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Posted

Hey All,

So...  This seems to be a very discouraging problem (Let's call it a trap!) for the unknowing / unaware (Me!).

I had built a number of SP missions based upon a repository of my squadron.  My squadron administrators decided to change the repository and remove a mod (or two or more or so) that I had used in several missions. 

So, guess what?  I have lost a few dozen hours building several missions that are now broke.  I don't understand why the mission editor chokes and just refuses to load, but that is another topic.

 

These are the Mods that once were:

ME 01.png

These are the mods that got pulled:

  • Civil_OBjects
  • NATO Ground Forces and units

 

Does anyone know?

  • How I can get the ME to load so that I can edit out these mods
  • Know where I can find these two mods and download them myself

Thanks in advance,

Caldera

Posted
1 hour ago, Caldera said:

Does anyone know?

  • How I can get the ME to load so that I can edit out these mods

 

You can edit the mission file with Notepad++ and delete those two Mods from the "requiredModules" section, like this: 

 

NbdslJC.jpg

 

Do not make any other changes, just delete the offending Mods lines, make a backup of the mission first, just in case.

Now the DCS Mission Editor will load the missions, use the Units List button of the ME and delete the units that belonged to these Mods, as they still are within the mission, but invisible.

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Posted (edited)

Yeah I wish there was a "load mission anyway" button because most of what it does is it just changes the missing unit to something that does exist or deletes the unit. I've had to do it a number of times because people often post missions using mods in bug reports and I don't have the desire to find and install mods on my own. 

 

Two methods. Modify the mission and modify the mission editor. 

1. Modifying the mission. The mission file is basically a zip file. Do not have the mission open anywhere. Use a program like 7zip to explore it, the open mission within a text editor like notepad++. Find the requiredModules table and remove the table entries. Once done, save the mission file somewhere. CRITICAL, do not save it as a file type and do not append any extension for it. In NP++ save as "all types". Once saved, drag the file into the miz archive open in 7zip to replace it. 

 

2. I *think* you can comment out these lines in me_mission.lua starting at line 1713 in the 2.7.18 patch by just adding a -- on each line. This will be on a different line number on most patches. It will entirely get rid of the warning dialog. 

	if veryfyUnitsPlugins(env.mission) == false then
        zipFile:unzClose()
		if base.isInitTerrain() == true then
			create_new_mission()
		end
        return false
    end

 

 

Edited by Grimes
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Posted

Thanks again Guys!

I am a bit of a rooky at this, but once I figure out that I needed to EDIT vice OPEN I was able to edit the mission file.

HAPPY HAPPY

Caldera

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