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

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OOZ662
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Post by OOZ662 » Tue, 27. Oct 09, 03:39

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.
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szkkteam
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Post by szkkteam » Tue, 27. Oct 09, 10:22

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, 01:22

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.

OOZ662
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Post by OOZ662 » Sun, 1. Nov 09, 16:51

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:
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paulwheeler
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Post by paulwheeler » Sun, 1. Nov 09, 18:03

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.

OOZ662
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Post by OOZ662 » Sun, 1. Nov 09, 18:09

Actually, it looks like it could take quite a long time with quite a headache overall, specifically because it was integrated with other mods. I don't know which files specifically belong to the SRM or whether they're part of the Bug Fixes or BSD. Add to that that the Bug Fixes is a very active and all-encompassing mod and it may be easiest to start from scratch...
paulwheeler wrote: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.
It's going to be a VERY long time until I can get to making new changes, as far as I can tell. Updating the two mods that are integrated into it without getting rid of the mods premise will be horrendously difficult.

Look at TShips, for instance; SRM changed the specs and values of nearly all the ships, Bug Fixes changed some things, and BSD changed all the models to add docking ports and changed the number of available docking slots to match.
I can (at the moment) only compare one file to one other. That means I can compare SRM TShips to BF's TShips, but I can't tell what differences are there because BF changed them since the last SRM update or whether they're there because BF is based on the vanilla TShips file.
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paulwheeler
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Post by paulwheeler » Sun, 1. Nov 09, 19:16

sounds like a lot of hard work! Well we all appreciate your taking this on.

I assume someone else would have some kind of log on what changes he made. I dont suppose you heard from him?

OOZ662
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Post by OOZ662 » Sun, 1. Nov 09, 19:18

Someone Else has disappeared entirely for the time being.

The changes to SRM don't really matter, since I'm the one that's going to be making them. :) The problem exists because the other mods that are merged with this one have kept updating since this one stopped. I also have to make this mod entirely 2.5 compatible, but that's not all that difficult.
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paulwheeler
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Post by paulwheeler » Sun, 1. Nov 09, 21:38

I'd imagine that Someone Else must have had a list of changes so that he could easily remerge the other mods if they change.

For example with tships He must have a clean version (no other mods) of the SRM tships in order to know what to merge in. Otherwise everytime one of the other mods gets changed he'd have had to start from scratch.

How about contacting the other mod makers and seeing if they can send you older versions of their mods that match the ones here. That might make it easier to see the changes.

Also Killerog has said he will make a compatible version of his updated trails mod for the SRM so he may be willing to lend a hand - at least as far as the trails mod goes.

OOZ662
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Post by OOZ662 » Sun, 1. Nov 09, 21:41

Ah, I see what you mean. Yeah, the problem is contacting SomeoneElse. He hasn't responded to PMs either.

I already asked draffutt in his thread. A this point I'm just trying to get the "base" working, ie updating bugfixes and BSD. Then I'll start hacking away at the compatible mods. Thanks for reminding me to get in contact with killerog, though. Thought about that back when I read that post.
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paulwheeler
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Post by paulwheeler » Thu, 5. Nov 09, 12:45

Hows it going with this?

I was just thinking, would it be easier to just find out the changes that Draffutt has made to the bug fixing mod since the 2.1 patch was released (I think Someone Else used one of the 2.1 patch versions of the bug mod) and then add them into the existing files?

If the changes are already there then it doesn't matter but at least it may narrow down what you are looking for a little rather than trying to separate the whole thing. Then each time a new bug fix mod comes out you just need a list of changes from Draffutt.

I mean the current mod basically works and most of the serious bugs were sorted in the bug fix in the version already used in the SRM.

I think I'd rather have an updated SRM with an older bug fix mod than no SRM at all.

As for the docking mod, has that changed much since the version in this mod? I'm pretty happy with the way this works.

As for the other mods, again all you have to do is add the changes from the version already merged. Its possible in fact that the common files such as tships may not have changed much at all.

Maybe I'm over simplifying a little, but separating all the mods and remerging again seems like a hell of a job!

OOZ662
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Post by OOZ662 » Thu, 5. Nov 09, 15:56

I'm not separating them, I'm just updating them. Here's the problem: I have a file compare program that can mark every difference between TWO files. I have three sets of files I can look at; Old SRM, Vanilla, and New BF. That means I can compare V-BF to get every change BF has ever made to the file, V-SRM to get every change SRM has made, or SRM-BF to get EVERY change made between the two of them (because SRM is based on a vanilla game, so EVERYTHING shows up). In TShips, that means 2/3 of the lines were changed compared to vanilla, or all but maybe five lines were changed between SRM and BF. That's hundreds of lines that I'd have to manually check to see if it were a recent change or something already in the file.

Luckily, draffutt has a memory like a steel trap or something, so he provided me with all of the Types files. Merging in the SRM is nearly complete and BSD should be a matter of just going over the cockpit associations and replacing graphics files.
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OOZ662
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Post by OOZ662 » Thu, 5. Nov 09, 17:04

I just did a "test integration" of throwing all of BF's files in followed by the BSD files (not including Types files) in the forlorn hope that all would be happy, but starting a new game causes the GUI to disappear, all the HUD stuff to appear "pasted" in the top left corner, and your ship to immediately explode. :lol: Interesting.
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paulwheeler
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Post by paulwheeler » Fri, 6. Nov 09, 11:58

Sounds painfull! :D

It was worth a try though.

Gavrushka
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Post by Gavrushka » Tue, 10. Nov 09, 23:11

OOZ662 wrote:.....and your ship to immediately explode. :lol: Interesting.
I just hope you weren't playing DiD!! :)

Thank you for the effort you are putting into this - I tried to bring myself up to speed to lend a hand, and became a little overawed by it all - And I have degree in Computer Science... (okay we really REALLY had punched cards when I did it...)
Raphael laughed. “Lucifer, you may try and hide it, but sometimes I think you’ve more compassion in you than the rest of us combined.”

Was he serious? Did he really think he was paying her a compliment? Did he really not understand what she did here? A counsellor and confessor to the evillest men and women who’d ever lived and died since Father had done his thing. She knew more about compassion than any f***er. “What do you want Raphael?”

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