[Mod] Apricot Merge Mod v2.07 [For TC v3]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Yes, but not until its development has completed. It appears to still be very much in beta stages.
I wasnt aware it had a new ship, so hadnt bothered considering before. But your right, it does fit in.
Also, its name is misleading. Yaki conflict suggests to me its a script to change the behaviour of the yaki and make them more of a threat, than a mission plot.
Worth doing when its a stable mod.
I wasnt aware it had a new ship, so hadnt bothered considering before. But your right, it does fit in.
Also, its name is misleading. Yaki conflict suggests to me its a script to change the behaviour of the yaki and make them more of a threat, than a mission plot.
Worth doing when its a stable mod.
-
- Posts: 61
- Joined: Mon, 14. Nov 05, 06:06
Any chance these could be added
Advanced Jumpdrive by Cycrow
MARS Fire Control (MARS) by Gazz
and
Auto Aim by Gazz
Other than that it is pretty damn fun
Cheers
Advanced Jumpdrive by Cycrow
MARS Fire Control (MARS) by Gazz
and
Auto Aim by Gazz
Other than that it is pretty damn fun
Cheers
Waylander
i7 3930K @ 3.20
780GTX DC2
32gb of ram
Fantasy is more important than knowledge, because knowledge is limited...!" [Albert Einstein]
i7 3930K @ 3.20
780GTX DC2
32gb of ram
Fantasy is more important than knowledge, because knowledge is limited...!" [Albert Einstein]
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
-
- Posts: 61
- Joined: Mon, 14. Nov 05, 06:06
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Loaded the mod. Everything so far is working with the exception to the Battlestar ships.. guns will not fired. Tried cheating the ships in, tried buying the ships and none of the turret weapons will fire. I have also tested them out of sector and nothing. I have loaded the Battlestar Galactica mod before my HD crashed. it seamed to work fine then. so I am not sure what could be wrong?
One other question: I would like to use the Advanced Complex-Hub mod as a fake patch, will this work with the Merge?
One other question: I would like to use the Advanced Complex-Hub mod as a fake patch, will this work with the Merge?
XDrake
-------------------------------------------------------
NECORE Inc.
-------------------------------------------------------
NECORE Inc.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
The advanced complex hub mod might be compatible as long as none of the types files are used. If its just a model change, then it would be ok.
Several of the Battlestar turrents on each ship are bugged, and they are the same in the original mod, even the 1.8 version. I've tested them and found most of the guns work though.
Check your game to ensure you removed everything for the BSG mod itself, as anything left over from that mod being installed could conflict with the ships in this mod. The 2 mods are not directly compatible. Especially remove all the scripts.
Edit : Oops, I'd forgotten I fixed the non firing problem in the current version I've been testing but not yet released. There was a file left out. I'll get a v2.02 uploaded asap.
Edit 2 : 2.02 uploaded.
Several of the Battlestar turrents on each ship are bugged, and they are the same in the original mod, even the 1.8 version. I've tested them and found most of the guns work though.
Check your game to ensure you removed everything for the BSG mod itself, as anything left over from that mod being installed could conflict with the ships in this mod. The 2 mods are not directly compatible. Especially remove all the scripts.
Edit : Oops, I'd forgotten I fixed the non firing problem in the current version I've been testing but not yet released. There was a file left out. I'll get a v2.02 uploaded asap.
Edit 2 : 2.02 uploaded.
Great work so far Apricot.
I decided to test Merge-Mod-v2.01-Beta, so i reinstalled the game patched it up and installed only your mod, nothing else. I followed the installation procedures and got it up and running smoothly. I have found one thing I would like to mention.
The cheat scripts included in your mod are missing some of the commands that where available in Cycrow's CheatCollectionPackage-V1.50-02.06.2009, such as instant breaks.
I will explore the mod further and report my findings.
I decided to test Merge-Mod-v2.01-Beta, so i reinstalled the game patched it up and installed only your mod, nothing else. I followed the installation procedures and got it up and running smoothly. I have found one thing I would like to mention.
The cheat scripts included in your mod are missing some of the commands that where available in Cycrow's CheatCollectionPackage-V1.50-02.06.2009, such as instant breaks.
I will explore the mod further and report my findings.
--
"Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese
"Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
How do I remove the mod ?
How do I remove this mod ? Sorry to sound dense but I can see no obvious way.