[MOD] Vanilla Malt Gamestarts 1.1 (Jul 2010)

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CuriosityKillsTheMADCat
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Post by CuriosityKillsTheMADCat » Tue, 16. Nov 10, 10:11

"How does this work with http://forum.egosoft.com/viewtopic.php?t=282844 ? "

No (AFAIK). You can either use one Mod or the other, but not both.

MFG

CuriosityKillsTheMADCat

PS: :D
Fähiger Pilot wie DU sein...
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Mad_CatMk2
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Post by Mad_CatMk2 » Tue, 16. Nov 10, 16:19

CuriosityKillsTheMADCat wrote:"How does this work with http://forum.egosoft.com/viewtopic.php?t=282844 ? "

No (AFAIK). You can either use one Mod or the other, but not both.

MFG

CuriosityKillsTheMADCat

PS: :D
Ah, thanks...maybe I'll have to merge it myself then (too lazy though).

PS: LOL!
I fly an OWP. What about you?

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Dank7430
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malt gamestarts

Post by Dank7430 » Wed, 2. Mar 11, 13:05

Im new to using scripts/mods so please be patient with me thanks. :P

Well my problem is I downloaded the vanilla malt starts in .rar form. I extracted to my main installation directory. There was no conflicts with 13.dat name so renaming wasnt required. Yet in new game normal and custom starts there is no new gamestarts. I dont know what I have done wrong as this will be the first mod I have installed not in .spk format. I am running with the newest patch if that helps thanks in advance.


{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] and asking about a mod ... merging this time. jlehtone}

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InvrSmall
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Post by InvrSmall » Thu, 3. Mar 11, 01:53

Do you have the required Trade/Fight/Plot ranks to unlock the new starts ?
Extended Horizons. Adds 15 new sectors to explore and to make a home in for your empire. Works with your existing Game save and does not require a new start.
Wing combat commands: Attack Fighters and Attack Capships. Adds the two commands to the Wing Combat menu.

dillpickle
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Re: malt gamestarts

Post by dillpickle » Thu, 3. Mar 11, 06:29

Dank7430 wrote:I am running with the newest patch if that helps thanks in advance.
If by this you mean 3.1, then this could well be the problem. 3.1 has a 13 Cat/Dat in it already.
In which case you'd need to extract it elsewhere, rename to next highest pair, then move to main directory.

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Dank7430
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Post by Dank7430 » Thu, 3. Mar 11, 11:16

I didnt realise I would need certain race/rank to unlock. Also my version didnt have 13.dat and im using 3.1 iv tried rfresh installs but nothing works.

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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths » Thu, 3. Mar 11, 11:24

Try this file, it contains a registry file that will unlock all the X3:TC starts for the current user.

Just extract the archive and double click the .reg file (windows administrative rights required) and then restart X3:TC.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

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Dank7430
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Post by Dank7430 » Thu, 3. Mar 11, 16:07

Thanks sooooo much worked amazing :D

-XeNoN-
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Post by -XeNoN- » Sat, 15. Dec 12, 15:31

Is this compatible with AP 2.5.1/2.5.2?
And also is it compatible with TC Plots in AP?

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Yacek
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Post by Yacek » Sat, 15. Dec 12, 16:41

NighTragE wrote:Is this compatible with AP 2.5.1/2.5.2?
And also is it compatible with TC Plots in AP?
No. The AP is a different file location gamestart.xml.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Elder Otter
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Post by Elder Otter » Tue, 9. Jul 13, 20:20

hey, I have this game on steam. I installed your mod in the steam/steamapps/common/x3tc folder. All I get is the pirate start, none of the other starts showed up. Is there a problem due to steam?

Mechanis
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Post by Mechanis » Sun, 19. Feb 17, 18:26

@elder otter

you need a certain combination of ranks to unlock each start (much like some of the hidden vanilla starts) so they won't show up otherwise.

Griffiths has helpfully provided a registry patch that will unlock all starts for the impatient a few posts above you.
A tinker
And maker of models

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