[MOD] Updated: 1/7/06 "M6 upgrade mod(/w cockpits/restored models)"

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Mehrunes
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Post by Mehrunes » Thu, 22. Dec 05, 04:34

The Orca's rear turret was indeed facing in the wrong direction. I uploaded a new version with a fixed scene file.

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-XTM-
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Post by -XTM- » Thu, 22. Dec 05, 05:17

I know cause I just told you I already had them ingame (glasses anyone? :))
I was speaking about adding new ones, took me 3 hours to allign a 'quad-aftturret' (one camera-d) on the lower backspike of the Osprey.
But it's fun to do in a way so no real complaints about it.

I was just wondering if there was an easier way to do the allignment
since adding 24 'turrets' this way is gonna take me all week haha...hmm.
But I'm already getting better at it.

I just Loooooove how you can built your custom ship this way!!!

Thanks anyway for trying to help out (Got the new cockpits to work as well now, it was indeed the editor which needed rebooting but now it works like a charm)
You too Sandalpocalypse!, sometimes it's a little confusing to express clearly what I already can and what I still hope to learn :)
Last edited by -XTM- on Thu, 22. Dec 05, 05:24, edited 1 time in total.
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Mehrunes
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Post by Mehrunes » Thu, 22. Dec 05, 05:21

Moxy wrote:I was just wondering if there was an easier way to do the allignment
since adding 24 'turrets' this way is gonna take me all week haha...hmm.
But I'm already getting better at it.
You should be able to use DBox and X2BC now to load the scenes into max in order to edit them. I don't have any experience with that though, I just do by hand.

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-XTM-
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Post by -XTM- » Thu, 22. Dec 05, 05:28

Well, you rock at it then.

Keep up the good work.
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CO. Dragon Corp
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Post by CO. Dragon Corp » Thu, 22. Dec 05, 13:13

Hey Mehrunes,

I updated the mod files every time you updated your mod (which is quite often) :D .

But I didn't updated the script files, not until your latest version. Then I noticed that you've changed something with the script that replaces all own M6 with the new ones.

What did you change? IIRC I most likely used the "old" version of this script to change my M6, so do they miss something that comes with the new script?
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Sandalpocalypse
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Post by Sandalpocalypse » Thu, 22. Dec 05, 19:57

it redocks your m6s if they were docked

Anyways, might have to change some parts of the mod for 1.3

probably want to dump the Tbullets / Tlaser files and edit anew using the new baseline

Dunno about hte rest of TShips

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NZ-Wanderer
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Post by NZ-Wanderer » Thu, 22. Dec 05, 21:05

Anyone installed the M6 mod to the 1.3 update??

Stll downloading it myself, so thought I'd ask while waiting :D :D :D
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Sandalpocalypse
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Post by Sandalpocalypse » Thu, 22. Dec 05, 21:16

the public version of the m6 mod should not be used with 1.3 as it will invalidate most of the 1.3 changes!

i just finished manually converting my version of the mod to 1.3 but it has a lot of other changes besides whats listed...

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CO. Dragon Corp
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Post by CO. Dragon Corp » Thu, 22. Dec 05, 21:55

Gnaaaaah....it took me quite a while to re-equip all my upgraded M6....and now this patch comes out! WHY?

:lol:

Hehe, ok, actually cool that the patch has been finally released. But I wont touch X3 until Mehrunes updates this mod :wink: .
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NZ-Wanderer
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Post by NZ-Wanderer » Thu, 22. Dec 05, 22:43

Hokay, thanks for the reply..

Methinks I might just restart my empire all over again (made some complex mistakes in my current empire) that way, by the time I am able to afford an M6 there should be a nice M6 mod waiting for me to install :) :)
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Mehrunes
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Post by Mehrunes » Fri, 23. Dec 05, 01:05

Updated with new version compatible with 1.3. It doesn't have cockpits yet. I'll upload a version with cockpits as soon as I get around to it.

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 23. Dec 05, 01:13

re mehrunes

1.3 disables cockpit lighting...

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NZ-Wanderer
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Post by NZ-Wanderer » Fri, 23. Dec 05, 01:28

Geee you are fast :o :o
I only just got X3 uninstalled ready for re-installing with the new patch..
Mehrunes wrote:Updated with new version compatible with 1.3. It doesn't have cockpits yet. I'll upload a version with cockpits as soon as I get around to it.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

Mehrunes
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Post by Mehrunes » Fri, 23. Dec 05, 01:28

Good, the cockpit lighting was poorly implimented. They would always get lit up at strange impossible angles from laser fire.

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CO. Dragon Corp
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Post by CO. Dragon Corp » Fri, 23. Dec 05, 02:15

Greeeeeeat, you're fast man!

I can temporary live without the cockpits as long as my M6 has got their firepower back without having all the features of patch 1.3 disabled :D .

And by the way: They need this firepower! Just tested it: Without your mod + Patch 1.3 --> 2 Falcons & 1 Nova in sector "Teladi Profit" nearly whipped out my M6 sector patrol while I was in the sector (I know that a fight is going better with the player not being in the sector, because then only the ship's data is calculated against each other and the much stronger always wins ^^).

Then installed your mod and watched the fight again and the pirates got blown away in no time! :twisted:

On the one hand the massive pirate spawn with patch 1.3 is ok, a little more action. But on the other hand I would've lost one of my M6 fighting (w/o your mod) agains much cheaper ships (in addition). This would've been just stupid, the vanilla game (sorry, used to call an unmodded game "vanilla" :D ) is pretty unbalanced in this way if you ask me.

Thanks man, my christmas is saved with this! :)
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Mehrunes
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Post by Mehrunes » Fri, 23. Dec 05, 02:57

Updated again. Added a version with cockpits back in. Fixed the Perseus vanguard. Included a critical file that gremlins took out of the previous release by accident.

edit:

I took my Centaur out to the Xenon sector next to Scale Plate Green to test it out in heavy combat conditions. While being pounded by missile and laser fire I somehow managed to win out against a Xenon K's fighter escort. As you can see, things were far from certain, despite my desperate maneuvering to avoid the fighter's unrelenting fire...

[ external image ]

With it's fighter compliment gone I set about whittling down the K's shields while trying to avoid it's withering fire (when it could manage to point it's turrets at me). It took an eternity, but eventually the goliath's shields fell. Another minute or two of fire along with a couple of hornet missiles and explosion after explosion ripped through the mighty destroyer's hull (which, strangely enough, left no debris behind whatsoever)...

[ external image ]

After accomplishing such a feat, I decided to attack a Xenon J along with it's fighter wing. Several missiles and a pack of Xenon L's unleashing a hail of Beta PAC fire which came too fast and furiously for me to have any chance to run or outmaneuver promptly tore me to pieces. :oops: :)

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-XTM-
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Post by -XTM- » Fri, 23. Dec 05, 05:19

Mehrunes,

It's by no means unfair to fly in modded m6's now, I know what you mean!
I took the liberty of upping/changing the Osprey a little cause it's just my favorite model, it's now got 1 main (3 turret) top battery (AHEPT), 2 top anti-fighter battery's (2 turrets with IRE/APAC/APBE), 1 aft double-turret(APBE) and 2 down anti-fighter battery's.
Speed 125 but only 2 shieldslots and cargo just 600.
Front Battery is A/B HEPT only.
Lasergen is ok for a good first strike but then it has to recharge, especially when the top battery kick's in.
I think the loadout is about right...needs some tweaking though cause I still get slaughtered pretty fast (maybe fiddle with the turnrate etc a little).

I can hold my own against a pack of furious L's and M's but only by my fingernails and without missiles no way cause I run out of shields pretty fast while they keep pooring green.

I like it though....it's sooo much more intense this way.

In the opening anarchy after installing patch 1.3, I lost 6 Centaur's, 3 Dragons, 2 Hydra's and change (m3's)....it's still not over but at least things are calming down :)
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Dungeoncrawler
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Post by Dungeoncrawler » Fri, 23. Dec 05, 09:10

Downloaded the 1.3 compat version, but my cockpits are still black? Did I do something incorrect? Thanks.

DC

Mehrunes
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Post by Mehrunes » Fri, 23. Dec 05, 09:20

All you should need to do is enable the version with cockpits and the cockpits should be back in the game. You might need to switch in and out of the cockpit view first before they appear though.

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 23. Dec 05, 09:27

Cockpits are black because 1.3 does not do cockpit lighting.

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