[MOD] X3TC/AP ITS-PSCO1-Shawn Cockpit MOD V6 - 24.01.2012

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Imp.-
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[MOD] X3TC/AP ITS-PSCO1-Shawn Cockpit MOD V6 - 24.01.2012

Post by Imp.- » Fri, 23. Oct 09, 10:16

Hi All

LAST UPDATE 24.01.2012
Actual Basis-Version 6
Basis-MOD compatibel with all version of X3TC and X3AP
FULL_CP_MOD X3TC compatibel versions: minimum 2.7 - 3.1 or 3.2
FULL_CP_MOD X3AP compatibel version 1.0 or 1.1


- Basis 5 and Patch 52 packed to Basis 6.
* newer and reworked readme (I hope it's easier to understand)
* little Hotfix for X3AP


FULL_CP compatibility for X3TC 3.2 and X3AP 1.1
download the new FULL_CP zip and install the correct FULL_CP version


------------------------------------------------------------------------------------


Release Version 52 for CP Mod (includes 51). Optimezed for X3AP

Release Version 51 for CP Mod. Includes now all reworked teladi CP from PSCO1 CP mod.
(M5-Harrier, M5P Kestrel, M4 Busard, M4P Kite, M3 Falcon, M3P Kea)


Time for a new release. I think very important for english readers is the new and detailed readme in the basis or patch download. But thats not all. look below for all changes and news

------------------------------------------------------------------------------------
New Content Version_51

Teladi
M5 Harrier --> PSCO1 --> Imp (bugfix)
M5P Kestrel --> PSCO1 --> Imp
M4 Busard --> PSCO1 --> Imp
M4P Kite --> PSCO1 --> Imp
M3 Falcon --> PSCO1 --> Imp
M3P Kea --> PSCO1 --> Imp

------------------------------------------------------------------------------------
New Content Version_5

Bridges based on the old ITS-X3-CP-MOD
- Argon M1 Titan
- Argon M2 Colossus
- Argon TL (new scene, diffrent from M1/M2)

complete new bridgemodell for M7 Class in diffrent versions for:
- Argon M7 Cerberus
- Argon M7m Minotaurus
- Argon M7s Greif

Terran
USC M3 cutlass


Teladi
M5 Harrier --> PSCO1 --> Imp

hidden content (to find in folder ITS\CP_turretscenes):
- Terran M3 Scimitar: correct modell with light for backseat right and left
- Terran M3 cutlass : correct modell with light for backseat right and left

other:
correct cameraposition of M3 placeholder CP


DDTC MOD compatibility (DDTC 1.1)
I know this is an favorit Mod. So this version will bring full compatibility. Great thanks to Michael Dan (MD) for his work.
So you don't need the "FULL_CP_MOD" and every ship in DDTC has a CP correct to his shipclass.

------------------------------------------------------------------------------------

Total status:

.............................................................................................
.actual the mod contains 39 diffrent usable CP, and 8 hidden CP.
.............................................................................................


http://www.its-schiffswerft.homepage.t- ... glish.html

Placeholder Cockpits
One CP for each shipclass:
Typ - Origin - workers
M8 - X2 --> PSCO1 --> Imp
M7 - X2 --> PSCO1 --> Imp
M6 - X2 --> Shawn --> Imp
M5 - X2 --> PSCO1 --> Imp
M4 - X2 --> Shawn --> Imp
M3 - X2 --> Shawn --> Imp
M2/M1 - X2 --> Shawn --> Imp
TL - X2 --> PSCO1 --> Imp
TP/TS - X2 --> PSCO1 --> Imp


racespecific Cockpits
Unique Cp for Ships with specific scenes for each subtyp. Have own racespecific displaystyl, textures and mesh.

Typ - Origin - workers

Argonen:
M7m Minotaurus -Imp
M7s Greif - Imp
M7 Cerberus - Imp
M6 Zentauer - Imp
M5 Discoverer Standard - PSCO1 --> Imp
M5 Discoverer Subtypen - Imp
M4 Buster - Imp
M4 Buster Angreifer - PSCO1 --> Imp
M4 Elite - PSCO1 --> Imp
M4 Euros - PSCO1 --> Imp
M4 Solano - PSCO1 --> Imp
M3 Nova - Imp
M3 Eklipse - PSCO1 --> Imp
M2 Colossus - Imp
M1 Titan - Imp
TL Mammuth - Imp
TS/TP/TM Serie - Imp

Boronen:
M5 Oktopus- Imp
M4 Mako - Imp
M3 Barrakuda - Imp
M3 Mobula - Imp


Teladi
M5 Harrier --> PSCO1 --> Imp


Khaak:

M1/M2/M6 - X2 --> PSCO1 --> Imp
M5/M4/M3 - X2 --> PSCO1 --> Imp


Xenon:
M5 - X2 --> PSCO1 --> Imp
M4 - X2 --> PSCO1 --> Imp
M3 - X2 --> PSCO1 --> Imp
M2/M1 - X2 --> PSCO1 --> Imp

Terran:
USC M3 Scimitar --> Imp
USC M3 cutlass --> Imp


hidden Cockpits/Bridges:
they are scenes in the folder: "ITS\CP_turretscenes" They can use in own discretion or skill. I can't not available this CP official, because this mod don't editable the TCockpits file.

ITS_usc_M3_machete_L - left backseat for cutlass - Imp
ITS_usc_M3_machete_R - right backseat for cutlass - Imp
ITS_usc_M3_scimitar_left - left backseat for Scimitar - Imp
ITS_usc_M3_scimitar_right - right backseat for Scimitar - Imp
ITScp_bor_comroom_scene - captainsuite for Boron Wal - Imp
ITScp_bor_HAfloor_scene - Hangarfloor for Boron Wal - Imp
ITScp_WAL_M6_scene - Bridge for Boron Wal - Imp
ITScp_MS_HAfloor_scene - Hangarcontrolroom - Imp


Download, screens and Infos (in german) at my homepage:
http://www.its-schiffswerft.de/


I have 3 Downloadparts

X3TC_CP_Basic - mainpart with all graphical material, an complete reworked file-tree for CP and compatibility to most other mods and version of X3TC

ITS_X3TC_Full_CP - only includes the TShip-file to correct all CP for the file-tree. Only compatibel to X3TC since 2.1. and MOD WITHOUT a TShip. Only with this Update every Shipversion has an unique CP.

PSCO1_no_Info_Radar - This is an extracted part of PSCO1-CP-MOD and disable radar and shipinfo in the main-HUD


Problems with this mod?

Here are some important answer:

The ITS_CP_Basis Mod don't use a own TShip
The Mod are not changing any gameplayfiles to corrupt a savegame. It can simply install and deinstall.


There is only one file that can make problems. That is the animations.txt.
The most mod don't use this file and when the most problems only visual.

To bring the game down to desktop is extremly heavy and rare, but not impossible. I don't no why. I can't it reproduce at time.
But it give many mod, they do many things with X3. Here are some important things they can/must do, to minimize problems.

Things to do before change your modifications:

-Fly in a empty sector with low traffic
-use only one standardship for this fly, that not change by a mod.
-look that nothing of your capital (ships, stations) is in fight.
--> than make a savegame, quit the game and change your modification
Last edited by Imp.- on Tue, 24. Jan 12, 22:32, edited 23 times in total.

Tomonor
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Post by Tomonor » Fri, 23. Oct 09, 12:00

damn, keep up the good work! :o I love the Boron cockpits
Image

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Imp.-
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Post by Imp.- » Sun, 6. Dec 09, 13:19

I have a new version of CP-Mod
Every boronic jet have a spezific cockpit now :-)

M5 Oktopus
M4 Mako
M3 Barrakuda (already exist in Basic_1)
M3P Skate

In the next time I will work on a boronic Bridge for capital shipclass.

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Imp.-
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Post by Imp.- » Thu, 24. Dec 09, 13:46

New Version are upload at my site. For more infos look in my first Thread.

cnecktor
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Post by cnecktor » Thu, 24. Dec 09, 14:20

Looks cool will try it out.

I tried it out but it overrides minimal hud mod. I can't live with the brackets around everything it just take you out of game. I always hated those bracts around every thing if there is a way use this with out losing minimal hud that would be great other wise it looks great but I can't use it like this.

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Imp.-
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Post by Imp.- » Fri, 25. Dec 09, 10:45

cnecktor wrote:Looks cool will try it out.

I tried it out but it overrides minimal hud mod. I can't live with the brackets around everything it just take you out of game. I always hated those bracts around every thing if there is a way use this with out losing minimal hud that would be great other wise it looks great but I can't use it like this.
I work on it. In the next days I will upload the minimal-hud-mod as an other little external mod like my "ITS_X3TC_Full_CP" :-)


greets; Imp.-

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Post by dathion » Sat, 26. Dec 09, 02:39

would you be willing to merge this with DDTC mod :? there are a few of us
who would love to see the cockpits with the new ships. at deadly's mod page
we have been told to ask the cockpit designers that he doesn't mind having
cockpits in his mod he just doesn't want to make them and has no time to make these types of mods compatible.

this is why I thought to ask. hope you had a wonderful Christmas :)

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Post by cnecktor » Sat, 26. Dec 09, 04:13

Cool thanks for considering to add minimal hud also I agree it would be cool to have this mod merge in ddtc.

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Post by surferx » Sat, 26. Dec 09, 05:07

Sorry but what exactly do you do with the second part (ITS_X3TC_Full_CP ) of the mod? rename both to highest cat/dat? I don't understand.
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Post by Imp.- » Sat, 26. Dec 09, 10:46

surferx wrote:Sorry but what exactly do you do with the second part (ITS_X3TC_Full_CP ) of the mod? rename both to highest cat/dat? I don't understand.

First my lines in the first thread here:
ITS_X3TC_Full_CP - only includes the TShip-file to correct all CP for the file-tree. Only compatibel to X3TC since 2.1. and MOD WITHOUT a TShip. Only with this Update every Shipversion has an unique CP.
PSCO1 Mod includes this TShip too, but in an little other version. This file is important to see the correct CP in the right ship. But this file is important too, for many other modification. So I have made it as an little external download. My mod are functional without this mod, but you don't see the correct CP in all Ships.

Every Mod have a *.cat and *.dat. The *.dat file is a compressed file like a *.zip. And many files in it. Look in the X3TC gamefile and you find it. They numbered from 01 to higher numbers. When you using more then one mod then is important the chronological order. The highest number was read first, then the next. Is a TShip in the highest numbered *.cat and *.dat, X3 don't read the other TShips in lower files.
So it's important for my little "ITS_X3TC_Full_CP" -MOD to have the highest number and you don't use an additional Mod in the mod-file. Then the mod in the mod-file have the highest read-priority.

I hope this helps

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Post by Imp.- » Sat, 26. Dec 09, 12:46

Ok I have update my site. I have extract the little No-HUD mod of PSCO1 CP Mod and is ready for download.

It disable the Radar and shipinfo in the main-HUD

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Post by cnecktor » Sat, 26. Dec 09, 17:50

I was talking about this mod to remove the brackets around every object in the game here is a link.

http://forum.egosoft.com/viewtopic.php? ... inimal+hud

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Post by Imp.- » Sat, 26. Dec 09, 18:41

cnecktor wrote:I was talking about this mod to remove the brackets around every object in the game here is a link.

http://forum.egosoft.com/viewtopic.php? ... inimal+hud
Sorry I can't do that the mod is ready for all. many people = different views. And I have limits too.
I have upload this little mod because many displays double on screen, so this little mod is usefull.


And you can use this other mod. I see no problem with my CP-mod.

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Post by e1team » Sat, 26. Dec 09, 19:41

Hmm... for some reason it seems I can't load my savegames after applying your mod. Does your mod requires a new start or am I missing something?
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Post by Sticks » Sat, 26. Dec 09, 19:56

Same problem here. What other mods are you using?

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Post by Killjaeden » Sat, 26. Dec 09, 20:00

Hmm... for some reason it seems I can't load my savegames after applying your mod. Does your mod requires a new start or am I missing something?
ITS changes the Tships... if you use other shipmods you have to merge them! E.g. if you used my Shipexpansion before and installed ITS right after the ships of shipexpansion are missing in the new file and your savegame will not load
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Post by e1team » Sat, 26. Dec 09, 21:00

The only modified TShips I can think of is my own. But only thing I did was to add lense flares. Should I try to load without it?

Edit: It's a no go. I deleted my TShips but still it won't load... :gruebel:
What else do I use? I have some scripts like Marine repairs, The New BBS, Bribe a pilot... I think it's all.

I like Cockpits but not as much as to start a new game, especialy when it's a DiD.
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Post by Imp.- » Sat, 26. Dec 09, 23:24

Problems with this mod?

Here are some important answer:

The ITS_CP_Basis Mod don't use a own TShip
The Mod are not changing any gameplayfiles to corrupt a savegame. It can simply install and deinstall.


There is only one file that can make problems. That is the animations.txt.
The most mod don't use this file and when the most problems only visual.

To bring the game down to desktop is extremly heavy and rare, but not impossible. I don't no why. I can't it reproduce at time.
But it give many mod, they do many things with X3. Here are some important things they can/must do, to minimize problems.

Things to do before change your modifications:

-Fly in a empty sector with low traffic
-use only one standardship for this fly, that not change by a mod.
-look that nothing of your capital (ships, stations) is in fight.
--> than make a savegame, quit the game and change your modification

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Post by e1team » Sat, 26. Dec 09, 23:33

OK will try that, thanks for reply and suggestions...
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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Post by Sticks » Sun, 27. Dec 09, 00:23

Ok, this works fine.

I used a Space Suit in a unpopulated unknown Sector. Thanks for the Advice Imp :)

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