Adds full coverage shield to all big ships
additional information is on nexus page.
http://xrebirth.nexusmods.com/mods/188/?
This mod is mainly intended for other modders to implement this changes in their mods, because i am too busy to support and update it
UPDATE 2
Added shield to all ships that have surface shield generators;
Balanced shield stats.
If found a bug, or ship that is missing shield, post here. Preferrably with screenshots.
Warning: this mod may and will screw up your campaing progress, you just wont be able to easily destroy or harass capital ships.
[MOD] Old style capital shields (full coverage)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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[MOD] Old style capital shields (full coverage)
Last edited by dingutis on Sun, 24. Nov 13, 05:57, edited 4 times in total.
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Hi,
I was working on something similar, but managed to get it wrong - despite my notes while pulling the data apart lol. Things like hull and actual shield points values were straight-forward, but making the coverage greater confused me.
My understanding of how it works is a little wrong I think, I was originally going to attempt to add a NEW shield (more work) to each ship just for the hull, but that would mean major changes, even though it's arguably a "better" solution. As a compromise I decided to pick ONE shield to try to boost it for full coverage, but I screwed up & ended up confusing myself - modding at 2am does that lol.
Can to tell me exactly which bit you changed on an existing shield to make it full coverage please? You code looks similar to mine at a glance, but I've evidently broken something - think I might be best off deleting it and starting from scatch.
I need to update my extracted data for v1.17 anyway, so might as well start again.
Edit: Ah, I think I see what I did wrong. Ok, all my previous bits deleted, I'm starting fresh with v1.17. Going to try a simple change first, rather than everything at once again so I don't break stuff lol. In incidentally, I was using the Taranis as my test ship too - but only cos I have one & it keeps getting beaten down by fighters...
Cheers,
Scoob.
I was working on something similar, but managed to get it wrong - despite my notes while pulling the data apart lol. Things like hull and actual shield points values were straight-forward, but making the coverage greater confused me.
My understanding of how it works is a little wrong I think, I was originally going to attempt to add a NEW shield (more work) to each ship just for the hull, but that would mean major changes, even though it's arguably a "better" solution. As a compromise I decided to pick ONE shield to try to boost it for full coverage, but I screwed up & ended up confusing myself - modding at 2am does that lol.
Can to tell me exactly which bit you changed on an existing shield to make it full coverage please? You code looks similar to mine at a glance, but I've evidently broken something - think I might be best off deleting it and starting from scatch.
I need to update my extracted data for v1.17 anyway, so might as well start again.
Edit: Ah, I think I see what I did wrong. Ok, all my previous bits deleted, I'm starting fresh with v1.17. Going to try a simple change first, rather than everything at once again so I don't break stuff lol. In incidentally, I was using the Taranis as my test ship too - but only cos I have one & it keeps getting beaten down by fighters...
Cheers,
Scoob.
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- Joined: Thu, 27. Feb 03, 22:28
Yeah, I thought I'd done that before, but possibly something else stopped it working.dingutis wrote:Just delete the "group" data on all of the components, thats all. Besides, adding additional shield is a way simplier solution, ill try it.
I've actually got a prototype mod creates a new sheild type, and uses that to replace the one that protects the JumpDrive zone (17 if I remember right) - this shield is just a basic 1gj (old school) at the moment, with a slow recharge and a 30 second recharge delay. However, techinically, you could chose to replace ANY shield on a ship with this new one.
I'm also working on other variations, so I can have a good selection of "hull" shields available. This is basically what I was trying to do originally, but got something wrong. In hind sight I likely should ahve just reviewed my changes after a sleep, but I'd already cleared much of it down lol.
Scoob.
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Hi.
Have a problem with just built ship rahanus (no shields):
[ external image ]
But ships, which have been owned when I added this mod, have shields (and rahanus too):
[ external image ]
Additionally, there are no shields on my first rahanus (which can carry energy and container both) - is it normal?
Also, this is my save file (quicksave):
http://load.samodelkin.name/1KMzEJ
Edit: images was reuploaded
Have a problem with just built ship rahanus (no shields):
[ external image ]
But ships, which have been owned when I added this mod, have shields (and rahanus too):
[ external image ]
Additionally, there are no shields on my first rahanus (which can carry energy and container both) - is it normal?
Also, this is my save file (quicksave):
http://load.samodelkin.name/1KMzEJ
Edit: images was reuploaded
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- Posts: 7
- Joined: Mon, 18. Nov 13, 04:32
rahanas line of freighter ships have "modular" structure and thus, doesnt have any shield generators in the game files, i havent found a way to add shields to them, try this mod:
http://forum.egosoft.com/viewtopic.php?t=354807
http://forum.egosoft.com/viewtopic.php?t=354807
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- Posts: 12
- Joined: Tue, 26. Nov 13, 15:01