my offset
<position x="-3.10" y="1.95" z="-0.55"/>
x -3.10 is just left of the nose of my ship
y 1.95 is above the nose because you dont want it inside of the ship
z -0.55 is to make sure it not at the tip of the nose of the ship
this should make it right at the cockpit of the foltor raider model
z = 0 means its right at the tip of the nose
while the pivot fix's z= 19 is as at the picture i shown, way too far
you dont believe me? give the 'tag laucher' the same offset as the pivot fix then look at 3rd person view
the 'current pivot' you shown me is just right because ren otani is at the left side of the ship while yisha is at the right
EDIT: you can just put x=0 so it would be at the center if it really bothers you, my mod's files isnt a cat/dat
you should see the whole picture, not just a small part of it. i have moved all Components of the Skunk by exactly the same vector, so relative positions stay the same, just the pivot moves. if you only use the changed CP coordinates and not move the other parts its obvious that the CP ends up outside of the Ship
PS hint: there is an xsl file inside this Mod which was used to generate the related diff file - it should also work for other Variants of the Skunk if you want to move it by a diffrent vector made it simply changeable because i wasnt sure if my initial vector really fits or if i would have to do it over..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
so what you did is, made the ship cockpit offset into z19 then made the cockpit components z-19?? wouldnt that make it back to z=0??
anyway im playing MGS and my mod is not a cat/dat so he could just change the offset to yours
and if i did a compatibility patch just for your pivot fix, what about those who doesnt have that mod installed? the cockpit would be way to far without your mod
EDIT: btw you got sreanshots of your mod from the inside? what does it look like?
Hello, xrook. First of all, cool mod, I like it very much. But, well, I have found incompatibility with Exploration Software - I can buy software, but it doesn't appear in Skunk upgrades menu, and I cannot use it
There's rebirth.log
Well, when I realised, that I can't install software, I tried to disable some mods, and with disabled Skunk Overhaul it works. Thanks for your help
your log is filled with errors, cannot match files and so on... can i suggest a clean install of mods and choose only the ones thats up to date? even your teladi outpost DLC shows a 'cannot match file' error
Oh, I dont't really understand when reading this log=( But most mods I installed are in this list, and only few are not, but I tested them before starting new serious playthrough.
But I'll try to redownload some mods (2 or 3 of them have my own corrections, and maybe I broke something).
And what does it mean - "they are not cued"?=)
Sorry for bad English
Oh, it means, I'm an idiot. Sorry for worrying you. Will look for troubles on my side. Thanks for your help again
Well, it's strange, but I started new game, and software works good. Strange, because previous save was new game with all these mods too
the 'current pivot' you shown me is just right because ren otani is at the left side of the ship while yisha is at the right
Sorry for the late answer,
The difference between the Skunk and the Foltor Raider model is that the foltor is symetrical and its cockpit is right at the center. The Skunk is asymetrical with its cockpit on the right side of the ship not at the center and it's why the default pivot goes right through the player's seat whose on the left side of the cockpit.[/quote]
xrook wrote:my mod is not a cat/dat so he could just change the offset to yours
and if i did a compatibility patch just for your pivot fix, what about those who doesnt have that mod installed? the cockpit would be way to far without your mod
It works with 4.0 and Hol. It's one of my favourite mods .
The idea of limiting the number of weapons (2) makes this game more realistic.
But i have one question: where can i find Plasma Cannon mk3?
Thank you in advance
dan92d wrote:It works with 4.0 and Hol. It's one of my favourite mods .
The idea of limiting the number of weapons (2) makes this game more realistic.
But i have one question: where can i find Plasma Cannon mk3?
Thank you in advance
P.S. can you put this mod on steam workshop?
im playing path of exile atm, i believe i made it a random chance to be sold after you finish the mission where you will obtain your first plasma cannon
How to replicate:
When visiting a Mechanic immediately at gamestart (before doing anything else), using a NEW gamestart (Aspiring Merchant) in freeplay sandbox mode.
Go talk to the Mechanic first thing and try to buy the inertial hammer MK I. Game does not crash, but the NPC speech GUI disappears and you are left with the option only to exit the game.
Solution:
Ok, this is due to the fact (I think) that the game engine has not set up everything yet in the background. You can avoid this by waiting like 5 minutes before buying weapons / engines / shields to upgrade your ship. Hope this helps.
Nothing really the modder can do about this.
Last edited by dertien on Fri, 24. Jun 16, 22:00, edited 3 times in total.
dan92d wrote:It works with 4.0 and Hol. It's one of my favourite mods .
The idea of limiting the number of weapons (2) makes this game more realistic.
But i have one question: where can i find Plasma Cannon mk3?
Thank you in advance
P.S. can you put this mod on steam workshop?
I found the plasma cannon MK3 for sale in sandbox mode. Here is a screenshot:
Start 'Aspiring Merchant' in sandbox mode, sell the ship you are given at gamestart at the L shipyard in the same system. Go visit the Mechanic at the Shipyard there (locate him/her by plotting course through the GUI, or asking where can I find you ) using the talk gui.
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