[MOD] PSCO1's CockpitMod v1.33 for X3TC v3.1 (update: 13.09.2014)
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is there any way or time to make this compatible with [Superbox] Apricot Merge Mod v2.01. I love to use cockpits for the immersion factor.
if you need more info on this mod check here,
http://forum.egosoft.com/viewtopic.php?t=254322
if you need more info on this mod check here,
http://forum.egosoft.com/viewtopic.php?t=254322
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- Bad Sector
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I got them to work by doing the following:
Put the two files into your X3TC directory. You need to rename them as the last numbered .cat and .dat file in the sequence.
For example: If 09.cat and 09.dat are the last numbered files in your directory then rename the mod files to "10.cat and 10.dat"
Load the game and hit F1 to check out your new cockpit
Put the two files into your X3TC directory. You need to rename them as the last numbered .cat and .dat file in the sequence.
For example: If 09.cat and 09.dat are the last numbered files in your directory then rename the mod files to "10.cat and 10.dat"
Load the game and hit F1 to check out your new cockpit
Deep within the confines of the multiverse... a bad sector is formed.
- Bad Sector
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Where do I install this ?
Sorry to sound dense, but where exactly is the "mods" directory ? I bought X3:TC from Steam and can't find that dir. Also, am I right to understand that the latest version is 2.1 compatible ? Thanks for your efforts, by the way, can't wait to try this out.
PS: Is there any way at all to have crewmen move around on the bigger decks ? Would really add to the atmosphere. I'll be the first to admit, however, that I've no idea how much work that requires, so feel free to flame me
PS: Is there any way at all to have crewmen move around on the bigger decks ? Would really add to the atmosphere. I'll be the first to admit, however, that I've no idea how much work that requires, so feel free to flame me
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nowhere create a new folder in the game installation directory (the one with the "X3TC.exe") and call it "mods" and then place in it the filezSorry to sound dense, but where exactly is the "mods" directory
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
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- Posts: 2972
- Joined: Sun, 18. Jun 06, 13:37
yes, you activate the startup window and then there is a button called "mods" or something similar, you click on it, select the mod (the name is the same of the cat/dat files you placed in the mods folder) ans then click on ok, then start the game as normal.
from that time on the game will load with that mod, to disable it go into the window where you can select the mods and then click on "Original".
from that time on the game will load with that mod, to disable it go into the window where you can select the mods and then click on "Original".
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Thanks a lot, you've been very helpfulsomeone else wrote:yes, you activate the startup window and then there is a button called "mods" or something similar, you click on it, select the mod (the name is the same of the cat/dat files you placed in the mods folder) ans then click on ok, then start the game as normal.
from that time on the game will load with that mod, to disable it go into the window where you can select the mods and then click on "Original".
Great! Love you're work, and how you've adapted the old cockpits to give TC information.
a few problems: 1. the comunication screen tends to 'stick' to the last picture shown on it 2. the terran M3+ cockpit restricts the view a bit too much
a few problems: 1. the comunication screen tends to 'stick' to the last picture shown on it 2. the terran M3+ cockpit restricts the view a bit too much
Last transmission of split military python AE-316:
"Split say...ARRRGG!"
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X3:TC Soundtracks Tutoral
"Split say...ARRRGG!"
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X3:TC Soundtracks Tutoral
great work PSCO1!!!
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First of all great mod it really made the game that more enjoyable.
However there seems to be a problem with at least 2 ships.
The Medusa Prototype and the Jaguar don't seem to have cockpits.
To specify when I start the game as Unholy Traitor or Savage Split the starting ships have no cockpits.
I apologize in advance of you are already aware of this, I didn't read the whole discussion
However there seems to be a problem with at least 2 ships.
The Medusa Prototype and the Jaguar don't seem to have cockpits.
To specify when I start the game as Unholy Traitor or Savage Split the starting ships have no cockpits.
I apologize in advance of you are already aware of this, I didn't read the whole discussion
I'm presently re-merging with BSD v1.1 and found an error:
TShips, Line 125, the cockpit path is defined incorrectly:
You Have
I suggest
Diff
I'll keep an eye out for similar typos going forward.
TShips, Line 125, the cockpit path is defined incorrectly:
You Have
Code: Select all
ships\argon\cockpits\boron_m3_cp_scene
Code: Select all
ships\boron\cockpits\boron_m3_cp_scene
Code: Select all
\ships\argon\
vs
\ships\boron\
Last edited by Alkeena on Thu, 27. Aug 09, 22:14, edited 1 time in total.
TShips, Line 160, Teladi Buzzard Sentinel (Teladi M4 var 3). You seem to have replaced the ship scene with the cockpit scene:
You have
I suggest
Diff
You have
Code: Select all
202;ships\teladi\cockpits\teladi_m4_cp_scene;ships\teladi\cockpits\teladi_m4_cp_scene;43;
Code: Select all
202;ships\teladi\teladi_M4_var3_scene;ships\teladi\cockpits\teladi_m4_cp_scene;43;
Code: Select all
\cockpits\teladi_m4_cp_scene
vs
\teladi_M4_var3_scene