[MOD] Multi-Galaxy-Mod (MG-Mod) [23.02.2011]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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GodsAngel95
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[MOD] Multi-Galaxy-Mod (MG-Mod) [23.02.2011]

Post by GodsAngel95 » Sat, 26. Feb 11, 17:37

[ external image ]

[ external image ]


Preface: This is the translation by GodsAngel. Founder of the mod is TGG. If you have questions, ask them here.
If you saw some spelling or grammar mistakes, please contact me


Introduction

TGG founded this mod to realize some things and to combine other mods. It is a homage to some well-known SciFi-series.

As usual, with this mod you need to create a new start, there is absolutely no compability to Vanilla saves.
  • Multi - Galaxy - Mod - MG-MOD
Thanks to the following persons and external sources:
EGOSOFT for the brilliant X-series in which we can fulfill ourselves. Thanks! :xbtf: :xt: :x2: :x3:


Special thanks to
  • u24j7x5 for "The Yaki conflict" (Part 1 - The Quest), (Part 2 - In Service For Research) and (Part 3 - The Final) and many scripts
  • J.L. for the MultiMod from X3:Reunion and the SG-ship Nexus
  • hawkbs for Battlestar Galactica Ships Version 1.8
  • magrathean monkey for a few SW ships... and a couple of ST ones too - contact by u24j7x5
  • Cadius for X-Tra Ship/Station Pack - Tons of fighters
  • Iifrit Tambuur-san for parts out of the Terra Mod for X3:Reunion and the ancients drones.
  • Imp.- for the ITS-Cockpit-MOD, the ITS moduleshipbase and the boron ship Aquata
  • Kakadu and his team for the Star Wars-Mod
  • markus w for BSG ships and the mini-shipmod
  • Armankessilol for model expansion: new planets and ships
  • Killjaeden for the ship expansion Version 1.7c
  • Gazz for Complex Cleaner / module complex
  • mace24de [Modding-Resource] Race Turrets and for some ship models
  • schorsch-1983 for his ship collection
  • XDV_3195 for parts from Homeworld 2 mod 5 and new ships
  • Chaber and his team for the ATF TL out of the New Worlds-Mod
  • Lc4Hunter for his models and content for X3
  • X2-Illuminatus for his support behind the scenes
  • Jorkin for providing his ship collection
  • Crip67 for more ship models
  • Pion for cleaning up the 00749.bod
  • SuperVegeta for his scripts
  • Noriko Minako for the gate- and station bodies
  • and to the XSP database
Current members:
  • mace24de - ship modding
  • u24j7x5 - scripts
  • VIDAR1 - testing
  • knieschuss - testing
  • slyverxxl - testing
  • Darya - translation
  • GodsAngel95 - translation and english board
  • TGG - a bit of everything
Installation:

Compatible only to Vanilla 3.0 and higher.


Manual

The begin with the mod it is necessary to begin a new game. There is no compatibility to Vanilla saves.

It is at all costs necessary to remove all other mods and scripts before installing MG-Mod!
If you got more than 01.cat-13.cat, you didn't remove everything else.
Afterwards, copy the 14.cat-17.cat (and the update 18.cat) in the X3: Terran Conflict root folder.
Copy the contents of the scripts folder into the "X3 Terran Conflict/scripts/" and do the same with the contents of the "t" folder and the "loadscr" folder.
After this, copy the whole "director" folder into the X3: Terran Conflict root folder.

Complete:
full version MG 3.6 (old saves from Version 2.5 and 2.6 should be compatible, please note the installation guide)

Additional Content
  • Aldrin Expansion files (view the hints)
  • File for players who want to get rid of the cockpits
Download Instructions:

New download link:

[ external image ] (mediafire.com)
Link

Outdated links:
  • open www.mydrive.ch
  • login with this account:
    • username: Gast@X3TGGMG
      password: GastMGM30
  • Open the "MG-Mod" folder
  • In this folder, click the file you want to dowload. Alternatively check one ore more checkboxes and click the download button in the upper left corner.
  • The download window opens.
Hints
  • Do not install the Aldrin Expansion files unless you want to play the Aldrin Expansion. Do NOT install this files at a new game start.
  • After having played the Aldrin Expansion plot, remove the files.
  • You must not build any factories during the Aldrin Expansion !
Watch out!

I don not guarantee for life and limb of your computer!

As u24j7x5 wrote:
It is generally recommended to backup your last save before using a mod.
There is no guarantee that your save is compatible after an offical Update or Patch by Egosoft. Even CTD cannot be excluded.
We warned you!


Bugs
  • jumping to some sectors can take ages (reason is not known), but the game does not crash
  • some ship textures are incorrect due to my lack of competence
  • the already known bugs of the Yaki conflict
  • you cannot dock at some stations in the new sectors, the game keeps crashing on trying this. Just dock at another station (reason is not known)
  • in alliance territory, always have a salvage insurance with you!
  • It sometimes can happen that some textures seem to be incorrect due to overload of some devices
  • In the BSG plot, it is necessary to follow the Galactica immediately. If you haven't done so and the BSG fleet killed all enemies without you, the plot freezes (not the game!)
  • Since version 3.4 there are problems docking to three boron stations, being the Boron Trading Station, Boron Military Base and Boron Dock. This applies to some ships. Test for yourself which ships can't dock to these stations. (reason unknown)
  • Some ships (likely the Orca and the Nemesis) have no hull (only visibly). (reason not known)
If you have any idea how to solve these bugs, please post it!

Hints for playing
  • In sectors of the alliance and the federation, always have a salvage insurance with you (docking problems!), a safe possibility to dock is a shipyard.
  • I recommend to play the boron plot first and after this the Yaki conflict, due to the fact that it is best to install the headquarter out of the Yaki conflict as last one.
    Why? Because the Yaki conflict-HQ can eg. obtain blueprints of factories and produce them and much more.
Support
The support for the English version of the mod is done by GodsAngel.
Please report bugs, forgotten translations in this topic.
This topic also serves as discussion topic and if you have questions, just ask them here.


Request

Whoever wants to have his ships included in this mod can contact GodsAngel via PM.
Still searching for scripters, modders, testers and story-tellers for the MS stories



FAQ:
  • No FAQ at the moment


Version History:

Version 3.6
  • new full version
  • Begun to fix docking problems on boron stations
  • Capital ships are no more buyable
  • Added new ships from Jorkin's ship collection
  • Updated objects by Cadius - X-Tra Ship/Station Pack
  • Added objects by Cadius - X-Tra Ship/Station Pack
  • Added new ships:
    • Argon Saiien III
    • ATF Advontias
    • ATF Dangerous
    • ATF Invulnerable
    • ATF Montabaur
    • ATF Snotra
    • Boron Hydra Sentinel
    • Kha'ak Ahriman
    • Kha'ak Ifrit
    • Kha'ak Incubus
    • Kha'ak Litith
    • Kha'ak Rakshasa
    • Pirate Medium OWP
    • Pirate Magirus
    • Pirate Neckars
    • Pirate Tessag
    • Pirate Ruffon
    • Neutral Conestaga
    • Neutral Liberty
    • Neutral Nuubion
    • Split Adder
    • Split Acinonyx
    • Split Anaconda
    • Teladi Talon
    • Teladi Tern
  • Update for ships without cockpit
Version 3.4
  • Update
  • Added some new ships
  • Changed the boron texture slightly
  • u24j7x5 fixed bugs in the Yaki Conflict plot, in the mission "In Service of Science" and in "The Final"
  • Fixed bug at the Alliance Mini-Mission
  • You don't need to change your name to "Thereshallbewings" anymore, modified-flag is set automatically
  • Fixed gate and station collisions in "Andoria"
  • Stations owned by the Federation now have the race "Federation"
  • Overhaul of Boron Shipyard, Military Bases and Ausrüstungsdock
  • Fixed docking failures at the "Andromeda"
  • Fixed the missing docks at the "Hippolytos"
  • Added new ships oft the "Jorkin" ship collection
  • New Goner Superhauler
  • Two new Mini-Missions

Version 3.2
  • Update
  • Mod adapted for Vanilla Version 3.1
  • Fixed problem with building stations.
  • Updated CC by Gazz
  • Fixed bug with invisible ship bodies
  • Fixed engine beam of Calactica
  • Changed some bodies of boron stations
  • Changed argon shipyard
  • Finished English translation
  • Changed start conditions for Androm-Mission.
  • Changed start conditions for BSG Battlastar Galactica - Changed mission.
  • Changed start conditions for Kyle Brennen´s Vermächtnis - Changed mission.
Full Version 3.0
  • new Full Version 3.0
  • General changes:
    • Implemented the ITS-Cockpit-Mod by "Imp,-". Therefore, no more external cockpits are neccesary.
    • Implemented the ITS module ship base by "Imp,-" (implemented, but not yet activated)
    • Updated X-Tra Ship/Station Pack by "Cadius"
    • Implemented BSG ships and some more by "markus w"
    • Implemented model expansion: new ships and plantes by "Armankessilol"
    • Implemented Star Wars-Mod for X3TC by „Kakadu“ and his team
    • Implemented big gates and station bodies by "Noriko Minako"
    • Implemented new docking clamps by "mace24de"
    • Implemented new ships by "mace24de"
    • Implemented new ships and stations by "Lc4Hunter" (implemented, but not yet activated)
    • Implemented drones by "Iifrit Tambuur-san"
    • Implemented new ship (the Nexus) by "J.L."
    • Implemented new ship (the Hulk) from the "New Worlds" mod by "Chaber" and his team
  • specific changes:
    • The com range is extended from 25,000 to 50,000
    • The transporter range is extended from 5,000 to 8,000
    • Range of Duplex scanner extended from 10,000,000 to 12,000,000
    • Range of Triplex scanner extended from 15,000,000 to 17,000,000
    • New jump gates have been installed so that the federation sectors and the Star-Wars sectors are now accesable
    • The turret cockpits had been completely changed
    • The race-weapon assignment has been revised
    • Reassigned missile subtypes
  • New missile is activated:
    • the ancients drone
  • New weapons are activated:
    • Spare Laser 1,
    • Spare Laser 2,
    • Phased Array Laser Cannon
    • Plasma Beam Cannon
    • Tri-Beam Cannon
    • Fusion Beam Cannon
    • Auto Cannon
    • Beam Turret
    • Heavy Laser Turret
  • New wares are activated:
    • Biological Micro-Organisms
    • Fish
    • Seed
    • Fruit
    • Vegetables
    • Food Rations
    • Black Crystal
    • Plutonium
    • Nividium
  • New factories were activated:
    • Some shipyards
    • Argon Plasma Beam Cannon Forge
    • Federation Crystal Fab
    • Federation Silicon Mine
    • Federation Ore Mine
    • Federation Medium Weapons Complex
    • Federation Heavy Weapons Complex
    • Federation Heavy Shield Complex
    • Federation Food Production Base
    • Federation Nature Habitat Base
    • Federation Solar Power Plant
    • Neutral Terracorp Nividium Mine
    • Neutral Equipment Dock
    • Paranid Paranid Nividium Processing Plant
    • Paranid Tri-Beam Cannon Forge
    • Split Phased Array Laser Cannon Forge
    • USC Fusion Beam Cannon Forge
    • USC HQ
    • Xenon Heavy Shield Complex
    • Xenon Heavy Weapons Complex
    • Xenon Solar Power Plant
    • Xenon Silicon Mine
    • Xenon Ore Mine
  • Every Race got new turrets
  • Fixed many ship bugs
  • New ships were activated
    • Argonen Tradizion
    • Argonen Cyclops
    • Argonen Quasar
    • ATF Walhalla XL is replacing Leviathan XL
    • ATF Norns
    • ATF Kvasir
    • ATF Aegir Raider
    • ATF Tyr Raider
    • ATF Hoppes
    • ATF Floreno
    • ATF Walhalla Raider
    • Boronen Schwere Hydra Sentinel
    • Boronen Aquata
    • Boronen Forseti
    • Kha'ak Frigate Sentinel
    • Kha'ak Frigate Vanguard
    • Neutral Mistral
    • Neutral Ariadne Super Freighter
    • Neutral KOL
    • Neutral YT-2400 Slave Transport
    • Neutral A-Wing Raider
    • Neutral B-Wing
    • Neutral B-Wing Raider
    • Neutral E-Wing Raider
    • Neutral E-Wing Vanguard
    • Neutral E-Wing Sentinel
    • Neutral X-Wing Sentinel
    • Neutral Y-Wing Vanguard
    • Neutral Y-Wing Sentinel
    • Neutral V-Wing
    • Neutral Fighter Transporter
    • Neutral Fighter Transporter XL
    • Neutral T-47's „Snowspeeder“
    • Neutral Quasar-Fire – Träger
    • Neutral Liberator – Kreuzer
    • Neutral Nebula – Sternenzerstörer
    • Neutral Medium Gallofree-Transporter
    • Neutral Action-VI
    • Neutral Dreadnought Freighter
    • Neutral HLAF-500
    • Neutral Ebon Hawk
    • Neutral Corellianische Corvette
    • Neutral Bothanischer Angriffs-Kreuzer
    • Neutral TIE-Spacefighter
    • Neutral Tie-Intercopter Raider
    • Neutral Tie-Advanced Raider
    • Neutral Tie-Bomber
    • Neutral Tie-Defender Sentinel
    • Neutral Tie/D
    • Neutral Acclamator Cruiser
    • Neutral Interdictor Cruiser
    • Neutral Imperial – II Sternenzerstörer Sentinel
    • Neutral Super Star Destroyer XL
    • Neutral Eclipses
    • Neutral ARC-170
    • Neutral ARC-170 Vanguard
    • Neutral Delta-7 „Aethersprite“
    • Neutral Imperial – III Sternenzerstörer
    • Neutral Endurance – Fleet Carrier
    • Neutral Rejuvenator – Star Destroyer
    • Neutral Rejuvenator – Star Destroyer Vanguard
    • Neutral Raven's Claw
    • Neutral Imperial Escort Carrier
    • Neutral Nebulon-B
    • Neutral Galatira Sentinel
    • Paranid Demeter Extended
    • Paranid Heavy Nemesis Sentinel
    • Paranid Patroclus
    • Pirate Marauder
    • Pirate Claw Fighter
    • Pirate Gallat – Cruiser Vanguard
    • Pirate Gallat – Cruiser Sentinel
    • Split Cougar Vanguard
    • Split Cougar Raider
    • Split Drake
    • Split Tiger Sentinel
    • Split Panther Sentinel
    • Split Elephant Military Transport
    • Split Raptor Sentinel
    • Split Python Sentinel
    • Split Blindschleiche
    • Teladi Heavy Osprey Sentinel
    • Teladi Dreadnought
    • Teladi Raven
    • Teladi Megalodon Freighter
    • Teladi Cormorant
    • Teladi Vulture XL
    • Teladi Pteranodon
    • Teladi Pharm
    • USC Nexus
    • USC Comet
    • USC BSG Battlestar CD 73
    • USC BSG Battlestar CD 74
    • USC BSG Battlestar CC 75 Vanguard
    • USC BSG Colonial Viper MK II Freighter
    • USC BSG Colonial Viper MK II Sentinel
    • USC BSG Colonial Viper MK II Vanguard
    • USC BSG Colonial Viper MK III Vanguard
    • USC BSG Colonial Viper MK IV
    • USC BSG Colonial Viper MK IV Sentinel
    • USC BSG Colonial Viper MK I
    • USC BSG Colonial Viper MK I Sentinel
    • USC BSG Valkyrie CD 75
    • USC Nagoya
    • USC Small OWP
    • USC Large OWP
    • USC Gauntlet
    • USC Cyclops
    • USC Paracet
    • USC Seraphim
    • USC Conkept
    • Xenon K Sentinel
    • Xenon J Sentinel
    • Xenon PX Sentinel
    • Xenon R
    • Xenon Z
    • Xenon BSG Cylon Raider MK 1 XL
    • Xenon BSG Cylon Raider MK 1 Raider
    • Xenon BSG Heavy Cylon Raider MK3
    • Xenon H Freighter
    • Xenon Y
    • Xenon S Vanguard
    • Yaki Europasco
    • Yaki Firespray
    • Yaki Battle Dragon
    • Yaki Miy'til
  • bodies changed for these ships:
    • Allianz Moonbaker
    • ATF Odin
    • ATF Tyr
    • ATF Thor
    • ATF Fenrir
    • ATF Mjöllnir
    • ATF Walküre
    • ATF Walhalla
    • Boronen Marlin
    • Feinde Schatten Träger
    • Feinde Schatten Zerstörer
    • Feinde Schatten Bomber
    • Feinde Schatten Jäger
    • Feinde Schatten Scout
    • Feinde Schatten Scout XL
    • Kha'ak Träger
    • Kha'ak Zerstörer
    • Split Schwerer Drache
    • Split Bentus
    • Yaki Susanowa
    • Yaki Tenjin
    • Yaki Tonbo
    • Yaki Fujin
    • Yaki Shuri
    • Yaki Akurei Frachter
  • Changed bodies for this stations:
    • Boron Shipyard
    • Split Shipyard
  • Teladian Capital ships now got engine beams
  • Split Capital ships now got engine beams
  • USC Capital ships now got engine beams
  • Xenon Capital ships now got engine beams
  • New weapon sounds
  • New weapon bodies
  • New engine sounds
  • Some ships can be used as flying shipyards
  • Missions translated to English, so the mod now is available in English too
Version 2.6.4
  • Update
  • Mod adapted to Vanilla 3.0.
Version 2.6.2
  • Update
  • New content added: ship expansion V1.7c by Killjaeden
  • Changed Turrets for some ships
  • Fixed bug in the Alliance/Pirates mission
Version 2.6.1
  • Update
  • Added TL command: Unbuild station by SuperVegeta
  • Fixed bug in TFactories, thanks to SuperVegeta. CC complexes should be working now. If you have a CC-generated complex, use a save older than V2.6
  • New Split Super Ship by mace24de
  • New Teladian Military Base
  • New body for Split Equipment Dock
  • New body for Argon Military Outpost
Full Version 2.6
  • new Full Version 2.6
  • Added objects from Homeworld 2 mod by XDV_3195
  • Added objects from X-Tra Ship/Station Pack - Tons of fighters by Cadius
  • Activated some objects which were inclueded but disabled
  • BSG Battlastar Galactica mission
  • Kyle Brennans Liability - The first three parts
  • Fixed many small bugs
Version 2.5.6
  • Update
  • The mod is now compatible to ITS-Cockpit-MOD V5, thanks to Imp.-
  • Fixed many small bugs
  • Some new ships
Full Version 2.5.4
  • new Full Version 2.5.4
  • Overhauled up to 80% of ship bugs, thanks to VIDAR1
  • Added new ships by mace24de
  • Added new ships by Crip67 (overhauled by mace24de)
  • Added new ships by Lc4Hunter (overhauled by mace24de)
Version 2.5.2
  • Update
  • Fixed Critical bug
Full Version 2.5
  • new Full Version 2.5
  • LODs and .bods overhauled by mace24de for performance reasons
  • Some gates spawned ships the wrong way around - Fixed
  • Gate was target of two other gates - Fixed
  • Gate collided with planet - Moved planet
  • Gate was blocked by Asteroids - Fixed
  • Even more sectors added
  • Overhauled some ships
  • Added some ships by mace24de
  • Added Yaki start
  • Added Alliance Trader start
  • Fixed bugs in the Aldrin missions
  • Added ship collection V1.0 by schorsch-1983
  • Added Androm mission
  • Added Alliance mini-mission
  • Added dummys to shipyards
  • Overhauled all Alliance factories and docks due to docking failure
Version 2.3.4
  • Update
  • Removed buggy ship
Full Version 2.3
  • new Full Version 2.3
  • more scripts and MDs
  • added more ships
Version 2.2
  • Update
  • Fixed bug in Part 3 of the Yaki conflict-mission
Version 2.0
  • Update
  • Updated "WareTemplate.xml"
  • Changed docking bays at the Alliance shipyards
Version 1.7
  • Update
  • general improvement
Version 1.5
  • Update
  • Fixed critical bug in the Earth sector, moved Catapult
Version 1.3
  • Update
  • Added Part 3 of the Yaki conflict-missions
  • Fixed some textural bugs
Full Version 1.0 Release
  • Full Version
  • ca. 220 new sectors
  • ca. 290 new ships
  • ca. 110 new factories
  • ca. 40 new docks
  • ca. 7 new wares
  • 2 new races (Alliance and Federation)
  • new star background
  • Added a shield to every ship, increased size of cargo bay by 10%

Edit: added alternative download link. X2-Illuminatus
Last edited by GodsAngel95 on Tue, 10. May 11, 08:34, edited 16 times in total.

NewWorlds
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GodsAngel95
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Post by GodsAngel95 » Sat, 26. Feb 11, 17:37

Gallery Overview


Videos
  • Trailer 01 X3:TC MG-MOD - The Alliance
  • Trailer 02 X3:TC MG-MOD - additional Terran ships in the mod

Pictuers

Picture galleries will be updated soon.



Mission Overview


The Yaki Conflict (Part 1 - The Quest), (Part 2 - In Service For Research) and (Part 3 - The Final)
  • Hint: Begin this mission after the Boron HQ mission
Part 1 - Conditions:
  • ATF System Access: Earth
  • Paranid rank: 8 at min. 50%
  • Enough credits (36,000,000)
Part 2 - Conditions:
  • Player is in possession of a Hel M0 (usually the Yorktown)
  • Paranid rank min. 8
  • ATF System Acces: Research Access
  • minimum 20,000,000 credits
Part 3 - Conditions:
  • Finished part 2


Androm Gate-Align-Mission

Conditions:
  • Argon rank minimum 8
  • You are in an Argon sector
  • min. 2,000,000 credits
  • Successfully finished the "Yaki conflict"


Alliance/Pirates mini-mission

Conditions:
  • You are in Dannas chance or Dannas End
  • minimum 40,000,000 credits


BSG Bettlastar Galactica - Mission

Conditions:
  • Terran rank minimum 9
  • You are in a Terran sector
  • Successfully finished the "Yaki conflict"


Kyle Brennans Liability - The First Three Parts

Conditions:
  • Terran rank minimum 9
  • You are in a Terran sector
  • Successfully finished the "Yaki conflict"
Last edited by GodsAngel95 on Sat, 26. Feb 11, 18:46, edited 5 times in total.

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Post by GodsAngel95 » Sat, 26. Feb 11, 17:37

Hi everybody,
the new Full Version 3.0 is released.

You can use your old savegame. It would be best if you fly to an unknown sector and exit your ship, send it away and then save (Salvage Insurance needed!)
Afterwards, quit the game, install the new Version and reload your save. To activate all the changes, you have to visit Kingdoms End. (Note that there will be no message)

What changed with Version 3.0?
Just look at the Version history included in the first post of this topic. ;-)
Last edited by GodsAngel95 on Sat, 26. Feb 11, 18:31, edited 2 times in total.

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Post by GodsAngel95 » Sat, 26. Feb 11, 17:38

*reserved*

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Post by GodsAngel95 » Sat, 26. Feb 11, 18:33

Opened.

This topic also serves for discussion and asking questions. Feel free to post.

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Tomonor
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Post by Tomonor » Sat, 26. Feb 11, 18:50

MultiGalaxy mod for the english community? I'm amazed. :o
Image

GodsAngel95
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Post by GodsAngel95 » Sat, 26. Feb 11, 18:53

Nice.

The mod translation was finished 2 weeks ago, I think.
And now I finished the translation of the board topics, so there we are :D

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karabAs
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Post by karabAs » Sat, 26. Feb 11, 20:48

@GodsAngel95:

Wanted to try this MOD for a long time...

Finally! Thank you very very much! :)

Darya
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x3

Post by Darya » Sun, 27. Feb 11, 14:36

hello everybody.

if anyone finds mistakes in the translation or the vocabulary, please post or pm, so it can be fixed.

finally mg mod in english... i've been waiting quite a while for that.
Es gibt Tage, da gelingt uns alles... keine Sorge, das geht vorbei.

DarthVain
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Post by DarthVain » Mon, 28. Feb 11, 02:54

I'm eagerly looking forward to installing this mod and trying it out.

I had to uninstall than reinstall X3 because I didn't know what was installed anymore so best to start from fresh.

Anyway, I have the Steam version and all is finally downloaded.
Another one bites the dust!!

DarthVain

GodsAngel95
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Post by GodsAngel95 » Mon, 28. Feb 11, 10:23

DarthVain wrote:
I had to uninstall than reinstall X3 because I didn't know what was installed anymore so best to start from fresh.
You can avoid that with a clean backup :)

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Post by DarthVain » Mon, 28. Feb 11, 12:58

Working great so far except for trying to use [SCRIPT]Advanced HyperDrive(AHD) v2.0 by Loky77. This script will not work and would be great if you can look at it and make it compatible. What happens is that neither a save game nor a new game will load.
Another one bites the dust!!

DarthVain

GodsAngel95
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Post by GodsAngel95 » Mon, 28. Feb 11, 13:05

If you use this script and try to load/start a game, what happens? And it would be nice if you add a link to the script topic :-)

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Post by DarthVain » Mon, 28. Feb 11, 13:19

GodsAngel95 wrote:If you use this script and try to load/start a game, what happens? And it would be nice if you add a link to the script topic :-)
Thanks, Link is Here

What happens is X3-TC freezes on both loading and new game. seems to go into a loop.
Another one bites the dust!!

DarthVain

GodsAngel95
Posts: 184
Joined: Tue, 28. Sep 10, 19:48
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Post by GodsAngel95 » Mon, 28. Feb 11, 13:24

Okay, we'll look for that.

But remember:

We do not guarantee compability to other mods and scripts. If there is a simple solution, we'll tell.

NewWorlds
- Modmember DE - EN
MG-Mod - Modmember DE - EN

GodsAngel95
Posts: 184
Joined: Tue, 28. Sep 10, 19:48
x3tc

Post by GodsAngel95 » Mon, 28. Feb 11, 16:08

[BUG] - Advanced Hyper Drive

We got results now:
The AHD is installed by Plugin Manager.
Many mods and scripts are not compatible to the MG mod.
And the Plugin manager in fact is - a mod not compatible to MG mod.

Due to that, no mod installed by Plugin Manager will work.
You could take the data for the AHD and make it fit to MG manually, if you are dependend on it.
But I warn you: That will be work. Much work.

GodsAngel

NewWorlds
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MG-Mod - Modmember DE - EN

karabAs
Posts: 97
Joined: Sun, 7. Dec 03, 01:58
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Post by karabAs » Mon, 28. Feb 11, 23:21

DarthVain wrote:Working great so far except for trying to use [SCRIPT]Advanced HyperDrive(AHD) v2.0 by Loky77. This script will not work and would be great if you can look at it and make it compatible. What happens is that neither a save game nor a new game will load.

Actually, I did get it to work...

AHD requires Community Plugin Configuration to work properly. You have to extract spk into the folders first, and then just copy them manually to the MGM main folder. Do the same to AHD's spk. Then copy "s", "scripts", and "t" folders into MGM main folder. DO NOT copy "types" folder from AHD, instead open TwareT.txt inside that folder with X3 Editor, note the price for all three devises (77, 78 and 79) and change the price in original file, then save it as TwareT.txt in "types" folder in main MGM installation. If not change the price, its gonna cost you millions...

That works for me. Oh, and I installed Marine Repairs script the same way.

Hope that helps.

DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain » Tue, 1. Mar 11, 05:04

karabAs wrote:Actually, I did get it to work...

AHD requires Community Plugin Configuration to work properly. You have to extract spk into the folders first, and then just copy them manually to the MGM main folder. Do the same to AHD's spk. Then copy "s", "scripts", and "t" folders into MGM main folder. DO NOT copy "types" folder from AHD, instead open TwareT.txt inside that folder with X3 Editor, note the price for all three devises (77, 78 and 79) and change the price in original file, then save it as TwareT.txt in "types" folder in main MGM installation. If not change the price, its gonna cost you millions...

That works for me. Oh, and I installed Marine Repairs script the same way.

Hope that helps.
Tried the manual approach but no such luck :(
Another one bites the dust!!

DarthVain

karabAs
Posts: 97
Joined: Sun, 7. Dec 03, 01:58
x3tc

Post by karabAs » Tue, 1. Mar 11, 07:14

@DarthVain

Download this:
http://rapidshare.com/files/450362553/C ... g_1.41.rar

and this:
http://rapidshare.com/files/450362627/A ... ve_2.0.rar

1. Unrar both files into your MGM main directory.
2. Delete TWareT.txt file in MGM's "types" folder (I forgot this).
3. Have fun!

If you want their original prices:
1. Open TWareT (original MGM's) in X3 Editor and find positions 77-79:
#77 - Quantum Hyperbolic Drive
#78 - Singularity Slope...
#79 - Singularity Projector
2. Now change "Relative value" and "Relative value (player)" to their original values from AHD:
#77 - 1389
#78 - 65735
#79 - 638508
4. Now [save as] TWareT.txt into "types" folder.
5. Enjoy!

When you start a new game you should receive a message (actually two) about AHD installed.

DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain » Tue, 1. Mar 11, 08:14

Much appreciated karabAs

Working now and with saved game.

Looks amazing when my Imperial fleet from Star Wars including the Super Star Destroyer as my flagship jump into another sector 8)
Another one bites the dust!!

DarthVain

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