[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*

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

User avatar
F.A.B.
Posts: 767
Joined: Fri, 27. Feb 09, 18:47

Post by F.A.B. »

found some new stuff for you...

tships
(349) B_M4_PROTO - current name "Enhanced Mako"
(355) T_M4_ENH - current name "Kite Vanguard" (name id 13401 makes it an "Enhanced Buzzard")
[(371) USC_TS_1 - is not a variant (5)]

tlaser
EMP_1 - current HDmg 1620 (integer)/SDmg 2700 (integer); more than the non-prototype version (i recommend to subtract 1000 from each value to keep them in line)


edit: totally forgot something

tdocks
(44) HUB - current name "Xenon Hub" (name id 16291 makes it the "Gate Hub")
(12) X_EQUIP - current name "Xenon Station" (the real Xenon Hub ;))



so long!
best,
F.A.B.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

tships
(349) B_M4_PROTO - current name "Enhanced Mako"
(355) T_M4_ENH - current name "Kite Vanguard" (name id 13401 makes it an "Enhanced Buzzard")
Going to leave these as is. Not really worth the effort to get the names to match the label.
[(371) USC_TS_1 - is not a variant (5)]
Fixed. This is to keep it in line with how egosoft set up the other ship types.
tlaser
EMP_1 - current HDmg 1620 (integer)/SDmg 2700 (integer); more than the non-prototype version (i recommend to subtract 1000 from each value to keep them in line)
This one I don’t understand. Both Emps use the same tbullet and so both do the exact same damage.
tdocks
(44) HUB - current name "Xenon Hub" (name id 16291 makes it the "Gate Hub")
(12) X_EQUIP - current name "Xenon Station" (the real Xenon Hub )
Both fixed.

Update
Updated mod to work with 2.6
Fixed most of F.A.B. suggestions

Fixed the explosive effect of the Khaak Guardian pointed out by OOZ662

Fixed a script that wasn’t keep certain aldrin stations stocked with shields. You can find the updated install instructions on the main page.

Fixed the noriety on terran missiles and the kris. you will no longer be able to land at any terran station and be able to buy missiles/kris without the proper noriety.

Standardized the cockpit tships cockpit labels. As long as whatever cockpit mod you want to use the standard cockpit labels you’ll be able just drop it into the next numbered position and it’ll work. You’ll just need to either rename or remove the tship file in the cockpit mod.

Here is the updated patch and it needs to be in position 11:
TC update.rar

For those of you wanting to improve your ships survivability I have incorporated Alkeena's Formation collision fix into mine (i had to do some fixes/changes/additions to his mod to work with mine so it would work) . Here is the link to the original link if anyone wants to thank Alkeena for releasing this and all credit goes to him.

Warning
For those of you using slower computers there will be a slight overhead. Which means your game will run a little bit slower. So use at your own risk.
End Warning

For the rest of you here is the updated version which will work with my mod and I suggest it goes into position 12:
Alkeena.rar

I have updated the files for the X2 callback to work with my mod as well. Here is the original link to killerogs thread so you can thank him for releasing so they can continue to update and support this: link
Here is the download link:
X2ModV1.06.rar

I suggest you place it into position 12 unless you are using Alkeena mod above. Then place this one in position 13.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley »

Thank you Draffutt, most appreciated.

I always replace the X-EMP entries with your fixes - maybe they should be incorporated in the X-EMP from the start :roll:

Actually - I can't play without your fixes. When I started playing a month back and entered the Toucan I remembered "Gawd, whats wrong with the cockpit! I am miles above the ship - oh yes, I forgot to install Draffutt's bug fixes."

Cheers!
Projects:
Onhold..... time time....
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

Glad you like :thumb_up:
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
User avatar
F.A.B.
Posts: 767
Joined: Fri, 27. Feb 09, 18:47

Post by F.A.B. »

draffutt wrote:
tlaser
EMP_1 - current HDmg 1620 (integer)/SDmg 2700 (integer); more than the non-prototype version (i recommend to subtract 1000 from each value to keep them in line)
This one I don’t understand. Both Emps use the same tbullet and so both do the exact same damage.
right, vanilla... my mistake! :)
best,
F.A.B.
Mad_CatMk2
Posts: 518
Joined: Sun, 22. Feb 09, 20:13
x4

Post by Mad_CatMk2 »

just a heads up, I think Alkeena's FCF fix is savegame incompatible?
I fly an OWP. What about you?
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

Try this:

Hop into either an M1, M2, or M7 and save your game. then add/load Alkeena's update. restart your game then head to a different sector. After that it should work fine. if not let me know.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
Mad_CatMk2
Posts: 518
Joined: Sun, 22. Feb 09, 20:13
x4

Post by Mad_CatMk2 »

draffutt wrote:Try this:

Hop into either an M1, M2, or M7 and save your game. then add/load Alkeena's update. restart your game then head to a different sector. After that it should work fine. if not let me know.
Was in Titan M2 and saved game. Applied Alkeena's mod and the load game fails with the 'possibly corrupt' error meessage
I fly an OWP. What about you?
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

did you try moving to an almost empty sector?

are you by chance using any other mods?
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
Mad_CatMk2
Posts: 518
Joined: Sun, 22. Feb 09, 20:13
x4

Post by Mad_CatMk2 »

I do have CMOD3 and quite a few scripts installed (Including IR R13, so empty sectors are hard to find).

One thing that could influence it may be SRM? I'm using SRM to get an all inclusive mod (that, I suppose, includes the latest fix of yours). Would that be a problem?
I fly an OWP. What about you?
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

yes if you are using SRM it will be a major problem; as that mod changes a lot of scene files that are not compatible with Alkeena. That mod owner will need to update Alkeena's to work with SRM.

@ Everyone else:

there is a bug in my updated mod. somehow i mislabeled :shock: one of the folders. if you know how and to save you the trouble of redownloading this is what needs to be updated:

objects\stations\stations_scenes

-to-

objects\stations\station_scenes

otherwise just redownload with the corrected fix.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

@Mad_CatMk2

I hadn't intended on releasing this yet as I haven't really had time to test. But you are more then welcome to.

Here is an updated version of Alkeena which includes support for killerog's trail mod which SRM already supports for the most part. I suspect this is what is causing your problems.

Here is the download link:
Alkeena1.rar

Place it after SRM and make sure your in a big ship as this touches every small ship in game. hopefully this will work for you.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
Mad_CatMk2
Posts: 518
Joined: Sun, 22. Feb 09, 20:13
x4

Post by Mad_CatMk2 »

draffutt wrote:@Mad_CatMk2

I hadn't intended on releasing this yet as I haven't really had time to test. But you are more then welcome to.

Here is an updated version of Alkeena which includes support for killerog's trail mod which SRM already supports for the most part. I suspect this is what is causing your problems.

Here is the download link:
Alkeena1.rar

Place it after SRM and make sure your in a big ship as this touches every small ship in game. hopefully this will work for you.
Thank you, I'll try it out.
I fly an OWP. What about you?
User avatar
Familiar
Posts: 244
Joined: Wed, 5. May 10, 09:26
x3tc

Post by Familiar »

draffutt

Thank you for your bug fixing, egosoft owes you a lot :)
They should offer you to join their team :)

I've started a new game only with 2.6, bonus pack, your fix and cmod UI.
Did not try vanilla actually.
Few questions:
Just want to understand - does your mod add engine trails?
in my game mamba or harrier has trails, but argon fighters don't.
Telladi osprey for example has just 1 trail (should be 4 as he has 4 emitters)
Another question - how to make your fixes and this trail mod work together:
http://forum.egosoft.com/viewtopic.php? ... 33#2952533
I like the fact Algoran added extra trails for ship which have many emitters. It looks very unnaturally when some engines make trail and some just glowing.
Can it be implemented in your fixes?

As I understand they are incompatible.
(may be I'm wrong - I'm a player, not a modder)
User avatar
Locksley
Posts: 371
Joined: Fri, 18. Mar 05, 16:26
x3tc

Post by Locksley »

Familiar wrote:draffutt

Thank you for your bug fixing, egosoft owes you a lot :)
They should offer you to join their team :)

I've started a new game only with 2.6, bonus pack, your fix and cmod UI.
Did not try vanilla actually.
Few questions:
Just want to understand - does your mod add engine trails?
in my game mamba or harrier has trails, but argon fighters don't.
Telladi osprey for example has just 1 trail (should be 4 as he has 4 emitters)
Another question - how to make your fixes and this trail mod work together:
http://forum.egosoft.com/viewtopic.php? ... 33#2952533
I like the fact Algoran added extra trails for ship which have many emitters. It looks very unnaturally when some engines make trail and some just glowing.
Can it be implemented in your fixes?

As I understand they are incompatible.
(may be I'm wrong - I'm a player, not a modder)
Without digging through all the files I can atleast say that since the trail mod adds to TShips and Draffutt has fixed some values on those, these changes will be lost as you will have to put engine effects after the fixes (and CMOD if you got that) to make it work.
It is not to hard to make them compatible though - only some time and patience. Need to compare the TShip files in Doubleshadows X3Editor and adjust accordingly. Read Draffutt's fixes to know what values have been changed.
I am interested in both Algorian and Killerog's engine mod, might make a patch myself.

Cheers!
Projects:
Onhold..... time time....
User avatar
Killjaeden
Posts: 5366
Joined: Sun, 3. Sep 06, 18:19
x3tc

Post by Killjaeden »

The gameengine can only render a certain amount of particles / it was limited.
If every ship would have the maxmimum amount of trails the engine cuts of the part that goes over the maximum...
missiles and ships without trails, some with, some trails get disabled/enabled etc.
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
Image
User avatar
Familiar
Posts: 244
Joined: Wed, 5. May 10, 09:26
x3tc

Post by Familiar »

Locksley
I am interested in both Algorian and Killerog's engine mod, might make a patch myself.
I think community will appreciate such a patch :wink:
As for me, I'm too unfamiliar with X3 modding. I'll prefer to make several trade runs in Inamas Zura instead :)

Killjaeden
Depends on how many it can handle. I mean it need testing. I'm far from having 50 fighter in my wing for example...
Anyway fighter trails is not just for aesthetic purpose.
It gives better movement feel in dogfight, I think.
draffutt
Posts: 4293
Joined: Wed, 21. Feb 07, 17:46
x4

Post by draffutt »

Familiar wrote:Just want to understand - does your mod add engine trails?
nope; i just turned on the effects. they are turned off by default
in my game mamba or harrier has trails, but argon fighters don't.
even thou i have turned them on for all small class ships; not all were assigned an effect. you'll need either trail mod to get the full effect (algoran or killerog or the original that started it all fud's)
Telladi osprey for example has just 1 trail (should be 4 as he has 4 emitters)
this mod doesn't add any emitters to any ship. this requires changes to the scene files themselves. if you want those changes you can try my alkeena1.rar i posted above. (warning thou its still not fully tested yet by me) i was trying to make it compatible with killerog's trail mod so you could just drop his in before alkeena's to get the nice engine effects with the proper emitters. all you would need to do is delete the tship contained in his mod so it doesn't overwrite mine.
Another question - how to make your fixes and this trail mod work together:
http://forum.egosoft.com/viewtopic.php? ... 33#2952533
I like the fact Algoran added extra trails for ship which have many emitters. It looks very unnaturally when some engines make trail and some just glowing.
Can it be implemented in your fixes?
as locksley said it is fairly easy. just time consuming
As I understand they are incompatible.
(may be I'm wrong - I'm a player, not a modder)
they are incompatible because of the changes to the tfiles.
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes
User avatar
rxnnxs
Posts: 407
Joined: Sat, 26. Nov 05, 22:30
x3

Thank you very much!

Post by rxnnxs »

I bow down before you! This work was work, do you have a paypal account? If you keep fixing bugs ego is not caring for, maybe you give us an account where we can load some credits off.
User avatar
Familiar
Posts: 244
Joined: Wed, 5. May 10, 09:26
x3tc

Post by Familiar »

Thanks for response.
I took close look to 3 trail mods:

algoran, killerfrog and bounty_hunter66
They all little bit too much... Actuallly before X3 TC I played XTM. Trails in it more accurate and balanced.

And might to say, trails looks better without these mods.
Except lens flares... I like it. It's giving a taste of sci fi

I'll stick to your fix, Cmod Ui, Cmod3 (without tships) and Immersive sector background/illumination

Draffutt can you check telady osprey? may be remove it's lonely 1 trail at all ? :)
And about lens flares - do plan to add / try this (or it's not as intended by ego and you?) Or it will take too much efforts again?

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