Modding: FO 4.0.0.455 loader

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posted on March 30th, 2014, 7:56 pm
Hiya all after the release of the latest version of Sigma we have been granted permission to use the dev build of FO 4.0.0.455 that was released with it. Problem with it is that as its not an official release and we have been told it will not be officially supported modding information has not been released also as far as i can tell the FO mod its self is currently unplayable in the current state (might just be me there). What this thread is for is for us the community to discuss this latest version and acknowledge what modding discoveries we discover while playing around with it.

PS if this is in the wrong section please move

ok so for me to start. I've looked at the xml techtree format and have came accross few features of them as detailed below

<!-- comment --> comment obviously

<techtree> and </techtree> denote the start and end of thee techtree file

<object ODF="item.odf"/> indicates an odf that does not require any tech requirements

<object ODF="item.odf"> and </object> indicates the start and end of the items.odf requirements

<requirement> and </requirement> appears to be the same as above but it still needed

<requirementX> and </requirementX> appears to be the same as <requirement> where X is a number and is used to have either/or tech requirements

<requirement race = "racename"> the required race that is needed to build the item (i believe its the players race)

<obj>required_item.odf</obj> defines the objects needed to allow the items.odf to be built (multiple lines of this code can be included)

<obj mustNotHave="true">forbiddenitem</obj> indicates that if forbiddenitem is present then the object can not be built

<capList>listname</capList> the cap list for this item (replaces the odf commands for fleet caps)

<capacitylist name="list name" maxCapValue="X"> indicates the start of the cap list 'list name' X is the max cap allowed for this list

<obj capValue="X">item.odf</obj> this indicates item.odf takes X amount of caps for this list
</capacitylist> ends the cap list

OK thats all I've found if there are any more, anything I've not quite got right or need better explanations let me know
posted on March 31st, 2014, 5:22 am
Can you post a sample of how this kind of tech tree would look? I'm not entirely clear on what is and isn't a variable.
posted on March 31st, 2014, 6:19 pm
ok lets try

Code: Select all
<techtree>
   <object ODF="all_supply_routes1.odf"/>
</techtree>


basically means all_supply_routes1.odf needs nothing for it to be built

Code: Select all
<techtree>
   <object ODF="all_supply_routes2.odf">
      <requirement>
         <obj>all_supply_routes1.odf</obj>
      </requirement>
   </object>
</techtree>


means that all_supply_routes2.odf needs all_supply_routes1.odf to be built in order for it to be built

Code: Select all
<techtree>
   <object ODF="fed_intrepid.odf">
      <requirement race = "federation">
         <obj>fed_outpost.odf</obj>
      </requirement>
   </object>
</techtree>


means that fed_intrepid.odf requires you to be federation and have fed_outpost.odf built

Code: Select all
<techtree>
   <object ODF="fed_defiant.odf">
      <requirement race = "federastion"/>
   </object>   
</techtree>


basically means that fed_defiant.odf just needs you to be federation in order to build it

Code: Select all
<techtree>
   <object ODF="fed_venture.odf">
      <requirement1>
         <obj>fed_outpostY.odf</obj>
      </requirement1>
      <requirement2>
         <obj>fed_outpostZ.odf</obj>
      </requirement2>
   </object>
</techtree>


as test seams to show means fed_venture.odf requires either fed_outpostY.odf or fed_outpost_Z.odf to be built

Code: Select all
<techtree>
   <object ODF="fed_galaxy.odf">
      <requirement race = "federation">
         <capList>all_cap_capital</capList>
      </requirement>
   </object>   
</tectree>


ok so this means fed_galaxy.odf requires you to be federation it also is apart of the cap list all_cap_capital

Code: Select all
<techtree>
   <object ODF="fed_akira.odf">
      <requirement race = "federation" buttonHideUnavailable = "true"/>
   </object>   
</techtree>


soooo this code means that fed_akira.odf requires you to be federation but if the requirements are not met then the build button it hidden

Code: Select all
<techtree>
   <object ODF="fed_steamrunner.odf">
      <requirement race = "federation">
         <obj mustNotHave="true">fedU_chasis1</obj>
      </requirement>
   </object>   
</techtree>


now this cod states that fed_steamrunner.odf requires you to be federation but if you have researched fedU_chasis1 then it becomes unavailable while that research is available. now this is 1st time ive not seen .odf so not too sure if it is needed or not in general also i guess it does not have to be research.

ok now onto the cap lists these are also done in the techtree file

Code: Select all
<techtree>
<capacitylist name="all_cap_capital" maxCapValue="1">
   <obj capValue="1">fed_galaxy.odf</obj>
</capacitylist>
</techtree>


ok soo cap lists well this states that the cap list all_cap_capital only actually has 1 cap (not much room there basically for unique objects)
also shows that fed_galaxy.odf takes up 1 cap (luckily otherwise not sure what would happen :S)

anyway thats the examples of each code (i think) and in these examples i started each snippet with <techtree> and ended with </techtree> obviously these go at the start and end of each file not each entry

again i hope this helps if i have made any errors please let me know also if there is anything missing please add to the thread or if you still need more explinations let me know and i'll try and expand
posted on March 31st, 2014, 7:40 pm
Very helpful, thank you. So if <requirementX> is an either/or thing, for the Galaxy to need two research stations before it can be built it would look like this?

Code: Select all
<techtree>
   <object ODF="fed_galaxy.odf">
      <requirement>
         <obj>fed_research1.odf</obj>
         <obj>fed_research2.odf</obj>
      </requirement>
   </object>
</techtree>
posted on March 31st, 2014, 7:51 pm
oh yh thats correct
posted on March 31st, 2014, 8:37 pm
Thanks again. I will bookmark this for future reference. :)
posted on April 1st, 2014, 10:18 am
your welcome i just hope others either find this helpful or that we can expand on it as more information beecomes available
posted on April 1st, 2014, 8:05 pm
This is awesome news! I can't wait to see what is done with this huge upgrade. :woot:
posted on October 7th, 2014, 2:31 pm
Ok I know that this is an oldish thread but this is relevant 3 new codes have been found

Code: Select all
   <include File="tech1.tt"/>


Code: Select all
    <object ODF="bspecial.odf" buildPossible="false" dependencyBuildPossible="false"/>


now these are pretty obvious but here is what they are (and they were found when converting stock a2 techtrees for missions

<include File="tech1.tt"/> basically include tech1.tt techtree with this techtree to avoid repeat entries

buildPossible="false" makes this object unbuildable (needs to be deactivated in this case as tech1.tt allows it to be buildable making it tue would make it buildable (guessing if you wanted to make a techtree based on the one that disables it)

dependencyBuildPossible="false" disables anything that requires this object to be built if made true then the dependencies are able to be built if this object is alive (maybe if found as a map object)
if anyone has anyother finds please post (still hoping there is an avatar requirement somewhere
posted on October 19th, 2014, 2:05 am
I sent you a PM Blade, but I think it's stuck and won't go thru? Anyway I wanted to keep this in the 4.0 loader thread, but have a problem. I copy/paste the new loader into the FO/data folder and overwrite the old 3.2.7, but FO crashes every time at start up. It just says this program has stopped responding.

I even tried re downloading the file you posted in the Sigma thread and still no go. Is there anything else I need to do besides just putting it in the root directory of FO?
posted on October 19th, 2014, 8:09 am
I can confirm the above problems. Also, if I try to load the 4.0 viewer in FPQEdit, it crashes. I think the file is corrupt.
posted on October 19th, 2014, 2:46 pm
ok guys i did post a fix on the sigma final release thread but i'll post it here aswell
ok guys if you replace the normal fo odf.fqp with this onee it should fix the crashings
https://www.mediafire.com/?44uw6fk7vcqdhv2
posted on October 19th, 2014, 5:22 pm
Yes, this is the same file I downloaded and tried and FO crashes saying it's stopped responding. My FO is stock I haven't changed anything in it so I'm not sure what could be causing it?

I just downloaded your file again and tried again and same crash.
posted on October 19th, 2014, 5:27 pm
odd not sure whats causing it
are you trying normal fo, have you tried sigma
posted on October 19th, 2014, 5:30 pm
Yes, I'm using normal FO. I've never tried Sigma. I'll give that a go today and report back later. Thanks for your help so far though :)
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