I figured out part of my problems with SP.
Atleast, when it comes to BP and Uniforms.
Not why I keep having Picke errors and such (Pickle is a library/function that allows you to write out the variables to a file and read them back, this is what BC does for saving, except that it writes out the _entire_ state of the game, which is why when you add a mod to the game your save games get corrupted, because what the save game thinks how it is, isn't anymore).
Atleast BP Core and Uniforms should be more save game friendly.;)
The thing is, when I check BP checks the plugins (of which Uniforms is one) it checks for various things to be activated, BP Core, plugins, if the bridge doesn't have plugins disabled, if the plugin isn't disabled, and lastly, here it comes,
if there is a player ship.
Now, in E1M1, it goes over the following initialization procedure:
"InitializeGlobals"
"Load bridge" <<<< Yes, it loads the bridge from the beginning!
"Create systems"
"Create Picard" <<<< This works. Because it's partly loose from the BP system
"Some other stuff, uninterresting, such as setting Saffi in the Turbo lift"
"Create Starting Objects" <<<< Here is where it creates the player ship.
....
And that's why it doesn't work (for now).
I fear I will have to overwrite 26 functions to get it all to work.
And of course, they are not all the same.:roll:
I'm writing this in case I don't remember anymore tomorrow.
I've slept not well last night. So I've been up for the better part of 20 hours. :roll:
Not to mention if any scripters are seeing this and know how to fix my problems.;)
Oh, and Shinzon, if you could send me an e-mail with you in SP mode, then I can confirm you in the Beta.