I'm attempting to make all the enemy ships have maxed out systems and max crew, but when I load the mod, about 3/4 of the ship blueprints don't load and the vanilla blueprint is still there, in superluminal it says that the mod blueprint is there but its above the vanilla blueprint, if i load the mod into superluminal directly then the mod ones overwrite the vanilla blueprints witch is what it should do , so superluminal does it correctly but slipstream messes it up for some reason. I can't seem to fix this, anyone know how? thanks.
Here's the stuff if that helps:
https://www.dropbox.com/sh/2shzulh3vgno ... FC-ca?dl=0
(Help) mod enemy ship blueprints don't overwrite vanilla
-
- Posts: 4
- Joined: Tue Jul 18, 2017 6:21 pm
-
- Posts: 65
- Joined: Sun Feb 26, 2017 2:34 pm
Re: (Help) mod enemy ship blueprints don't overwrite vanilla
andycbruce wrote:I'm attempting to make all the enemy ships have maxed out systems and max crew, but when I load the mod, about 3/4 of the ship blueprints don't load and the vanilla blueprint is still there, in superluminal it says that the mod blueprint is there but its above the vanilla blueprint, if i load the mod into superluminal directly then the mod ones overwrite the vanilla blueprints witch is what it should do , so superluminal does it correctly but slipstream messes it up for some reason. I can't seem to fix this, anyone know how? thanks.
Here's the stuff if that helps:
https://www.dropbox.com/sh/2shzulh3vgno ... FC-ca?dl=0
Here's a link to the mod ( or collection of mods ) FTL craze : http://www.ftlgame.com/forum/viewtopic.php?f=11&t=29027 . It shows you how to properly and easily increase crew and systems on all ships. Judging by what you posted, you did not overwrite the AE ships (I'm assuming you have AE). Also, if you want to make it easier on yourself on more crew and systems, then check out how he does it in his mods ( I am talking about the increased crew mods specifically ).