Sarissofoi

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Re: Excluding Ships/Weapons from Mods/Vanilla
« Reply #6 on: November 14, 2019, 05:59:50 AM »

You can also change tags in ship list so they will never be used by a factions or common blueprints.

Mikhail Mengsk

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Re: Excluding Ships/Weapons from Mods/Vanilla
« Reply #7 on: November 15, 2019, 09:53:18 AM »

You can also change tags in ship list so they will never be used by a factions or common blueprints.

Sorry I don't understand what this means.
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