[MOD]Star Trek - Enterprise 1701-A (by MattsterT)

Discuss and distribute tools and methods for modding. Moderator - Grognak
MattsterT
Posts: 18
Joined: Sun Sep 16, 2012 8:41 pm

[MOD]Star Trek - Enterprise 1701-A (by MattsterT)

Post by MattsterT »

Hi everyone,
I'm not sure about the policy towards modding but here's my attempt to add my favourite enterprise variant to the ship roster, balanced similarly to the Kestrel it should be fun to use without being game-breaking.

Description
Balanced for gameplay
Now you have the chance to battle your way through the cosmos aboard the star ship Enterprise; create a crew of your three favourite star-fleet officers and get under-way with a phaser bank, torpedo launcher, shielding and the option to add a captured cloak, transporter or rear launching drone bays to your ship.

Mod Information
- This ship will replace the default Kestrel class ship but not the second variant
- The pack comes in an extracting zip / rar which needs to be copied over the game directory
- I've included instructions and the files necessary to restore your game to it's default state however I would always recommend backing up your game files yourself as a precaution.
- Without a mod loader the current version is rather large but I will hopefully fix that in later updates

Supports
- Shields
- Cloaking
- Transporter
- Drones
- 4 Weapons

screenshots
(Click the links for a true image)

Image

Image

Image

You can see You-tuber Oddmast playing the mod here:
http://www.youtube.com/watch?v=HEYE10x_n4Y


this is a Work In Progress so please let me know if you run into any problems or have any suggestions for improvements and I'll keep this thread as up-to date as possible.

Known Issues
- Explosion Gib possitioning is off
- Crew moving to the O2 room in the nacelle is currently buggy but functional

Installation
Regular version
- Navigate to your games "Resources" folder (In the game directory)
- Create an un-modded backup copy on your desktop
- Extract the "Resources" folder from your chosen download
- Copy and replace your "Resources" folder in your game directory with the extracted "Resources" folder

Un-Installation
- Navigate to your games "Resources" folder (In the game directory)
- Open the "Resources" folder and rename resources.dat to resources.datSTE
- Rename data.dat to data.datSTE
- Rename data.datorig to data.dat (this is the un-modded data file)
- Rename resources.datorig to resources.dat (this is the un-modded resource file)

The slim version does not contain resources.datorig or data.datorig, use your own backup or reinstall & repair the game


Download - Full Version
Full version with uninstall hosted on Rapidshare
(~276MB)
Download Zip
https://rapidshare.com/files/2062665136 ... rprise.zip
Download RAR
https://rapidshare.com/files/2014453199 ... rprise.rar

Download - Slim Version
THIS SLIM VERSION DOES NOT CONTAIN THE ORIGINAL FILES, IT IS YOUR RESPONSABILITY TO BACK THEM UP FIRST!!!

hosted on MediaFire
(~138MB)
Download Zip
http://www.mediafire.com/?fz7h1wzz5w7pyus
Download RAR
http://www.mediafire.com/?13xndck4j77v7uc

(Again I'm very sorry for the file size)

Also Available
- Firefly - Serenity
Last edited by MattsterT on Wed Sep 19, 2012 2:55 pm, edited 16 times in total.
MattsterT
Posts: 18
Joined: Sun Sep 16, 2012 8:41 pm

Re: Star Trek - Ship mod

Post by MattsterT »

Reserved for bug tracking / Updates
Moosicorn
Posts: 107
Joined: Sat Sep 15, 2012 9:13 pm

Re: [MOD]Star Trek - Ship mod

Post by Moosicorn »

:o I would get this but I don't want to replace krestel
Moosicorn
Posts: 107
Joined: Sat Sep 15, 2012 9:13 pm

Re: [MOD]Star Trek - Ship mod

Post by Moosicorn »

Wait how do you get to engine to oxygen room when there's no connecting rooms?
MattsterT
Posts: 18
Joined: Sun Sep 16, 2012 8:41 pm

Re: [MOD]Star Trek - Ship mod

Post by MattsterT »

Moosicorn wrote:Wait how do you get to engine to oxygen room when there's no connecting rooms?
the crew have access via the connecting struts, It's hard to demo with a screenshot but works fine in-game
MattsterT
Posts: 18
Joined: Sun Sep 16, 2012 8:41 pm

Re: [MOD]Star Trek - Ship mod

Post by MattsterT »

Moosicorn wrote::o I would get this but I don't want to replace krestel
Yes I'm afraid it wont be compatible with other mods but if you want to just try it out I provided the files to set your game back to it's default state if you don't like it
MattsterT
Posts: 18
Joined: Sun Sep 16, 2012 8:41 pm

Re: [MOD]Star Trek - Enterprise 1701-A

Post by MattsterT »

<Update>
I've just added a "Slim version" which contains only the required game files and not the backup's making it a much easier way to download the mod
wou
Posts: 1
Joined: Mon Sep 17, 2012 1:14 pm

Re: [MOD]Star Trek - Enterprise 1701-A

Post by wou »

Looks cool. Now if only it were possible to add new ships without replacing old ones...
MattsterT
Posts: 18
Joined: Sun Sep 16, 2012 8:41 pm

Re: [MOD]Star Trek - Enterprise 1701-A

Post by MattsterT »

wou wrote:Looks cool. Now if only it were possible to add new ships without replacing old ones...
Hopefully it will be possible in future, the only problem is that some of the ship information appears hard coded. For now anyway the best I can offer you is a full version with the ability to flip between modded and un-modded by renaming the two resource files.
Tasteslikeawesome
Posts: 1
Joined: Mon Sep 17, 2012 11:07 pm

Re: [MOD]Star Trek - Enterprise 1701-A

Post by Tasteslikeawesome »

Great all i need now is a sandbox procedurally generated universe replacing all ships with star trek/firefly ships with a large variety of weapons and secrets and missions.
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