[Mayhem] Star Wars for Mayhem (Experimental)

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
User avatar
XenonArchitect7
Posts: 90
Joined: Fri, 5. Jul 19, 07:19

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Fri, 22. Nov 19, 01:56

Good catch, I recall only appending my SW ships to the end of Mayhem's file, but it might have been an old file or something. I'll compare the OWP weapon compatibility when I get around to doing that massive balance fix that this mod badly needs, along with introducing all the new SWLU content, since this has fallen quite far behind at this point. I probably won't happen this year though.

Actually, I think the OWP weapon compatibility is due to a TCockpits.txt issue, since they don't have main guns. You have to change TCockpits.txt in order to change which guns an OWP can use, and my TCockpits.txt file only has entries for SW ships. The rest is carried over from LU. I'll be sure to use Mayhem's TCockpits.txt as a starting point next time around, so I don't accidentally change anything.

Echostatic
Posts: 1
Joined: Fri, 27. Dec 19, 12:47

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Echostatic » Fri, 27. Dec 19, 12:50

I only see Mayhem version 2.9.13 available, is there a location where 2.9.12 is still available? I really want to try this but either I’m doing something wrong or this mod is not compatible with the latest version of Mayhem.

User avatar
alexalsp
Posts: 1105
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Fri, 27. Dec 19, 14:39

If you do everything according to instructions, the mod should work.

https://drive.google.com/drive/folders/ ... Jwif2NfFV9

User avatar
alexalsp
Posts: 1105
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by alexalsp » Wed, 8. Jan 20, 19:31


temetvince
Posts: 175
Joined: Fri, 29. Jul 11, 20:58
x4

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by temetvince » Sat, 18. Jan 20, 05:20

I love this mod! Thank you. I saw a nice update on the LU version this month, any chance on an update for Mayhem? Also, is it possible for me to edit a file to remove the cockpit views to make it like Mayhem? The cockpits are really cool, but I enjoy watching the universe more than looking at the ship. :mrgreen:

User avatar
XenonArchitect7
Posts: 90
Joined: Fri, 5. Jul 19, 07:19

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Sat, 18. Jan 20, 05:47

Not to worry, updating this has been on my to-do list after SWLU 1.2.7. This mod is like 3 or 4 entire versions behind my main mod at this point. And it uses LU ship balance, which kind of breaks Mayhem II since everything is overpowered. I'm going to re-do the ship balance from scratch and make them fit properly into Mayhem II this time. And it will come with a lot of new ships, improved models, and fixes that have accumulated over time in my main mod. Just give me a month or two.

I totally agree with you, I don't like the cockpits either! When I first released SWLU, the backlash for not having cockpits was immediate and universal. So I begrudgingly worked to port them from PSCO1 and other sources. I can easily have an alternate file that can be switched out, similarly to how Joubarbe has his extra graphics options as separate cat/dat files you can include.

I don't know when Mayhem III is coming, but it sounds super ambitious and quite a ways off. This Star Wars mod, even after being updated, will most certainly break in Mayhem III when that day comes in the future.

temetvince
Posts: 175
Joined: Fri, 29. Jul 11, 20:58
x4

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by temetvince » Sat, 18. Jan 20, 06:06

XenonArchitect7 wrote:
Sat, 18. Jan 20, 05:47
Just give me a month or two.
Glad to hear it! Everything you mentioned sounds great and worth the wait. I know recently in the Mayhem thread it was mentioned that shields are the most important balancing feature. If I may, what are your thoughts on that?
XenonArchitect7 wrote:
Sat, 18. Jan 20, 05:47

I totally agree with you, I don't like the cockpits either! When I first released SWLU, the backlash for not having cockpits was immediate and universal. So I begrudgingly worked to port them from PSCO1 and other sources. I can easily have an alternate file that can be switched out, similarly to how Joubarbe has his extra graphics options as separate cat/dat files you can include.
Oi, thus goes the insanity of the internet. Having separate cat/dat files would be fantastic. Besides, then you could play the "correct" way too. :lol:
XenonArchitect7 wrote:
Sat, 18. Jan 20, 05:47


I don't know when Mayhem III is coming, but it sounds super ambitious and quite a ways off. This Star Wars mod, even after being updated, will most certainly break in Mayhem III when that day comes in the future.
Honestly, I believe Mayhem II is almost perfect for what it is. Don't get me wrong, I'm super excited for Mayhem III. But if you can get a good update to your SW mod before working on Mayhem III, I think Mayhem II SW will be a great self-contained install to keep for a long time.

TrgtMobius
Posts: 62
Joined: Mon, 13. Jan 14, 16:33
x4

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by TrgtMobius » Fri, 31. Jan 20, 23:24

I'm just running SWLU at the moment, not SW Mayhem, but I thought others might like the modified Rainmeter skin I'm using.

The fact that my Rainmeter skin was still showing traditional X3 faction names was bugging me, so I modified it to show the SWLU faction names as well. I had to widen it a bit, other than that the only changes were to some spacing variable definitions at the top of the file and then each "Text" field for each notoriety field.

I've tried to attach/insert a shot of the skin, but the forum doesn't seem to like links to google photos or onedrive.

Here's my code for the top of the file down to the "[Seperator2]" line that denotes the ship count section:

Code: Select all

[Variables]
@include=\UserVariables.inc
@include2=#@#Language\#Language#.inc
AllW= 370
AllH= 690
IndentSpace=8
IndentTop1=80
IndentNotoriety1=165

IndentPropertyCount1=100
IndentPropertyCount2=270

@includeFrameVariables=#@#\FrameVariables.inc

Credits=""
TradeRank_Percent=""
TradeRank_Title=""
FightRank_Percent=""
FightRank_Title=""
FLC=""
PlayTime=""
RealTime=""

Notoriety_Percent_Argon = ""
Notoriety_Title_Argon = ""
Notoriety_Percent_Boron = ""
Notoriety_Title_Boron = ""
Notoriety_Percent_Paranid = ""
Notoriety_Title_Paranid = ""
Notoriety_Percent_Split = ""
Notoriety_Title_Split = ""
Notoriety_Percent_Paranid = ""
Notoriety_Title_Paranid = ""
Notoriety_Percent_Teladi = ""
Notoriety_Title_Teladi = ""
Notoriety_Percent_Goner = ""
Notoriety_Title_Goner = ""
Notoriety_Percent_Terran = ""
Notoriety_Title_Terran = ""
Notoriety_Percent_ATF = ""
Notoriety_Title_ATF = ""
Notoriety_Percent_Pirates = ""
Notoriety_Title_Pirates = ""
Notoriety_Percent_Yaki = ""
Notoriety_Title_Yaki = ""

Property_Count_M5 = ""
Property_Count_M4 = ""
Property_Count_M3 = ""
Property_Count_M6 = ""
Property_Count_M8 = ""
Property_Count_M7 = ""
Property_Count_TM = ""

Property_Count_M1 = ""
Property_Count_M2 = ""
Property_Count_TS = ""
Property_Count_TP= ""
Property_Count_TL = ""
Property_Count_Station = ""
Property_Count_Satellite = ""

[Rainmeter]
Update=1000
Blur=#Blur#
BlurRegion=1,0,0,#AllW#,#AllH#

[Metadata]
Name=TiMe
Author=VClouds
License=Creative Commons Attribution-Non-Commercial-Share Alike 3.0

[styleTitle]
StringAlign=Left
StringCase=UPPER
StringStyle=Normal
StringEffect=BORDER
FontEffectColor=255,255,255,60
FontColor=#colorTitleText#
FontFace=#fontName#
FontSize=#textSize#
AntiAlias=1

[styleLeftText]
StringAlign=LEFT
StringCase=NONE
StringStyle=Normal
StringEffect=SHADOW
FontEffectColor=0,0,0,50
FontColor=#colorText#
FontFace=#fontName#
FontSize=#textSize2#
AntiAlias=1

[styleRightText]
StringAlign=RIGHT
StringCase=NONE
StringStyle=Normal
StringEffect=SHADOW
FontEffectColor=0,0,0,50
FontColor=#colorText#
FontFace=#fontName#
FontSize=#textSize2#
AntiAlias=1

[MeasureLuaScript]
Measure=Script
ScriptFile="#CURRENTPATH#X3.lua"
FileToRead="C:\Users\Dodds\Documents\Egosoft\X3AP\log09004.txt"
UpdateDivider=1

@includeFrameMeters=#@#\FrameMeters.inc


;METERS==============================================

[MeterCreditsLabel]
Meter=String
MeterStyle=styleRightText
Text="Credits:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=#Top#

[MeterCredits]
Meter=String
MeterStyle=styleLeftText
Text=#Credits#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=#Top#

[MeterTradeRankLabel]
Meter=String
MeterStyle=styleRightText
Text="Trade Rank:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterTradeRank]
Meter=String
MeterStyle=styleLeftText
Text="#TradeRank_Percent#%   #TradeRank_Title#"
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[MeterFightRankLabel]
Meter=String
MeterStyle=styleRightText
Text="Fight Rank:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterFightRank]
Meter=String
MeterStyle=styleLeftText
Text=#FightRank_Percent#%   #FightRank_Title#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[FLCLabel]
Meter=String
MeterStyle=styleRightText
Text="F.L.C.:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterFLC]
Meter=String
MeterStyle=styleLeftText
Text=#FLC#%
NumOfDecimals=3
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[PlayTimeLabel]
Meter=String
MeterStyle=styleRightText
Text="Play Time:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterPlayTime]
Meter=String
MeterStyle=styleLeftText
Text=#PlayTime#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[RealTimeLabel]
Meter=String
MeterStyle=styleRightText
Text="Real Time:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterRealTime]
Meter=String
MeterStyle=styleLeftText
Text=#RealTime#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[Seperator1]
Meter=image
MeterStyle=styleSeperator
GradientAngle=0
X=#Left#
Y=#SpacingSeperator#R
W=#InsideW#
H=1

[MeterNotorietyArgonIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Argon.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyArgonLabel]
Meter=String
MeterStyle=styleRightText
Text="Rebel(Argon):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyArgon]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Argon#%   #Notoriety_Title_Argon#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyBoronIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Boron.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyBoronLabel]
Meter=String
MeterStyle=styleRightText
Text="New Rebuplic(Boron):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyBoron]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Boron#%   #Notoriety_Title_Boron#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyParanidIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Paranid.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyParanidLabel]
Meter=String
MeterStyle=styleRightText
Text="Separatist(Paranid):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyParanid]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Paranid#%   #Notoriety_Title_Paranid#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietySplitIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Split.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietySplitLabel]
Meter=String
MeterStyle=styleRightText
Text="Mandalorian(Split):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietySplit]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Split#%   #Notoriety_Title_Split#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyParanidIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Paranid.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyParanidLabel]
Meter=String
MeterStyle=styleRightText
Text="Separatist(Paranid):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyParanid]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Paranid#%   #Notoriety_Title_Paranid#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyTeladiIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Teladi.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyTeladiLabel]
Meter=String
MeterStyle=styleRightText
Text="Republic(Teladi):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyTeladi]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Teladi#%   #Notoriety_Title_Teladi#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyGonerIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Goner.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyGonerLabel]
Meter=String
MeterStyle=styleRightText
Text="Resistance(Goner):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyGoner]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Goner#%   #Notoriety_Title_Goner#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyTerranIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Terran.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyTerranLabel]
Meter=String
MeterStyle=styleRightText
Text="Empire(Terran):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyTerran]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Terran#%   #Notoriety_Title_Terran#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyATFIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\ATF.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyATFLabel]
Meter=String
MeterStyle=styleRightText
Text="Remnant(ATF):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyATF]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_ATF#%   #Notoriety_Title_ATF#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyPiratesIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Pirates.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyPiratesLabel]
Meter=String
MeterStyle=styleRightText
Text="Pirates:"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyPirates]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Pirates#%   #Notoriety_Title_Pirates#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyYakiIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Yaki.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyYakiLabel]
Meter=String
MeterStyle=styleRightText
Text="Sith(Yaki):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyYaki]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Yaki#%   #Notoriety_Title_Yaki#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
Litcube's Universe - you should try what is essentially X3.5.

Image

temetvince
Posts: 175
Joined: Fri, 29. Jul 11, 20:58
x4

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by temetvince » Thu, 16. Apr 20, 20:52

Heyo! I'm sitting here in COVID lockdown daily checking this and the Mayhem 3 thread for updates. Started a new Mayhem 2 playthrough last week. This time I am trying to be more efficient with things after watching Darth Fiscus youtube videos. The problem is I like to have the best of everything instead of prioritizing ships which represent good value to make a bigger fleet for the same resources. :lol: Hope all is well with everyone during these difficult times. Stay safe.

Bobzillah
Posts: 21
Joined: Thu, 29. Nov 18, 11:52
x4

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Bobzillah » Sun, 13. Sep 20, 09:07

hi the link for A-5 doesnt work anymore ,is this project cancelled ? love all the litcube work ! ill keep playing that SWLU if this project is no longer being worked on ?


kind regards
Bob

User avatar
XenonArchitect7
Posts: 90
Joined: Fri, 5. Jul 19, 07:19

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by XenonArchitect7 » Sun, 13. Sep 20, 14:33

The addon mod described by this thread is for Mayhem 2.9.13 and the assets added by it are very outdated, poorly-balanced, and I am not happy with it in hindsight. A lot of the ships have been fixed, improved, and I have added many new ones for my main SWLU mod while leaving this Mayhem 2 port behind. There will be no more support for the Mayhem 2.9.13 version. There will eventually be a port for Mayhem 3, although I have been finding it hard to find time for X3 these days, so it might be quite a while before that happens.

Bobzillah
Posts: 21
Joined: Thu, 29. Nov 18, 11:52
x4

Re: [Mayhem] Star Wars for Mayhem (Experimental)

Post by Bobzillah » Sun, 13. Sep 20, 22:53

XenonArchitect7 wrote:
Sun, 13. Sep 20, 14:33
The addon mod described by this thread is for Mayhem 2.9.13 and the assets added by it are very outdated, poorly-balanced, and I am not happy with it in hindsight. A lot of the ships have been fixed, improved, and I have added many new ones for my main SWLU mod while leaving this Mayhem 2 port behind. There will be no more support for the Mayhem 2.9.13 version. There will eventually be a port for Mayhem 3, although I have been finding it hard to find time for X3 these days, so it might be quite a while before that happens.
Ty for such a fast response !
go take it easy and make shure to take care of yourself first ! the amount work already done with swlu is just amazing ! thnx .

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”