[MOD] Player HQ Hack
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 73
- Joined: Mon, 20. Oct 08, 10:45
Is it possible to make it do the opposite? I.E. be able to build ships without using credits, just resources (preferably more of them to keep it somewhat balanced).BlackRain wrote:what do I change so that it requires money? I want it to cost money but not require resources
maybe this? How does the factor value work?
<resource typename="SS_WARE_CREDITS">
<factor value="0" primary="0"/>
I am very bad at getting scripts to run in the first place, and am not sure I want to modify these files I downloaded from you Graxstar. However, I think I might give it a shot I spent about an hour trying to figure out how to edit .cat and .dat files. I cant seem to figure it out. Can anyone point me to a thread, or.. maybe I should quit now while X3:TC still works??
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- Posts: 2
- Joined: Mon, 2. Apr 07, 20:49
How to install Mod package?
Hi just downloaded the HQ MOD package, however my version of the game does not have a mod directory.
Is there a way for me to install this package?
I have th DEEP SILVER or UK version: DVD v.1.0.1 updated it to 2.0.1.
Cheers?
Is there a way for me to install this package?
I have th DEEP SILVER or UK version: DVD v.1.0.1 updated it to 2.0.1.
Cheers?
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- Posts: 2
- Joined: Mon, 2. Apr 07, 20:49
RE: mods folder
@ Graxster.
Thanks for that, stupid me tried that but created a folder named "mod" instead of "mods".
Should of realised from other X3 game.
Cheers works now.
Thanks for that, stupid me tried that but created a folder named "mod" instead of "mods".
Should of realised from other X3 game.
Cheers works now.
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- Posts: 295
- Joined: Sat, 19. Nov 05, 19:26
moding .dat and .cat files
Is there a program that helps mod these two files--or at least translate the stuff to meaningful data that can be worked on. I would like to adjust the mod so that it still requires resources and money but the time is less than original...
Ok, I basically have what I need now. All I need to know is what were the original values, spending quite a while tweeking the numbers and still cant get it quite right. Would you be able to post the original values Grax? Would be GREATLY appreciate! Thanks.
EDIT: With some really basic algebra and a calculator, I figured it out, silly me
Anyone wanting help with this, PM me and I can try to help
EDIT: With some really basic algebra and a calculator, I figured it out, silly me
Anyone wanting help with this, PM me and I can try to help
Just to let you people know... I'd be glad to help with these things, but the problem is that everyone wants something different. A HQ that uses credits only, a HQ that doesn't use credits but uses resources, etc... I can't make a mod for every person that plays X3.
The first thing you need to do is get doubleshadow's Mod Manager. It will allow you to extract the original HQ.pck from 03.cat in the game directory. It will extract as an .xml file. Simply open with your web browser to view it. Edit it in Notepad/Wordpad. Compare it to the hacked version I posted in the OP of this thread. There you can see that I deleted some things, and changed others.
Now all you have to do is play with the numbers. When you want to try it, run Mod Manager, select "new", choose a name for your Mod, then click "add" and add your HQ.xml file, being sure it goes in folder \types. Select your Mod at the game's pre-load screen and off you go...
-Grax
On a side note, Mod Manager will allow you to merge multiple Mods so you can use as many as you want (as long as they don't modify the same files).
The first thing you need to do is get doubleshadow's Mod Manager. It will allow you to extract the original HQ.pck from 03.cat in the game directory. It will extract as an .xml file. Simply open with your web browser to view it. Edit it in Notepad/Wordpad. Compare it to the hacked version I posted in the OP of this thread. There you can see that I deleted some things, and changed others.
Now all you have to do is play with the numbers. When you want to try it, run Mod Manager, select "new", choose a name for your Mod, then click "add" and add your HQ.xml file, being sure it goes in folder \types. Select your Mod at the game's pre-load screen and off you go...
-Grax
On a side note, Mod Manager will allow you to merge multiple Mods so you can use as many as you want (as long as they don't modify the same files).
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- Posts: 295
- Joined: Sat, 19. Nov 05, 19:26
Mod Manager
For some reason the Mod Manager returns with the error that it cannot find XZ3mmext.dll. However this file is located in the installed program folder. I use Vista Home Premium version 32... I will be reporting this on the mod manager forum after this message is submitted.
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- Posts: 95
- Joined: Tue, 13. Jun 06, 01:36
I've tried getting the HQ to work for me, but it does that negative resources thing you mentioned in the readme, and stays there. I even left it sitting for 2 hours, to see if it would fix itself, but it never did.
I am running the Steam version of X3:TC
Using most all of the mods and scripts found in the script library thread on this forum (all those work)
my game is indeed ***Modified*** (need a full conversion mod to get anymore modified )
If you have any ideas, let me know. I'll be poking around with it myself, as I just got the mod manager and the X3 Editor.
I am running the Steam version of X3:TC
Using most all of the mods and scripts found in the script library thread on this forum (all those work)
my game is indeed ***Modified*** (need a full conversion mod to get anymore modified )
If you have any ideas, let me know. I'll be poking around with it myself, as I just got the mod manager and the X3 Editor.