faber42 1 Posted November 27, 2012 The new Beta contains very nice improvements, the enemy carrier is scary now, but according to the announcement on the news forum Modding should still be working. Now i found on Stream that the CCGM data files *.cc are unchanged compared to the nonbeta version and that any script files deployed in the carrier directory are not accepted. is this on purpose? all settings are still like in the nonbeta version (including filesystems in ccsettings.xml). i like the game more if i can modify it. do i need to do anything else to get modding back? - Faber Share this post Link to post Share on other sites
faber42 1 Posted December 15, 2012 So is there a modding problem in the new versions? am I the only one trying it? or am I the only one who's not succeeding? At least a confirmation (=yes no modding) or correction (modding works fine, you're doing it wrong) would be nice. - Faber Share this post Link to post Share on other sites
JdB 151 Posted December 15, 2012 Maybe they disabled modding in betas to prevent reports of "bugs" caused by modified files? If modding is disabled that seems the most likely reason imo. Share this post Link to post Share on other sites
Tontow 1 Posted December 16, 2012 I thought 1.03 was in final? and the next beta / current beta is to be 1.04 Share this post Link to post Share on other sites
crayo 1 Posted December 27, 2012 The new Beta contains very nice improvements, the enemy carrier is scary now, but according to the announcement on the news forum Modding should still be working.Now i found on Stream that the CCGM data files *.cc are unchanged compared to the nonbeta version and that any script files deployed in the carrier directory are not accepted. is this on purpose? all settings are still like in the nonbeta version (including filesystems in ccsettings.xml). i like the game more if i can modify it. do i need to do anything else to get modding back? - Faber I was able to make mods work again by using CarrierTools to create a new PAK file (patch02.pak) with the mod(s) in it. After looking at the filesystem log it looks like no matter what you do with loose files and PAK files in the filesystem list, the patch*.pak files load after everything else (so if the patch has the same file it overwrites your mod). The game does seem to load all patch*.pak files in the directory so long as they are sequential (it won't load patch99.pak for example). Also, keep in mind if the patch files overwrote those files overwriting the patch with your mod file(s) will at minimum cause strange behavior ... I had crashes on startup until I moved the code into the patched/updated version of the file. Share this post Link to post Share on other sites