[MOD] Rise of the Ossian Raider v2.0 and ashipmod
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
So I'm running the current beta with the latest Ossian raider, and I noticed I can't equip ships with the Antimatter turrets.
Anyone else having this issue? Or do I have a mod conflict. 3.0 is coming next week, and this "bug" maybe in the live version.
Tried reverting to 2.6, which fixes the issue, but it won't help my saves already made with 3.0.
Anyone else having this issue? Or do I have a mod conflict. 3.0 is coming next week, and this "bug" maybe in the live version.
Tried reverting to 2.6, which fixes the issue, but it won't help my saves already made with 3.0.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
I am working on a big update and there is a fix for that included. I dont want to release this before 3.0 goes live, because it break some things with 2.6 and i have to check where the new sectors will appear.Aranov wrote: ↑Wed, 25. Mar 20, 14:54So I'm running the current beta with the latest Ossian raider, and I noticed I can't equip ships with the Antimatter turrets.
Anyone else having this issue? Or do I have a mod conflict. 3.0 is coming next week, and this "bug" maybe in the live version.
Tried reverting to 2.6, which fixes the issue, but it won't help my saves already made with 3.0.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
I will release the new version on Nexus first, because it is only compatible to 3.0 Beta and NOT 2.6.
Important note: Unsubscripe/deactivate all flagship mods
Version changes for 1.5:
Important note: Unsubscripe/deactivate all flagship mods
Version changes for 1.5:
Code: Select all
Added new Terrantrader station with faction setting npc and missions (in further updates)
Added new ship: EOS Carrier
Added voice compatibility for 3.0 beta
Removed RUS language because of massive changes to T-file
Removed terran trader reputation lock with player
Fixed construction plan for ror station
Added shield effects to hull of my XL mod ships and XL turret
Added possibility to resupply/repair for all XL ships
Cleaned up unused code and files
Changed colour and relations of modded factions
Added 2 new sectors and moved OSR faction to these sectors
Moved mk3 ships to terrantrader shipyard
Improved terrantrader
Added Engines and ships for mod compatibility
Added Cleanup for flagships
Added invading scripts to main mod, so flagships mk1 and 3 mods can be disabled
Cleaned up explosionfx files
Added ship suffix for engines and weapons
Cleaned up missing sound files
Cleaned up Albatross missing component
Fixed Terrantrader characters
Fixed Factionlogic for 3.0 Beta
Changed Music for ROR sectors
Added resized Gate and Accelerator
Fixed ANMAT Turret at shipyard menu
Removed vanilla engines of all ships
Added paintmods to Arawn, Sucellus and Taranis
Set capital licence for all XL ships
Adjusted ROR front weapons to compare with Egosoft changes
Removed friendship of HOP and Ossian Raider
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Wow, thanks for the early release. I can understand about waiting for 3.0, I'm waiting on updating my sector mod for the same reason.
Now, questions and bugs. Started with an old save, using a cheat mod to reveal the galaxy.
Is the Eos an argon ship? As it's at the argon shipyard. Including the MK3. Same with the "Bayamon Protecter", but the Protecter's name is red and unbuyable.
And are the new sector intended to be connected to Triton? I see an inactive jump gate in both Triton and Holy Ground .
Other then that, things look good. and great idea with the mod settings in-game.
Now, questions and bugs. Started with an old save, using a cheat mod to reveal the galaxy.
Is the Eos an argon ship? As it's at the argon shipyard. Including the MK3. Same with the "Bayamon Protecter", but the Protecter's name is red and unbuyable.
And are the new sector intended to be connected to Triton? I see an inactive jump gate in both Triton and Holy Ground .
Other then that, things look good. and great idea with the mod settings in-game.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Hey, i hope ego is not using the sector positions i use with the new dlc sectors. If Ego will do, a new gamestart is neccessaryAranov wrote: ↑Sat, 28. Mar 20, 12:31Wow, thanks for the early release. I can understand about waiting for 3.0, I'm waiting on updating my sector mod for the same reason.
Now, questions and bugs. Started with an old save, using a cheat mod to reveal the galaxy.
Is the Eos an argon ship? As it's at the argon shipyard. Including the MK3. Same with the "Bayamon Protecter", but the Protecter's name is red and unbuyable.
And are the new sector intended to be connected to Triton? I see an inactive jump gate in both Triton and Holy Ground .
Other then that, things look good. and great idea with the mod settings in-game.
Yes, it is a argon ship. The Protector ships are the flagships, only buyable by the AI, but these ships cant be hide.
Thanks for testing, you are right, there were some bugs, i am loading up a fixed version.
The both gates are intended to be inactive. May be changed in the future by a mission.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
So I did a quick check on my sector mod and your's with the new DLC, you where right to be worried..."Triton" overlaps with the new "Open Market" Teladai sector, and "Holy Ground" with "Two Grand"
See here.
That being said, I think you can keep save game compatibility, just change the position xyz in the "galaxy" file, but leave the gates connections as they are. I did that with my mod, and it worked fine. Just finding new coordinates is a pain.
New galaxy map here, all modded sectors disabled I think.
See here.
That being said, I think you can keep save game compatibility, just change the position xyz in the "galaxy" file, but leave the gates connections as they are. I did that with my mod, and it worked fine. Just finding new coordinates is a pain.
New galaxy map here, all modded sectors disabled I think.
Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod
Yeah, i did change both sectors and some other stuff. It should be savegame compatible, but i cant promise.Aranov wrote: ↑Tue, 31. Mar 20, 16:33So I did a quick check on my sector mod and your's with the new DLC, you where right to be worried..."Triton" overlaps with the new "Open Market" Teladai sector, and "Holy Ground" with "Two Grand"
See here.
That being said, I think you can keep save game compatibility, just change the position xyz in the "galaxy" file, but leave the gates connections as they are. I did that with my mod, and it worked fine. Just finding new coordinates is a pain.
New galaxy map here, all modded sectors disabled I think.
Re: [MOD] Rise of the Ossian Raider v1.53 and ashipmod
Code: Select all
<replace sel="//page[@id='29101']/@voice">yes</replace>
Re: [MOD] Rise of the Ossian Raider v1.53 and ashipmod
Yeah, i think this was my first try to fix the changed voice with 3.0 beta.alexalsp wrote: ↑Wed, 1. Apr 20, 01:00This is superfluous and does not affect anything. This is an information tag.Code: Select all
<replace sel="//page[@id='29101']/@voice">yes</replace>
After i fixed it with other stuff i forgot it and left it in.
I will remove it in the next version, ty.
Re: [MOD] Rise of the Ossian Raider v1.53 and ashipmod
Invasion scripts have been added to the main mod so that the flagships mk1 and 3 mod can be activated.
How to activate?
New Terrantrader station with faction setting. Where is this station?
This mod definitely doesn't work with Patch 3.0.
2 new fractions, none found
No flagships either.
Sorry, this mod works.
I played this mod with this mod DeadAirGateOverhaul. Since was not running ..
DeadAirGateOverhaul disabled, yes mod,works
Excuse me.
How to activate?
New Terrantrader station with faction setting. Where is this station?
This mod definitely doesn't work with Patch 3.0.
2 new fractions, none found
No flagships either.
Sorry, this mod works.
I played this mod with this mod DeadAirGateOverhaul. Since was not running ..
DeadAirGateOverhaul disabled, yes mod,works
Excuse me.
Re: [MOD] Rise of the Ossian Raider v1.53 and ashipmod
No problem, i will ask DeadAir for an update for his compatiblity patch. But i think it is a lot of work.raim729 wrote: ↑Sat, 4. Apr 20, 23:20Invasion scripts have been added to the main mod so that the flagships mk1 and 3 mod can be activated.
How to activate?
New Terrantrader station with faction setting. Where is this station?
This mod definitely doesn't work with Patch 3.0.
2 new fractions, none found
No flagships either.
Sorry, this mod works.
I played this mod with this mod DeadAirGateOverhaul. Since was not running ..
DeadAirGateOverhaul disabled, yes mod,works
Excuse me.
new version 1.54:
Preparation of new Split battleship
Added possibility to buy TTC faction reputation
Fixed faction representative
Changed engine names in encyclopedia
Fixed TTC capital ship license reputation (20 needed)
Re: [MOD] Rise of the Ossian Raider v1.54 and ashipmod
Hello,
I have another question.
In the new game, the TTC faction has rank +10. I lose rank through missions.
Am I ranked only +1?
Is this planned?
I have another question.
In the new game, the TTC faction has rank +10. I lose rank through missions.
Am I ranked only +1?
Is this planned?
Re: [MOD] Rise of the Ossian Raider v1.54 and ashipmod
Had completed missions.
And only, rank + 1 at a time?
I have this mod.
BK_JumpDrive
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
fbb
fbl
G_Work_Around
germantextures
quickbuilder-master
RedXRedemption-Reavers
RightClickAPI
ror
vro
vroicons-stable
x4_nividiumplates
xr_shippack
And only, rank + 1 at a time?
I have this mod.
BK_JumpDrive
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
fbb
fbl
G_Work_Around
germantextures
quickbuilder-master
RedXRedemption-Reavers
RightClickAPI
ror
vro
vroicons-stable
x4_nividiumplates
xr_shippack
Re: [MOD] Rise of the Ossian Raider v1.54 and ashipmod
Dont know whether i understand you correctly. Did you loose reputation with TTC after completed a mission of TTC or did you got +1 in rank after mission complete?raim729 wrote: ↑Fri, 10. Apr 20, 13:32Had completed missions.
And only, rank + 1 at a time?
I have this mod.
BK_JumpDrive
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
fbb
fbl
G_Work_Around
germantextures
quickbuilder-master
RedXRedemption-Reavers
RightClickAPI
ror
vro
vroicons-stable
x4_nividiumplates
xr_shippack
You can try to disable all mods but ROR and look at the behavoir after complete one mission.
Re: [MOD] Rise of the Ossian Raider v1.6 and ashipmod
Maybe Better Explained.
Did you lose your reputation at TTC after completing a TTC mission? Yes
Sorry translator,
But I have now seen rank can also buy
Did you lose your reputation at TTC after completing a TTC mission? Yes
Sorry translator,
But I have now seen rank can also buy
Re: [MOD] Rise of the Ossian Raider v1.6 and ashipmod
Did you disable all other mods and tried it again? Can you provide me a savegame just before you loose the rank please?
Re: [MOD] Rise of the Ossian Raider v1.6 and ashipmod
I have now deleted all other mods.
New game and now good.
Difficulty level does this affect the entire game?
New game and now good.
Difficulty level does this affect the entire game?
Re: [MOD] Rise of the Ossian Raider v1.6 and ashipmod
Ok, strange thing.
If you look in the details of the mod quest, then you see all difficulties explained.
It will affect the game, because of higher difficulties more and stronger ships will be there.
My advise, let it on "very easy" and get some money and a good fleet. After that, feel free to try higher difficulties.
Added new version 1.61:
Added Lynx battleship (requires Split DLC)
Added compatibility to vanilla and DLC
Fixed missing npcs and modules for TTC and ORA
Fixed missing pilot after buying ship at TTC SY
Added Split factions to ROR difficulties
Fixed TTC Representative
Fixed Split Representative
Fixed Ossian Raider reputation to all new factions
Re: [MOD] Rise of the Ossian Raider v1.61 and ashipmod
any chance for VRO adjustements?