[SHIP] Terran M6 Normandy v1.3 & New Game Start
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The folder should be named "Mods" not "Mod"mikthescot wrote:as you can tell im a complete neube at this iv extracted the files and i put them in new file called mod and script then i click on X3 TC and i cant load mod content? its gray on load up screen
EDIT: Nevermind, Tenk mentioned this already
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The reason I ask is because I noticed that the plugin manager, on my machine anyway, seems to create its own .dat/.cat on startup, could be causing a problem.ladyboy wrote:Yes i am.
Edit: It still doesn't work if i start the game without the Plugin Manager. How would i go about making this work?
When testing, I named mine 10.dat/10.cat but once I started the plugin manager I noticed that 09.dat/09.cat had vanished, so mine were no longer sequential and had to be renamed.
I've deleted all the .cat .dat files that i added (then loaded up to check i didn't delete anything vital) and i loaded up the plugin manager and it created 08.cat and dat - No 07 so i renamed them to 07 and renamed the normandy to 08 no luck.
Tried renaming normandy to 07 and the plugin manager back to 08.. still nothing
Still works as a mod but i want to load up an external docking mod and use normandy as a fake patch.
If anybody can help i'd be grateful.
Tried renaming normandy to 07 and the plugin manager back to 08.. still nothing
Still works as a mod but i want to load up an external docking mod and use normandy as a fake patch.
If anybody can help i'd be grateful.
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The script registers the ship ID with the name(I think) as well as adding it to Terran shipyards, so without the script you will get a readtext error.KELMAR wrote:i'm using this as a fakepatch, but i get a read-text error.
the only thing i can think of is that script file? i didn't put it in my scripts folder because i figured it was only necessary as mod
I tested the ship on my own savegames and didn't have any problems, it added the ship fine and I was able to buy and fly it. I'm guessing something else must be conflicting with it, are you using anything that comes with a new TShips?Mechcondrid wrote: hey i try to start my save game with this ship ive tried the fake patch and as a mod and it crashes my game are there any scripts or anything that conflicts with this?
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are the cat & dat files in the same directory? If not, it'll give you this error. Also helps to make sure the cat & dat files one "the same": don't mix and month on edited cat file with a newly downloaded dat fileMechcondrid wrote:i cant find any conflicts but i did notice the tships text resource for the normandy isnt there is that made with the mod or not also i noticed that when i try to open the tships .pck file in the .cat file it says the cat file has the wrong size or something
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All the turrets on the boreas are backasswards. Using the editor in one of the stickies I opened up the tships and changed the turrets to the correct format (or what I assume is correct). I'm not sure what happened but the front turret got set to a terran rear turret that could only take EMPCs, the right/left turret got set to rear, the rear got set to front, and the top/bottom got set to right/left. I changed them back in about 10 seconds time, having no clue what I was doing, so I'm sure someone who is more experienced with modding x3 could do it even faster.
It's also relatively easy to change the acceleration on the normandy (i agree it was way to slow... i increased it by a factor of 3).
It's also relatively easy to change the acceleration on the normandy (i agree it was way to slow... i increased it by a factor of 3).
I know what happened with the turrets. All my fault, I didn't understand the implications of inserting a new turret into the TCockpits file, I do now and will fix it today.
I'll also look at the acceleration of the ship but I remember setting it to about the same as the Split Dragon in the TShips, which is the fastest accelerating M6.
I'll also look at the acceleration of the ship but I remember setting it to about the same as the Split Dragon in the TShips, which is the fastest accelerating M6.
Just had a gander at your Tcockpits myself and you're right. Note to anyone else trying to mod is ALWAYS add your tfile change to the end of the list!Tenk wrote:I know what happened with the turrets. All my fault, I didn't understand the implications of inserting a new turret into the TCockpits file, I do now and will fix it today.
I'll also look at the acceleration of the ship but I remember setting it to about the same as the Split Dragon in the TShips, which is the fastest accelerating M6.
I've set the acceleration to 13m/s, I didn't want to set it too high since it is still an M6. I checked it against other M6s and it seems ok.tatakau wrote:...noticed right away that this thing has TERRIBLE acceleration. Seriously, Boost Extension is a necessity to get up to speed, but there's really nothing you can do to get this thing to stop.
I've used the same external docking as the Hyperion. I noticed that sometimes it does a little while for a ship to dock but it always seems to get there in the end, I got this too with the Hyperion and don't know how to fix it.tatakau wrote: Also... I tried to get my Chimera to dock to it, but it was having a lot of problems, even with the ship at a complete stop. I had to transport over and use the docking computer.
I've had a look at adding the engine trails and as far as I can tell it means editing the effects file. I've looked at the file but wouldn't know how to go about adding my own effects. I tried sticking trails on from other ships but they match the shape of the engine they were stolen from; I don't know how to change the effects shape.tatakau wrote: edit 2: there aren't any engine trails... I'm using 4x aa, 8x anisotropic, glow, medium textures, high shaders, more dynamic light sources, and ship color variations.
I used the in-game/cinematic model as reference, while it might not be a perfect model of the Normandy, its the most accurate I've seen yet.tatakau wrote: edit 3: maybe I'm wrong, but I looked at some screenshots from mass effect, and i think the dark rectangular engine thingies are a bit too long.
This has been fixed, was an error on my part. Live and learntatakau wrote:The Otas Boreas front turrets are messed up. They seem to have been overwritten with a Terran turret, and can only equip Electromagnetic Plasma Cannons.
Version 1.2 has been uploaded.
I was thinking of making a game start that was the same as the regular Terran start, only you have the Normandy.
If i do, do you want me to upload it?
If i do, do you want me to upload it?
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