Hi Hubberranz
I downloaded zzzz_ShipPack_3Dfiles_aka_ShipPack1and2.7z and made a test extracting a few ships that made log file errors and was missing in my VP Modpack install:
Ship0
Ship1
Ship2
Ship3
Ship4
I didn't find any ini entries for those ships, so I didn't make any edits to my ini files.
Ship0 Ship1 Ship2 Ship3 Ship4 were just EMPTY slots, circa 409 and earlier, available to anyone to add a mod-ship per slot.
When they are empty there are no other files to be applied to them.
Provided were all the
ShipPack files, because some of them might be what your classes want.
I did not include the original classes as they are obsolete. And I do not propose "install these ships". This is a 'try out' of files to debug and you did some.
Do not edit ini's.Since I do not have this problem, I cannot work on it myself.
The files are not to be kept running as they will overwright SFS file content that could be more up to date.
The original idea was to see if the logs errors would disappear when said files were read.
If yes, the idea was then to proceed to locate which of the file was needed, by elimination.
However, upon checking the two Shipack ( 1 and 2 ) entry lines, seems they do have all their very own slots.
At first, you had a foremost
ship0 issue reported in Post 15. Now that first line in log is skipped... Post 21.
In the second zzzz file, which is actually ShipPack 2, those files Ship0 to 4 that you talk about: yes, THEY ARE EMPTY.
Meaning you can put anything in there:
... per the old concept ... and not so IF without the proper activation classes...Debug1. Was try all the files at once. OK Now we have seen Ship0 and the likes are empty, so...
Debug2. Try only the ship0 file this time. No activation is required. Just give the log what it wants (some files ... ) in that slot.
zzzz_ShipPack2_ aka_ShipPack_3DFiles_Only_debugWithIt \ 3do \ Ships \ Ship0 \ ...
( zzzz naming is for very very low priority, so as to be last resort in use by your game, but still it precedes SFS content ). i.e. : [Ship0]:<Mesh> not foundCan't set property
- in debug2, object is to remove one log statement at a time.
- Search your ini files for [Ship0] to be shure it is
not already in use, for if it is , it will be affected.
If it is, then that ship has a name and mod with that ship is at fault. If not, proceed.
- It would seems possible an "him" in this Ship0 slot is already at work.. so placing in new, even obsolete
hier.him with
the related sub files might resolve by masking this him.
( ...assuming this "him" uses that "hier.him" generic name ).- The simplest would be to use the
Boat files, and add them to
Ship0 empty file.
( It wont affect Boat in it's own slot ).- test.
- subsequently, it is possible that, after masking an issue, the log will present a new one: like "ship1" and so forth...
- according to your second log, would appear it is already so.
-Repeat the process. If a slot is not used who cares of it's content; then if /when use by a mod, zzzz assures no problem with that new priority mod.
- be aware that from SFS source, a new mod using these "available" generic slots would then in turn be masked. Unmask then per item.
- if
Boat don't do it, try bigger ship's files.