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[X3LU] Mayhem 2.6.1
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Fureimuu





Joined: 02 Feb 2014
Posts: 272 on topic

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PostPosted: Thu, 14. Jun 18, 14:32    Post subject: Reply with quote Print

Litcube, you created all weapons and bullets yourself, didn't you? What's up with fx_bullet_ files? They are all special for every weapon, but if you open one in PS (for example fx_bullet_paa), there are many pictures of ALL bullets in the game.

https://imgur.com/a/kSDEUBQ

Am I supposed to selectively edit that picture?

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Litcube





Joined: 20 Oct 2006
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PostPosted: Thu, 14. Jun 18, 14:48    Post subject: Reply with quote Print

Fureimuu wrote:
Am I supposed to selectively edit that picture?


I don't think you're supposed to do anything. Do what you want to do; life's short.


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Fureimuu





Joined: 02 Feb 2014
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PostPosted: Thu, 14. Jun 18, 14:52    Post subject: Reply with quote Print

Litcube wrote:
Fureimuu wrote:
Am I supposed to selectively edit that picture?


I don't think you're supposed to do anything. Do what you want to do; life's short.


Probably used wrong words, sorry about that. Didn't expect to hear an answer anyway ...

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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Thu, 14. Jun 18, 16:03    Post subject: Reply with quote Print

Litcube's voice is sacred. We don't expect him to answer our prayers, but yet, in his infinite generosity, he sometimes does.


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Fureimuu





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PostPosted: Thu, 14. Jun 18, 19:13    Post subject: Reply with quote Print

Joubarbe wrote:
Litcube's voice is sacred. We don't expect him to answer our prayers, but yet, in his infinite generosity, he sometimes does.


I figured everything out myself, but still ... I don't understand why we have RGB values in Tbullets file, but changing them has 0 effect in-game.

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Joubarbe





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PostPosted: Thu, 14. Jun 18, 19:37    Post subject: Reply with quote Print

That's how cool X3 modding can be.


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Falcrack





Joined: 29 Jul 2009
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PostPosted: Fri, 15. Jun 18, 00:17    Post subject: Reply with quote Print

Joubarbe wrote:
No idea, Mayhem does not modify this script.


I have some more details to offer on this bug.

It happens when you give a "move to position" command to a jumpdrive equipped ship that has no energy cells, and Autojump is set to "on". If that is the case, then the ship will move to the coordinates you selected, but not the right sector, it will just stay in its current sector and not move to the new sector you selected.

It is not something that has happened with the most recent Mayhem version, as I tested it in Mayhem 2.3.7 as well and it is the same. Possibly it is a long-standing bug that preceded LU or Mayhem, but has not been identified yet?

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Falcrack





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PostPosted: Sat, 16. Jun 18, 23:23    Post subject: Reply with quote Print

I tried to install the Anarkis Crystal Free SPP with Mayhem 2.4.2, and built an SPP, but it still required crystals. Anybody know if this mod is compatible with Mayhem 2.4.2, or if I am just doing something wrong?

Or is there a different mod which will work with Mayhem and make it so that SPPs do not require crystals? The whole requirement for crystals is so odious in terms of numbers of different factories that making e-cells is totally impractical, especially with limited station counts. It seems half or more of the e-cells produced by an SPP go into fueling the various factories required to feed it (cattles raches, cahoona bakeries, silicon mines, and crystal fabs).

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TomRobinson





Joined: 07 Feb 2008
Posts: 185 on topic
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PostPosted: Sun, 17. Jun 18, 00:22    Post subject: Reply with quote Print

Falcrack wrote:
I tried to install the Anarkis Crystal Free SPP with Mayhem 2.4.2, and built an SPP, but it still required crystals. Anybody know if this mod is compatible with Mayhem 2.4.2, or if I am just doing something wrong?


You have to go into advanced setting in the SPP and choose the option to make it crystal free. It is not cheap haha


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Falcrack





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PostPosted: Sun, 17. Jun 18, 00:42    Post subject: Reply with quote Print

TomRobinson wrote:
Falcrack wrote:
I tried to install the Anarkis Crystal Free SPP with Mayhem 2.4.2, and built an SPP, but it still required crystals. Anybody know if this mod is compatible with Mayhem 2.4.2, or if I am just doing something wrong?


You have to go into advanced setting in the SPP and choose the option to make it crystal free. It is not cheap haha


Do you know if there is a way to change that mod to make it cheap (ie free)?

EDIT: Just successfully made my first foray into the script editor! It is now a much more reasonable 500,000 credits to make it crystal-free, instead of 50,000,000 credits.

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Fureimuu





Joined: 02 Feb 2014
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PostPosted: Mon, 18. Jun 18, 18:41    Post subject: Reply with quote Print

Boarding pods are now exploding on their way without taking any damage (at least I don't see anything shooting at them, no chaffs fired either). New feature?

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phoenixfire53





Joined: 11 Nov 2013
Posts: 19 on topic

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PostPosted: Fri, 22. Jun 18, 20:28    Post subject: Reply with quote Print

Is there a way to view the weapon and missile stats in a spreadsheet form? Something like this?

http://blubb.najut.org/x3/lu/lasers_en_lu.html

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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Fri, 22. Jun 18, 21:01    Post subject: Reply with quote Print

No sheets for Mayhem.


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phoenixfire53





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PostPosted: Fri, 22. Jun 18, 22:19    Post subject: Reply with quote Print

Oh no problem. Could you point me to the file where those values are stored?

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Joubarbe





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PostPosted: Fri, 22. Jun 18, 22:29    Post subject: Reply with quote Print

You need X3 Editor to have access to them. They are in X3\addon\10.cat (the infamous "Mayhem - Rename Me"). Then TMissiles, TLasers and TBullets.


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