KELMAR wrote:
x3tc 2.5
merge mod
combat mod (fakepatch)
Merge mod and Cmod are NOT compatible.
I dont know why textures are missing, but quite frankly, Cmod has so many issues I'd be looking there for the problem first.
If its a BSG ship with the problems, submit the issue to the new thread fixing that mod. Once that mod is finally working properly, it will updated in the merge mod.
i just tried a fresh install with only merge mod installed and i'm still getting those missing peices or textures from killerog's teladi and split ships
the only other possibility is either a weird 64bit problem or cycrows mod manager
Check with killerog in his threads about that. Also, try the latest download of that mod and see if the same thing happens. If it doesnt, then maybe he has updated the ships and the MM doesnt have the latest. If thats so, it can be corrected when he updates the bsg ships for me.
If its a 64 bit issue, thats a different thing again. But check you dont have something important turned off in settings as well.
he says it might be an older version of callback mod thats in MM. i noticed on callback mod's change log, one of the latest ones fixes 'missing textures'.
also, did you change the stats on the callback ships. they are supposed to be cheaper lower quality versions of their x3 counterparts. but in MM they are all the same stats and prices.
Is it possible for you to make the apricot wanderers not argon? Its a big problem for me because i dont like the argons and they dont like me. And i have no interest in changing that. I try not to use the apricot ships because i find a balanced game more fun.
This means that even if its one of my capital ship the wanderers find, my ship gets blasted to spacedust.
I like every other part of this merge mod thoug.
Also it would be awesome if you could make some sort of menu that can disable or enable parts of the mod.
The two most common elements in the universe are Hydrogen and stupidity.
Why does the wanderers become friiendly when i tried changing the argon rep then? What rep class do they use? enemy, neutral, friendly, race 1 or race 2?
The two most common elements in the universe are Hydrogen and stupidity.
Then ask in that thread if they modify friendly race at all, because in my view, they shouldnt. Freindly should always remain freindly to the player unless the player shoots at them.
Maybe it's a noob question... but I can't seem to find any of the ships in any ship yards across the galaxy. I used cycrow's cheat to reveal all sectors and poked around the shipyards (for example, the normady should be showing up in terran ship yards) - but I couldn't find it. I am able to "create" the ship through cycrow's cheat menu, so the mod is installed for sure... but I guess I'm missing some script or something that puts the ships in the right shipyards? Can anyone help me figure it out?
It tried to use the text editor to look through some of the files in the .dat to see if there are parameters used to set where the ships will be sold... but I quickly got lost and didn't know what I was looking for
The ships are being sold from completely new shipyards spread out through the sectors. There is one in Argon Prime, just go around searching for the others.s
The two most common elements in the universe are Hydrogen and stupidity.
Crathes wrote:The ships are being sold from completely new shipyards spread out through the sectors. There is one in Argon Prime, just go around searching for the others.s
Ah I see, that explains why I couldn't find the normandy in any of the (regular) terran ship yards Do you know if it takes a certain amount of time before the new shipyards are set up in the game?
edit: wait I don't see any other "new" shipyards in argon prime...
If you followed the instructions and turned the script editor on, then saved and loaded the save, when you get the message saying the mod was active, then the extra stations should be in the game.
You should be doing 3 saves and loads before you even start looking for anything.
If you got no in game messages, then the scripts must be missing.
apricotslice wrote:If you followed the instructions and turned the script editor on, then saved and loaded the save, when you get the message saying the mod was active, then the extra stations should be in the game.
You should be doing 3 saves and loads before you even start looking for anything.
If you got no in game messages, then the scripts must be missing.
Hmm I remember seeing those alerts after a couple of loads... so the scripts must've run (I see the apricot wanders if that helps...).
Anyway to (safely-ish) force the scripts to re-run?