[MOD][X3:TC] EVE-X V0.9 beta (aborted, 15.04.2013)

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Ocede
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Post by Ocede » Thu, 7. Mar 13, 05:00

Do you use any other mod(s) that has a its own Tships file? MARS? XTM? Trails etc? If the ships dont show up even via cheats menu you may have a Tships file that is conflicting with the mod or already in your types folder in the TC root folder.

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Thron
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Post by Thron » Thu, 7. Mar 13, 11:13

Ok all in all we have 4 major-issues..
  1. Problem: We have "ReadText"-Issues.
    Reason: The textfile was not loaded. Maybe you've forgotten to install the script or you've overwritten the languagefile by an manualy installed other file or a mod containing a languagefile with this name.
    Solution: Make sure the scriptfile (included in the "EVE-X_Datas.zip") is in your scripts-folder.
    Make sure that ther is no other mod containing a language file "7200".
    For the gamestarts you need the the last page in the delivered "0001" file (page 401900). If you've already an edited 0001 file, you may copy the whole page 401900 from my file to your file.
  2. Problem: We have "no Hangar Array"-Issues.
    Reason: The delivered X3_universe-xml was not loaded.
    Solution: Make sure there is no other mod containing an own universe-file nor you've installed an own modified universe-file.
  3. Problem: We have "no ships"-Issues (not to buy, not to spawn by cheats).
    Reason: There is another TShips existing which overwrites the TShips from the mod.
    Solution: Make sure that the TShips with the highest priority ist the by the mod delivered TShips.
    Notice: MARS contains a TShips for the Goblins so they can repair. To make this mod highly compatible with MARS, I've moded the combatdrones MARS-like so they can use repairlasers.
  4. Problem: You've tryed to install this mod in Albion Prelude.
    Reason: Not readed the FAQ.
    Solution: Try to install this mod in X3TC but not in AP.
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Ocede
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Post by Ocede » Sat, 9. Mar 13, 23:40

"Impatiently-taps-foot-while-staring-at-the-clock" :D

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Thron
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Update 09.03.2013

Post by Thron » Sat, 9. Mar 13, 23:42

Ok, there's a new update available.

Fixes:
  • All Titans are now big as hell, so they deserve their name "Titan".
    It's highly recommended that you DON'T try to dock on a station with these monsters.
  • Changed the turretmodel for each turret on a Titan.
  • Fixed the turrets for the Obelisk.
  • Fixed viewports for the Obelisk.
  • Prepared the texture archive for the next major release.
    Detached the GUI from the texture archive, so if you want the EVE-GUI, you have to install it separatly.
You can merge those files in the existing ones, or you can just put it as the next higher number in your X3TC-mainfolder AFTER the three main mod files.


You can get it right here:
Download isn't available yet!



Regards
Thron
Last edited by Thron on Fri, 19. Apr 13, 00:16, edited 1 time in total.
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Ocede
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Post by Ocede » Sun, 10. Mar 13, 00:04

Yay! I feel like a giddy little school girl. Ty Thron ^.^

Ocede
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Post by Ocede » Mon, 11. Mar 13, 18:14

No errors so far (just a MARS goblin issue with obelisk), have played around with most ships and they show no glitches. I do have a suggestion regarding the ships though. Would you consider doing a ship replacement mod or atleast one where ships are racially classified instead of being available at the hanger array. The Amarr/Paranid and the Mini/Split seem very compatible ship for ship and culturally.

Nice work on the sashas. Cant wait to try out the vertical oriented nightmare.

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Thron
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Post by Thron » Mon, 11. Mar 13, 19:29

Ocede wrote:No errors so far (just a MARS goblin issue with obelisk), have played around with most ships and they show no glitches. I do have a suggestion regarding the ships though. Would you consider doing a ship replacement mod or atleast one where ships are racially classified instead of being available at the hanger array. The Amarr/Paranid and the Mini/Split seem very compatible ship for ship and culturally.

Nice work on the sashas. Cant wait to try out the vertical oriented nightmare.
At the start I've planned to assign the ships to the races.
Amarr --> Paranids (due to their religious ambitions)
Caldari --> Terran (due to their military background and their state mind)
Gallente --> Borons (due to their freedom-for-all background and their curvy vessels)
Minmatar --> Split (due to their combative nature)
CONCORD --> ATF (Police)


The Shansha's Nation vessels will be implemented later.
But I can tell you, the Nightmare is horrible to fly ;)
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Mr. Person
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Post by Mr. Person » Wed, 13. Mar 13, 06:38

wow that sounds cool, that is what i have been trying is to give the normal factions your ships just so i could see if they would use them, which they did not. They just blow up a few minutes later. I wouldnt expect it to be relatively soon, but approximately when will stations be put in? to get my money i am a major trader, and i would like to see my own EVE stations :D

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Thron
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Post by Thron » Wed, 13. Mar 13, 09:44

Mr. Person wrote:wow that sounds cool, that is what i have been trying is to give the normal factions your ships just so i could see if they would use them, which they did not. They just blow up a few minutes later. I wouldnt expect it to be relatively soon, but approximately when will stations be put in? to get my money i am a major trader, and i would like to see my own EVE stations :D
Sorry for destroying your dreams, but the EVE-Ships will never replace the racial ships, because it is to much work for me to change all the TJobs entries, remove all raceships and so on.
There are some stations allready included: "Hangar Array", "Corporation Hangar" and an "Amarr shipyard" the problem atm is that the stations causes FPS-lags and i don't know why.
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Ocede
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Post by Ocede » Wed, 13. Mar 13, 21:43

Bah, just do what I do and change the ship names to match the default entries. No need to change anything else beyond that point :P

Mr. Person
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Post by Mr. Person » Thu, 14. Mar 13, 02:03

Oh well, i will just make all my ships the eve ships and place them in the areas appropriate to their race (like you said above) and when the stations are done make my stations the EVE ones in the same fashon. Then my megacorp will be unique :)
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Ocede
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Post by Ocede » Fri, 15. Mar 13, 17:17

I know what you mean. SO far I have fully integrated all the Caldari ships in my X3AP. Mind you I did specifically work on the files for AP and not TC because TC makes me want to pull my hair out.

Mr. Person
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Post by Mr. Person » Sat, 16. Mar 13, 03:10

How exactly do I install this again? I mean as in a file path please. the last version i had (a long time ago) was an easy drag and drop, but now when I put it in where I think it should go, your custom startup games and ships in the spawn list are no longer there. I just need a filepath to put the individual parts please, to make sure i do it right
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Thron
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Post by Thron » Sat, 16. Mar 13, 03:33

Mr. Person wrote:How exactly do I install this again? I mean as in a file path please. the last version i had (a long time ago) was an easy drag and drop, but now when I put it in where I think it should go, your custom startup games and ships in the spawn list are no longer there. I just need a filepath to put the individual parts please, to make sure i do it right
  • Download all 4 files.
    > EVE-X_Datas
    > EVE-X_Models
    > EVE-X_Textures
    > EVE-X_Update
  • copy those files to your X3TC(not AP!) maindirectory as a fake-patch, I've numbered them so they start at 15 (14 can be an empty filepair or MARS ...).
  • Put the scriptfile in the "scripts folder"(Datapackage) in the "scripts" folder in the root directory of X3TC.
Make sure, you have no manualy installed and unpacked TShips in your game which could overwrite the mod one.
Also check that you don't have a mod installed after EVE-X which overwites the modded files.


Hope it helps
Thron
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Ocede
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Joined: Fri, 23. Sep 11, 22:54

Post by Ocede » Sat, 16. Mar 13, 03:59

Are you going to be putting up an update over this weekend i.e. can we expect to see more goodies. The T3s and glass cannons would we a welcome addition to this already polished mod. :D

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