[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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OOZ662
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Post by OOZ662 » Wed, 21. Oct 09, 14:17

I'm supposing draffutt would fix it and someone else (this modder) would need to integrate it into SRM.

By the way, someone else, did you pick that name to be a jerk? :D

Gavrushka
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Post by Gavrushka » Thu, 22. Oct 09, 15:44

Oh.... I think Someone Else may no longer be with us - I just noticed he hasn't posted on Forums for a month.

Hope all is well?
“Man, my poor head is battered,” Ed said.

“That explains its unusual shape,” Styanar said, grinning openly now. “Although it does little to illuminate just why your jowls are so flaccid or why you have quite so many chins.”

“I…” Had she just called him fat? “I am just a different species, that’s all.”

“Well nature sure does have a sense of humour then,” Styanar said. “Shall we go inside? It’d not be a good idea for me to be spotted by others.”

BlackRazor
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Post by BlackRazor » Thu, 22. Oct 09, 16:05

He hasn't posted in the Italian section since 23rd September so I think it's safe to say that either he is very busy with his job or he has abandoned modding this game. Either way I reckon that if anyone here has a bit of experience with modding and wants to maintain this mod (updating it when needed and synchronizing it with draffut's and other modder's work) he should try to contact him with PM and ask him permission.
"For the love of the Fish-Queen!"

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OOZ662
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Post by OOZ662 » Thu, 22. Oct 09, 16:36

I've certainly learned quite about this mod playing around with it, but I'm not sure I'm up to par with integrating it with all the others...

Gavrushka
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Post by Gavrushka » Thu, 22. Oct 09, 17:01

Thanks for the heads up.


I nominate OOZ662... :wink: - I think from reading Draffuts thread it was him that taught Someone Else quite a bit -and perhaps Draffut would give some help? He is very pro-active from what I can see. - But first things first - PM Someone Else, I'll be stood right behind you... Honest! :)
“Man, my poor head is battered,” Ed said.

“That explains its unusual shape,” Styanar said, grinning openly now. “Although it does little to illuminate just why your jowls are so flaccid or why you have quite so many chins.”

“I…” Had she just called him fat? “I am just a different species, that’s all.”

“Well nature sure does have a sense of humour then,” Styanar said. “Shall we go inside? It’d not be a good idea for me to be spotted by others.”

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OOZ662
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Post by OOZ662 » Thu, 22. Oct 09, 18:21

Well...if you say so. :D I'll send him mail after I sleep; been to busy setting up CODEA and poking around in warelists over night... :lol:

paulwheeler
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Post by paulwheeler » Thu, 22. Oct 09, 23:14

It would be a real shame if this mod died. It really adds to the gameplay for me.

I wish I had the time/ability to take something like this on - but I spend far too much time developing addons for MS Flight Simulator as it is. This game is my escape from that kind of thing!

I know Killerog has said he will convert the latest version of his trails mod to work with this and the current cockpit mod seems to work fine with 2.5.

This really only needs a few tweaks here and there... Hopefully Someone else will be back soon.

Paul

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OOZ662
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Post by OOZ662 » Fri, 23. Oct 09, 03:26

Mail's off to Someone Else. :) If "worse comes to worse" (he doesn't respond), could the blanket of permission to freely use his mod be used to keep it going?

Gavrushka
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Post by Gavrushka » Fri, 23. Oct 09, 11:15

Fingers crossed... Isn't it Forum policy to acknowledge the original author and then be able to go from there?

I hope he responds- I am sure he will in a few days. - He put such tremendous effort into this!
“Man, my poor head is battered,” Ed said.

“That explains its unusual shape,” Styanar said, grinning openly now. “Although it does little to illuminate just why your jowls are so flaccid or why you have quite so many chins.”

“I…” Had she just called him fat? “I am just a different species, that’s all.”

“Well nature sure does have a sense of humour then,” Styanar said. “Shall we go inside? It’d not be a good idea for me to be spotted by others.”

szkkteam
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Post by szkkteam » Mon, 26. Oct 09, 11:01

Hello Everybody!

I don't know this mod cause the problem because i have a lot of mods.
The problem is some specific ship (like: OTAS Escort, Pirate Ospey, Pirate Centaur, but i think i should find more when i explore the deepspace) has got no model. I mean ... like the ship invisible ... they at shooting the enemy as well... but no one can hit them ... 8 capital ship and 2 M2 shooted at a pirate centaur ... but the centaur still live after 30 min! Don't know what is the problem ... it's dosen't matter if i can't see the model ... but don't be immortal :D

The following mods are installed: (the game work correctly expect this)

Alpha PPC conversion.spk
AP Libraries r2.spk
Befehlsbibliothek_X3TC_V3304
Combat Mod 3 - Full v1.03.spk
CommunityPluginConfiguration-V1.20-03.06.2009.spk
dock_lockup_fix.zip
HotkeyManager-V1.10-10.07.2009.spk
Improved Races r13.spk
Jump_to_me_v1.0.spk
ManualTradeExtension-V2.1.1-06.08.2009.spk
MarineRepairs-V1.02-03.03.2009.spk
msl_def_mk2.zip
PSCO1_CockpitMod_v1.18b_WithHUD.rar
ShipexpansionV1_7b.zip
Signal Boost for TC.spk
SRM0.59.rar (Ship Rebalance mod)
SS_T_TC_Performance_boost.spk
TC update.rar
turret_fix.zip
UniversalBestBuysSells_221.spk
Universe Explorers 2.4.0.spk
Waffensystem_CODEA_X3TC_V3103.zip

If anybody got idea ... except reinstall the game, or anybody has got the same problem ... pls help me

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OOZ662
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Post by OOZ662 » Mon, 26. Oct 09, 14:12

Have you updated to 2.5? What exactly is in "TC update.rar?"

szkkteam
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Post by szkkteam » Mon, 26. Oct 09, 14:50

Ofcourse my game is 2.5 and in TC update is:

http://forum.egosoft.com/viewtopic.php?t=239591 This mod/script

draffutt
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Post by draffutt » Mon, 26. Oct 09, 14:53

@szkkteam

1) you'll need to remove turret_fix.zip as ego included that since patch 1.4

2) you'll need to remove TC update.rar as mine patch isn't comp with SRM0.59.rar. his included updates from my patch is a little bit behind and will cause a few issues.

3) if you haven't already done so you'll need the patch i believe someone else put up for PSCO1_CockpitMod and the Combat Mod3

4) i am not for sure if the Alpha PPC conversion is comp with this. as i don't use that.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

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OOZ662
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Post by OOZ662 » Mon, 26. Oct 09, 14:55

draffutt types too fast. :P

Keep in mind that when you updated to 2.5 it likely over-wrote one of your mods. Whatever was in 09.cat/.dat is gone(unless you manually prevented it), so you need to shift everything above that up a number and reinstall whatever got overwritten as 10.cat/.dat.

szkkteam
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Post by szkkteam » Mon, 26. Oct 09, 22:38

Thank you guys ... i'll trying ... but Turret fix, and SRM also uses Cat and Dat files ... so i don't know wich number was that mods :D If i repatch my game to 2.5 and i reinstall all of my other mods, can i continue my save games?

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OOZ662
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Post by OOZ662 » Tue, 27. Oct 09, 02:39

From the looks of it, your save games will still function, but if you mess up which mods are installed, the modified items may wig out (like that invisible ship).

This is a good lesson in keeping track of which mods are installed where. :) If you ever figure it out, go ahead and delete Gazz's Turret Fix. It no longer serves a purpose and has a chance of causing conflicts. Also, if you look at all the mods that are left right now, you may be able to see which one's missing and just put it back, shifting all the cat/dats above 9 (10,11,12...) up a number (11,12,13...).

If push comes to shove and you REALLY need help, I may be able to help you directly with a remote desktop program, but that's certainly a last-ditch option.

szkkteam
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Post by szkkteam » Tue, 27. Oct 09, 09:22

Thank you so much :) after my i came back i'll start to reinstall my mods :) If i have a problem i will tell you :))

paulwheeler
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Post by paulwheeler » Wed, 28. Oct 09, 00:22

I would suggest this when you try and load your save game:

Fly to a unknown sector and ensure there are absolutely no ships in the sector - that includes your own.

Eject and send your ship to the neighbouring sector. Save using salvage insurance. Then install the mod and load the save. Call your ship back in and your good to go.

My saves kept crashing when I tried to install this mod initially. I finally scouted the sector I was in and found an abandoned ship way off the sector map. Once I got rid of this the save loaded fine.

Also you can't run the tships addon for the Cmod as it conflicts with this. The basic cmod runs fine with this and 2.5.

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OOZ662
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Post by OOZ662 » Sun, 1. Nov 09, 15:51

I've begun working on an update to this mod, including the optional packs and integration with newer versions of the other mods. :) Don't ask how long it'll take, though. I have no idea... :o And I think I'd rather not think about it anyhow. :shock: :lol:

paulwheeler
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Post by paulwheeler » Sun, 1. Nov 09, 17:03

that sounds great. Im glad this script is going to be continued.

A couple of things i think could use a look at. The boreas i think has been nerfed too much for its cost. Perhaps give it one shield back. The weapons platforms are a bit too expensive and how about putting in 2gj shields in the large platform rather than 20x 1gj.

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