[SHIP] Terran M6 Normandy v1.3 & New Game Start

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aquemnun
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Post by aquemnun » Sun, 15. Feb 09, 15:23

I managed to fix the bottom turret bug in v1.1. Go into Tships and change the bottom turret Idx to 4 instead of 2. that means the bottom turret will use the bottom turret instead of trying to fire from the top turret :lol:

hope that helps ya for v1.2!
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Tenk
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Post by Tenk » Sun, 15. Feb 09, 15:34

aquemnun wrote:I managed to fix the bottom turret bug in v1.1. Go into Tships and change the bottom turret Idx to 4 instead of 2. that means the bottom turret will use the bottom turret instead of trying to fire from the top turret :lol:
The bottom turret Pidx in 1.1 is set to 4, its one of the things I updated. It was set to 2 in version 1.0 though.

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Bertone
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Post by Bertone » Sun, 15. Feb 09, 16:00

Wow! I noticed the problem, incredible!

:lol:

aquemnun
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Post by aquemnun » Sun, 15. Feb 09, 16:07

ah my bad, i have a modded tships and forgot to add the version 1.1 normandy to it. lots of changes to my tships... :twisted:
There once was a buggy AI
who decided her subject must die
when the plot was uncovered,
the subject discovered
that sadly the cake was a lie.

mikthescot
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erm now wot?

Post by mikthescot » Sun, 15. Feb 09, 17:01

iv downloaded it but now wot how do i use it or install it
plz help?

Tenk
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Post by Tenk » Sun, 15. Feb 09, 17:09

Installation instructions are included in the readme :)

mikthescot
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Post by mikthescot » Sun, 15. Feb 09, 17:16

ok thx :oops:

ladyboy
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Post by ladyboy » Sun, 15. Feb 09, 17:51

This ships works perfectly when i install it in the mods folder but it doesn't work if i install it as a fake patch. I'm sure im installing it properly. The highest .cat and .dat files in my root directory are 10 so i rename the normandy cat and dat to 11 - is that correct? what am i doing wrong.

mikthescot
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Post by mikthescot » Sun, 15. Feb 09, 17:56

as you can tell im a complete neube at this iv extracted the files and i put them in new file called mod and script then i click on X3 TC and i cant load mod content? its gray on load up screen

Tenk
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Post by Tenk » Sun, 15. Feb 09, 18:20

ladyboy wrote:This ships works perfectly when i install it in the mods folder but it doesn't work if i install it as a fake patch. I'm sure im installing it properly. The highest .cat and .dat files in my root directory are 10 so i rename the normandy cat and dat to 11 - is that correct? what am i doing wrong.
Are you using Cycrow's Plugin Manager aswell?
mikthescot wrote:as you can tell im a complete neube at this iv extracted the files and i put them in new file called mod and script then i click on X3 TC and i cant load mod content? its gray on load up screen
The 'Scripts' directory should already exist, you just need to unzip 'setup.tenk.normandysetup.xml' in to that.

Make sure the mods directory is named correctly, 'mods' and just put the .cat and .dat file in there, if it still doesn't work I'm not sure what could be wrong.

ladyboy
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Post by ladyboy » Sun, 15. Feb 09, 18:31

Yes i am.

Edit: It still doesn't work if i start the game without the Plugin Manager. How would i go about making this work?

sthakker
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Post by sthakker » Sun, 15. Feb 09, 19:06

do you have to start every game with that MOD selected?

Just a quick question if anyone knows... Whats the difference between mods installed with the plugin manager and the mods through th emods folder and selected at start?

Can you only select 1 mod at a time?

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Krewzur
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Post by Krewzur » Sun, 15. Feb 09, 19:14

mikthescot wrote:as you can tell im a complete neube at this iv extracted the files and i put them in new file called mod and script then i click on X3 TC and i cant load mod content? its gray on load up screen
The folder should be named "Mods" not "Mod"

EDIT: Nevermind, Tenk mentioned this already :oops:
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Tenk
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Post by Tenk » Sun, 15. Feb 09, 19:28

ladyboy wrote:Yes i am.

Edit: It still doesn't work if i start the game without the Plugin Manager. How would i go about making this work?
The reason I ask is because I noticed that the plugin manager, on my machine anyway, seems to create its own .dat/.cat on startup, could be causing a problem.

When testing, I named mine 10.dat/10.cat but once I started the plugin manager I noticed that 09.dat/09.cat had vanished, so mine were no longer sequential and had to be renamed.

ladyboy
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Post by ladyboy » Sun, 15. Feb 09, 20:38

I've deleted all the .cat .dat files that i added (then loaded up to check i didn't delete anything vital) and i loaded up the plugin manager and it created 08.cat and dat - No 07 so i renamed them to 07 and renamed the normandy to 08 no luck.

Tried renaming normandy to 07 and the plugin manager back to 08.. still nothing :(

Still works as a mod but i want to load up an external docking mod and use normandy as a fake patch.

If anybody can help i'd be grateful.

KELMAR
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Post by KELMAR » Sun, 15. Feb 09, 20:58

i'm using this as a fakepatch, but i get a read-text error.

the only thing i can think of is that script file? i didn't put it in my scripts folder because i figured it was only necessary as mod
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Mechcondrid
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Post by Mechcondrid » Sun, 15. Feb 09, 21:47

hey i try to start my save game with this ship ive tried the fake patch and as a mod and it crashes my game are there any scripts or anything that conflicts with this?

Tenk
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Post by Tenk » Sun, 15. Feb 09, 22:16

KELMAR wrote:i'm using this as a fakepatch, but i get a read-text error.

the only thing i can think of is that script file? i didn't put it in my scripts folder because i figured it was only necessary as mod
The script registers the ship ID with the name(I think) as well as adding it to Terran shipyards, so without the script you will get a readtext error.
Mechcondrid wrote: hey i try to start my save game with this ship ive tried the fake patch and as a mod and it crashes my game are there any scripts or anything that conflicts with this?
I tested the ship on my own savegames and didn't have any problems, it added the ship fine and I was able to buy and fly it. I'm guessing something else must be conflicting with it, are you using anything that comes with a new TShips?

tatakau
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Post by tatakau » Sun, 15. Feb 09, 22:47

deleted
Last edited by tatakau on Wed, 12. Jun 19, 11:52, edited 1 time in total.

Mechcondrid
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Post by Mechcondrid » Sun, 15. Feb 09, 23:20

i cant find any conflicts but i did notice the tships text resource for the normandy isnt there is that made with the mod or not also i noticed that when i try to open the tships .pck file in the .cat file it says the cat file has the wrong size or something

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