starbase module mod numbering question

I have downloaded a mod that has starbase modules that have numbers that don't take up where the standard ones leave off, causing them to be unusable. Is it okay to create (using GalCiv writer) a mod with a bunch of dummy starbase moduless that have no attributes to fill in the missing numbers? Hopefully it will bridge the gap and do nothing else (except maybe eat up a small amount of memory)? I am hoping that since there would be no references to them in the tech tree, etc, it won't affect the game, and I don't run the risk of renumbering the modules in the downloaded mod incorrectly (all it takes is ONE incorrect number, and...).

Thanks!

Bill

~SDC~
1,746 views 7 replies
Reply #1 Top
If you open up the SBmodule editor of GalCivWriter, it automatically renumbers the IDs so that the mod SB modules are sequential with the GC SB modules. All you need to do is click edit module when you are viewing any one of the SB modules within your mod file, commit changes, and write to file. This will save all the new IDs for the modules within that file. FYI: changing IDs will in no way make the SBmodules unusable since no other info such as tech requirement is changed. I hope this helps. :)
[Message Edited]
Reply #2 Top
On a 1 to 10 scale of helpfulness (10 being the most help), I'd say it's about a 12. :)

Bill

~SDC~
Reply #3 Top
One question:

I've succesfully "auto" renumbered the starbase file with the GalCiv Writer (started by a fantastic Author - continued by a super Empire!), but my constructor still doesn't want to actually add the module. It goes through all the motions, but when you finally click on "apply," the constructor stays there and nothing is built. Do I have to start a new game in order for the changes to take effect? (I started out using the unmodified one, then modified it and reloaded the game.) Standard modules still work.

I am trying to use the Omega Pack. Any useful hints would be gladly accepted.

Bill
~SDC~
[Message Edited]
Reply #4 Top
Do I have to start a new game in order for the changes to take effect?
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Yes, the save game now saves the mod info installed at the time the game is first started. Either you can finish the game (avoid building modded SB modules), or abandon it, and start new game which will use the mods present now.
Reply #5 Top
Moser:

Thank you for your patience. :)

I guess I'll have to start anew.

Bill

~SDC~
Reply #6 Top
End of quote


One question:I've succesfully "auto" renumbered the starbase file with the GalCiv Writer (started by a fantastic Author - continued by a super Empire!), but my constructor still doesn't want to actually add the module. It goes through all the motions, but when you finally click on "apply," the constructor stays there and nothing is built. Do I have to start a new game in order for the changes to take effect? (I started out using the unmodified one, then modified it and reloaded the game.) Standard modules still work.I am trying to use the Omega Pack. Any useful hints would be gladly accepted.
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Did you solve this problem, Bill?

I had the same problem in AP. Turned out the solution was making sure I had no duplicate files under slightly different names in the GC data folder; if I did, to delete them and ask the GC Writer (older version) write to file again (to get IDs straight in tech, ships, improvements, modules, etc, whatever).

I finally have a lot of down-loaded mods all working together with my own (so far).

Reply #7 Top
Another possible cause: GalCiv Writer, in my experience, always renumbers BOOKMARK to 52, and BOOKMARK denotes the end of the list of SBMods. Manually renumber BOOKMARK to something arbitrarily high (I usually use 200), make a do nothing module to take it's place, and see if that fixes the problem too.

~SDC~