Caldera Posted October 25, 2022 Posted October 25, 2022 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: 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
Rudel_chw Posted October 26, 2022 Posted October 26, 2022 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: 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. 1 1 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Grimes Posted October 26, 2022 Posted October 26, 2022 (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 October 26, 2022 by Grimes 1 1 The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Caldera Posted October 26, 2022 Author Posted October 26, 2022 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 1
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