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[Help] Modding the latest Version of Fleet Operations

USS_Excalibur

The Starfleet that's anything but human.
Joined
10 Sep 2010
Messages
272
Age
30
Hi guys, listen, I have never done any FO modding since like.... 3.1.0 or something like that. I need some help. Because ever since the odf folder seemed to have vanished I am afraid of screwing things up big time. I dunno what codes were changed, or how to reference existing FO components for a mod. I am sort of afraid.

Here are the basics I want to understand:
1. Where in the world do I put my odfs and files.
2. What changes in coding and game engine were made since 3.1
3. Where I can find the weapon odfs and physics odfs to work off of.
 

CABAL

<< ■ II ▶ >>
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Star Navigator
Rogue AI technocrat
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15 Aug 2009
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You can just put the ODFs in the usual folders. To access the ODFs and TTs in the latest version, you need to go to the FO\Data directory and run FPQEdit.exe and use it to open up ODF.fpq, also in the Data directory. I would recommend not saving to the FPQ file as it will break online compatibility and instead save to the usual folders. If you save to the folders they will override the files in the FPQ on load. The FPQ file was added to improve loading times when using very large numbers of ODFs and you don't need your own for your mod.

For more information, I would suggest checking out the modding section of the Hitchhiker's Guide to Fleet Operations. The section on modification modules in particular is very useful because with modules you don't need to copy the entire FO directory. If you browse through the ODF commands section you will see that the FO only commands are labeled and all commands are well documented. Some stuff from when you last modded FO have been changed. It's mostly changing lines back to their stock names, but I would really recommend skimming the Guide to catch up.
 

Majestic

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Seraphim Build Team
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17 Apr 2006
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Hello mate,

  1. The odfs are located in a file called odf.fqp which can be opened using the program PPQEdit.exe. However you can still put odfs in the odf/system folder. The fpq file is designed to help load times for every large mods. The mod feature is very handy as all you need to do is put the changed files in your mod/modname folder and all the other files that aren't edited or changed will be sourced from the main FO install.
  2. A lot has changed in the coding, one of the main ones is reverting the resources and much of the code back to A2 stock. This was done to help modders who wanted to use mods from A2 in FO. An example of this is tritanium is now latinum again in the code. Most of these changes you can find on the FO guide.
  3. The odf.fqp file which can be opened using the program PPQEdit.exe. Both located in the data FO folder.
I hope this has helped you in getting back into modding. :D

EDIT: Ninjaed by Cabal. :lol:
 

USS_Excalibur

The Starfleet that's anything but human.
Joined
10 Sep 2010
Messages
272
Age
30
Thanks for the help. Can you guys recommend for me a good photoshop program I can use to edit the textures? Gimp seems to have a problem rendering areas not lit by the alpha channel.
 

Majestic

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Seraphim Build Team
Joined
17 Apr 2006
Messages
18,327
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39
I'll be sending you a PM later today mate, I might be able to help you out.
 
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