[derelict][MOD] New Ship Rebalance Mod v3 and "Sister Mods" (v2.5 compatible)
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[derelict][MOD] New Ship Rebalance Mod v3 and "Sister Mods" (v2.5 compatible)
This mod is a "derelict," meaning it now exists for archive purposes. It is still very buggy and will no longer be updated. For a continuing project on Someone Else's work, CLICK HERE.
Credits:
These are the other works used in this mod and/or its optional packs. If you're using this NSRM mod, DO NOT download the mods from these threads. Only the versions posted for download in this thread are compatible.
(merged)Unofficial Bug (Player) Fixes by draffutt
(merged)Ship Rebalance Mod by Someone Else (outdated)
(merged)Bomber and Shuttle Docking by Alkeena
(optional)Engine Colours + Particle Trails by killerog
(optional)ATF Shipyard by amurph0
(optional)Bigger Gates by Noriko Minako
Summary:
Welcome to the "new age" of the highly popular Ship Rebalance Mod! Honestly, there is not much new to say about this mod, so for the big picture of why this mod exists, have a read through the original's thread. Note that the mods and scripts Someone Else recommended (NOT those under "Optional Packs") are still compatible with this updated mod.
NSRM is currently in the DERELICT phase. Support and work on this project has been discontinued.
Installation:
NSRM needs to be installed as a Fake Patch in order to eliminate confusion while installing optional mod packs. Extract the NSRM base files to your X3TC directory and rename them to one number higher than the other .cat/dat pairs in the folder (10.cat/.dat on a vanilla v2.5 install). Install any optional packs after the base files.
Next, open X3TC's "mov" folder and find the file titled "00044". Rename this file to something entirely different.
Savegame Compatibility:
This mod is savegame compatible ONLY IF the following conditions are met. Before installing anything, buy Salvage Insurance, get in a fighter (M5/M4/M3), and move yourself to an Unknown Sector that contains no stations. Use the Cheat Package to empty the sector: Open the "Destroy Sector Menu" and select the sector you're in. Select to destroy all ships (and there shouldn't be any stations) then quickly save a NEW save before some fuddy has a chance to jump in with you. It's now safe to install the NSRM mod.
Note that any already existing ships that have added external docking systems (see here and ignore points 1-8 ) will not have said docking functioning properly. This also means that any ships you capture that existed before you installed the mod will continue to have this problem. If you already have or acquire any of these still broken ships, use the Cheat Package to clone a new copy and destroy the old one to enable external docking. The longer you play, the more of the old broken ships will be removed through natural causes.
Downloads:
New Ship Rebalance Mod (base mod)
(Must be installed FIRST)
[ external image ]
ATF Ships (optional)
Converts the Terran Shipyard in The Moon to an ATF Shipyard where you can buy their ships. The higher your ATF rank (gained through the main plotline), the more ships are available to you for purchase. Also creates a Valhalla with her fighter wing to patrol the sector (may take a while to spawn). Also note that this mod will make the gates bigger so that a player-owned Valhalla can safely travel between sectors.
This mod contains a version of the ATF Shipyard script that doesn't modify your ATF rank. The copy contained within will be "overwritten" by installing his script to the game's scripts folder.
[ external image ]
Some or No Civilians (optional; Reunion Naming Callback also available)
Not compatible with ATF Ships optional pack
[ external image ]
Engine Colours + Particle Trails by killerog (optional)
(See this post for what each pack does)
[ external image ] -Pack A
[ external image ] -Pack B
If a link is dead, try finding it here.
Credits:
These are the other works used in this mod and/or its optional packs. If you're using this NSRM mod, DO NOT download the mods from these threads. Only the versions posted for download in this thread are compatible.
(merged)Unofficial Bug (Player) Fixes by draffutt
(merged)Ship Rebalance Mod by Someone Else (outdated)
(merged)Bomber and Shuttle Docking by Alkeena
(optional)Engine Colours + Particle Trails by killerog
(optional)ATF Shipyard by amurph0
(optional)Bigger Gates by Noriko Minako
Summary:
Welcome to the "new age" of the highly popular Ship Rebalance Mod! Honestly, there is not much new to say about this mod, so for the big picture of why this mod exists, have a read through the original's thread. Note that the mods and scripts Someone Else recommended (NOT those under "Optional Packs") are still compatible with this updated mod.
NSRM is currently in the DERELICT phase. Support and work on this project has been discontinued.
Installation:
NSRM needs to be installed as a Fake Patch in order to eliminate confusion while installing optional mod packs. Extract the NSRM base files to your X3TC directory and rename them to one number higher than the other .cat/dat pairs in the folder (10.cat/.dat on a vanilla v2.5 install). Install any optional packs after the base files.
Next, open X3TC's "mov" folder and find the file titled "00044". Rename this file to something entirely different.
Savegame Compatibility:
This mod is savegame compatible ONLY IF the following conditions are met. Before installing anything, buy Salvage Insurance, get in a fighter (M5/M4/M3), and move yourself to an Unknown Sector that contains no stations. Use the Cheat Package to empty the sector: Open the "Destroy Sector Menu" and select the sector you're in. Select to destroy all ships (and there shouldn't be any stations) then quickly save a NEW save before some fuddy has a chance to jump in with you. It's now safe to install the NSRM mod.
Note that any already existing ships that have added external docking systems (see here and ignore points 1-8 ) will not have said docking functioning properly. This also means that any ships you capture that existed before you installed the mod will continue to have this problem. If you already have or acquire any of these still broken ships, use the Cheat Package to clone a new copy and destroy the old one to enable external docking. The longer you play, the more of the old broken ships will be removed through natural causes.
Downloads:
New Ship Rebalance Mod (base mod)
(Must be installed FIRST)
[ external image ]
ATF Ships (optional)
Converts the Terran Shipyard in The Moon to an ATF Shipyard where you can buy their ships. The higher your ATF rank (gained through the main plotline), the more ships are available to you for purchase. Also creates a Valhalla with her fighter wing to patrol the sector (may take a while to spawn). Also note that this mod will make the gates bigger so that a player-owned Valhalla can safely travel between sectors.
This mod contains a version of the ATF Shipyard script that doesn't modify your ATF rank. The copy contained within will be "overwritten" by installing his script to the game's scripts folder.
[ external image ]
Some or No Civilians (optional; Reunion Naming Callback also available)
Not compatible with ATF Ships optional pack
[ external image ]
Engine Colours + Particle Trails by killerog (optional)
(See this post for what each pack does)
[ external image ] -Pack A
[ external image ] -Pack B
If a link is dead, try finding it here.
Last edited by OOZ662 on Sun, 9. May 10, 20:19, edited 14 times in total.
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Change Log
11/24/2009: Version 1 BETA
-Bug Fixes dated 11/01/2009
-TShips and TCockpits values pulled from SRM version 0.59
-Bomber and Shuttle Docking version 1.1
-Engine Colour's + Particle Trails version 1.15
11/24/2009: Version 2 BETA
-Ported compatible missile data from SRM
-Added Terran heavy missles to #deca (CPU ship)
-Added Khaak missiles to Clusters (testing for ill effects)
-Removed Khaak missles from Truelight Seeker
-Corrected notoriety required to buy a Kite, Discoverer, and Shrike.
-Removed specific ship requirements for Pirate escorts (Jobs ln 2111-2121)
11/27/2009: Version 3 BETA
-Changed naming scheme inside the ZIP files
-Fixed ship engine data for compatibility with Trails Pack
-Fixed Khaak Gaurdian explosion effect
-Changed notoriety required to buy ATF ships. Complete more plot missions, gain rights to buy bigger ships. This only comes into play with the ATF Ships optional pack or amurph0's ATF Shipyard installed, but is an edit to the base pack's files.
-Rebalanced Valhalla (comments, please!)
-Added ATF Ships optional pack:
--Added ATF Military Valhalla and her defensive fighter wing to patrol The Moon. Think Argon One style. (Reminder that Argon One and ATF Military Valhalla are NOT invincible any longer. AO will only be invincible if you applied this mod to an existing game and haven't destroyed her with cheats. Both ships will respawn if destroyed.)
--Added amurph0's ATF Shipyard script without the ATF rank change.
--Added bigger gates by Noriko Minako to fit the sheer girth of the Valhalla
Still planned:
*Addition of optional cockpit packs
-Bug Fixes dated 11/01/2009
-TShips and TCockpits values pulled from SRM version 0.59
-Bomber and Shuttle Docking version 1.1
-Engine Colour's + Particle Trails version 1.15
11/24/2009: Version 2 BETA
-Ported compatible missile data from SRM
-Added Terran heavy missles to #deca (CPU ship)
-Added Khaak missiles to Clusters (testing for ill effects)
-Removed Khaak missles from Truelight Seeker
-Corrected notoriety required to buy a Kite, Discoverer, and Shrike.
-Removed specific ship requirements for Pirate escorts (Jobs ln 2111-2121)
11/27/2009: Version 3 BETA
-Changed naming scheme inside the ZIP files
-Fixed ship engine data for compatibility with Trails Pack
-Fixed Khaak Gaurdian explosion effect
-Changed notoriety required to buy ATF ships. Complete more plot missions, gain rights to buy bigger ships. This only comes into play with the ATF Ships optional pack or amurph0's ATF Shipyard installed, but is an edit to the base pack's files.
-Rebalanced Valhalla (comments, please!)
-Added ATF Ships optional pack:
--Added ATF Military Valhalla and her defensive fighter wing to patrol The Moon. Think Argon One style. (Reminder that Argon One and ATF Military Valhalla are NOT invincible any longer. AO will only be invincible if you applied this mod to an existing game and haven't destroyed her with cheats. Both ships will respawn if destroyed.)
--Added amurph0's ATF Shipyard script without the ATF rank change.
--Added bigger gates by Noriko Minako to fit the sheer girth of the Valhalla
Still planned:
*Addition of optional cockpit packs
Spoiler
Show
I knew you'd look. Tsk tsk.
Easter Eggs:
For new game starts, Home of Light has its special soundtrack restored.
Easter Eggs:
For new game starts, Home of Light has its special soundtrack restored.
Last edited by OOZ662 on Fri, 27. Nov 09, 21:55, edited 7 times in total.
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ARGH! You got me! I was racing, trying to fix personal little change I made and forgot to remove before anyone went to download it, but you beat me. Try again. 
EDIT:For those curious, I had changed the Mercury Tanker XL into a Mercury Miner (just for my personal tastes). Everyone who owned a Tanker XL would have been pissed.

EDIT:For those curious, I had changed the Mercury Tanker XL into a Mercury Miner (just for my personal tastes). Everyone who owned a Tanker XL would have been pissed.

Last edited by OOZ662 on Tue, 24. Nov 09, 12:52, edited 1 time in total.
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I think we've all been following your progress and willing you to succeed- This Mod is fundamental to TC for me- Without it I doubt I'd be playing very much if at all. You'll be getting a lot of feedback I am sure on this - I'll back up everything just in case.
*EDIT* - Installed and working well to date! WOOT! Oh and thank you- I know this has been a stressful journey.
*EDIT* - Installed and working well to date! WOOT! Oh and thank you- I know this has been a stressful journey.
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Wow! Superb work!
I can't believe you've progressed so quickly with this.
I'm going to hold off on installing this for a while as I've been changing a lot of things in my game recently and I want to ensure its stable as is before I change anything else.
I assume that if we are going from the old SRM to this one that since the values are the same we shouldn't have to worry about save game compatibility or broken docking points?
Is it an exact match for the old SRM and BSD? Or have you made any changes yet?
By the way if you need a mirror for this I can host the files on my domain. I already host mods for MS Flight Simulator so adding this is not a problem at all.
I can't believe you've progressed so quickly with this.
I'm going to hold off on installing this for a while as I've been changing a lot of things in my game recently and I want to ensure its stable as is before I change anything else.
I assume that if we are going from the old SRM to this one that since the values are the same we shouldn't have to worry about save game compatibility or broken docking points?
Is it an exact match for the old SRM and BSD? Or have you made any changes yet?
By the way if you need a mirror for this I can host the files on my domain. I already host mods for MS Flight Simulator so adding this is not a problem at all.
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At this point, the SRM piece of it is an exact port except for a few typos I found, mostly in the Teladi TS ships. It's also lacking compatibility with cockpit mods; I think I'll need help with that.
The current bonuses over SRM v0.59 are updated Player Bug Fixes and Engine Colors+Trails and an active modder.
I don't forsee any problems or special measures needed to directly replace SRM with NSRM.
Hosting on a direct-download domain would be great! If you upload them, PM me the links and I'll update the OP.
EDIT: Just spawned an L to make sure those nasty white blocks that used to stretch from their engines were gone and...wow...
I'm afraid of just the trail, much less the ship.
The current bonuses over SRM v0.59 are updated Player Bug Fixes and Engine Colors+Trails and an active modder.

Hosting on a direct-download domain would be great! If you upload them, PM me the links and I'll update the OP.
EDIT: Just spawned an L to make sure those nasty white blocks that used to stretch from their engines were gone and...wow...

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How about a pirate-variety 'fix' ?
In vanilla pirate escorts are always BC/ BC Prototype and Pirate Elite
Escorts of Pirate capitalships are also BC /BCP + PE...
So my idea:
In the job settings those entries for pirateescorts have one specific ship (BC,BCP,...)
To get more variety you have to remove this single ship and select maker-race 'pirates' instead.
Then you have to change the race of all pirate-versions in the tships to pirate. I'm currently testing this in my game (didn't saw results yet because i couldn't play long enough to see new spawned pirates), maybe you want to give it a try too.
If you already change jobs+ tships you could include this
Missionspawned Pirate won't be affected because MD chooses ships differently.
No entirely related to ship-rebalance but well, i don't like to miss an opportunity
In vanilla pirate escorts are always BC/ BC Prototype and Pirate Elite
Escorts of Pirate capitalships are also BC /BCP + PE...
So my idea:
In the job settings those entries for pirateescorts have one specific ship (BC,BCP,...)
To get more variety you have to remove this single ship and select maker-race 'pirates' instead.
Then you have to change the race of all pirate-versions in the tships to pirate. I'm currently testing this in my game (didn't saw results yet because i couldn't play long enough to see new spawned pirates), maybe you want to give it a try too.
If you already change jobs+ tships you could include this
Missionspawned Pirate won't be affected because MD chooses ships differently.
No entirely related to ship-rebalance but well, i don't like to miss an opportunity

[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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Sounds entirely worthy to me. BugFixes touches Jobs, JobWings, and both heavily alter TShips, so it's all ready to be changed. I also just realized I forgot to port over SRM's missile compatibility changes, so a new version is needed anyway.
There's something hinky with the Teladi rep requirements to purchase ships too, so I'll look into that while I'm there.

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I'm guessing what will happen is any ship related changes in Bug Fixes and possibly all of the external docking capabilities will be lost. If you don't remove the TShips file from PSC01's mod, you may as well not install this one.TrIcK^ wrote:Just about to try the latest PSC mod with yours to see how it interacts
Note that I don't support this, so if it blows up, I can't help you.

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