Is it possible to edit a ship to adjust what weapons it can carry?
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Is it possible to edit a ship to adjust what weapons it can carry?
I was wondering if it would be possible to edit the Cerberus so that it would be able to mount forward IBLs similar to a Split Tiger.
Thank you!
Thank you!
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OOZ662,
Given your instructions, I was able to successfully alter the statistics of the Cerberus to allow it to use IBLs on the front. Given that the Cerberus is my favorite ship, it always bothered me that it did not have sufficient firepower to handle a large target (especially since the Boron and the Split had M7s that were more fierce). Anyway, now it should be more effective at handling Pirates and their ilk.
Anyway, since I decided to finally take the plunge and use some scripts (I am still trying to learn which ones are useful), I thought that it would not be too horrible to modify the stats of the Cerberus.
Thank you.
Given your instructions, I was able to successfully alter the statistics of the Cerberus to allow it to use IBLs on the front. Given that the Cerberus is my favorite ship, it always bothered me that it did not have sufficient firepower to handle a large target (especially since the Boron and the Split had M7s that were more fierce). Anyway, now it should be more effective at handling Pirates and their ilk.
Anyway, since I decided to finally take the plunge and use some scripts (I am still trying to learn which ones are useful), I thought that it would not be too horrible to modify the stats of the Cerberus.
Thank you.
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Well, if you're anything like me, it's just the start.
My first modification was adding more docking slots to the Cerberus (as I still do today)...next was the Valhalla patrol in The Moon (Jobs and JobsWings), then next thing I knew, every TFile had a bit of a tweak...then I got into the sounds folder...
It all starts with one.
Resources can be hard to find around here; ask any questions you have. Even if we've already answered it a few times, it's likely someone will come along and answer it again so that you can the next time.


Resources can be hard to find around here; ask any questions you have. Even if we've already answered it a few times, it's likely someone will come along and answer it again so that you can the next time.

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Hello, I was trying to make some modification during the weekend but I am not able to discover how to change the weapons which can be used in turrets? I have checked all the tutorials, but to be honest they are either too simple like telling me what a tships file is or too hard explaining things I do not want to modify at all. Can someone please help me or post a link to turret weapons modification? Thanks.
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Thank you very much!killerog wrote:To edit weapons for cockpits you need to open TCockpits find the cockpit that matches the cockpit of your turret and edit the weapons the same way you do for non cockpit weapons.
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O.K. So I have found it. It works in a new game but using a savegame results in a crash. Am I correct that after these changes a new game has to be started?
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I believe the requirement is to not be in the same sector as a ship that's been modified. Once you enter the same sector as a modified ship, it will be "reloaded" and be the way you made it, but likely broken. Any new ships that spawn (naturally or via the wonderful Cheat Pack) will be to your specs. This is why it's generally a requirement to clone your fleet if you install a major overhaul mod (like an SRM variant) to a savegame.plynak wrote:O.K. So I have found it. It works in a new game but using a savegame results in a crash. Am I correct that after these changes a new game has to be started?
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Thanks, it worked. Now I have a Python with kyons up and down (some advantage since it does not have flaks). However I have one more problem. I have copied the 08.cat and my savegame to a second PC with the exact same version of the game but when I load the savegame, it crashes. Does it mean I have to install the X3 Editor to the second PC as well and make the same change again?
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Wow that was way too easy.killerog wrote:To edit weapons for cockpits you need to open TCockpits find the cockpit that matches the cockpit of your turret and edit the weapons the same way you do for non cockpit weapons.

I also wanted to fix the Python. Just added CFA and FAA to the up/down turrets. Flying a Panther now but it seems dumb that I would downgrade weapons when I buy an M2.

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Please could you share your code for the Valhalla patrol in The Moon. I attempted it tonight by copying and pasting some of the ATF Military jobs and editing the ships etc, however the Valhalla and support ships don't spawn... If I could see your version I could adjust as needed.OOZ662 wrote:Well, if you're anything like me, it's just the start.My first modification was adding more docking slots to the Cerberus (as I still do today)...next was the Valhalla patrol in The Moon (Jobs and JobsWings), then next thing I knew, every TFile had a bit of a tweak...then I got into the sounds folder...
It all starts with one.
Resources can be hard to find around here; ask any questions you have. Even if we've already answered it a few times, it's likely someone will come along and answer it again so that you can the next time.
Many Thanks
Andrew
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It's in the ATF addon in my derelict NSRM thread. As far as I know, that add-on should be compatible with a vanilla game, but it'll screw with other Jobs edits such as a No/Reduced Civilians mod. It has bigger gates that allow a Valhalla to move about and an older ATF shipyard script to make the Valhalla available to the player too.hilly32 wrote:Please could you share your code for the Valhalla patrol in The Moon. I attempted it tonight by copying and pasting some of the ATF Military jobs and editing the ships etc, however the Valhalla and support ships don't spawn... If I could see your version I could adjust as needed.OOZ662 wrote:Well, if you're anything like me, it's just the start.My first modification was adding more docking slots to the Cerberus (as I still do today)...next was the Valhalla patrol in The Moon (Jobs and JobsWings), then next thing I knew, every TFile had a bit of a tweak...then I got into the sounds folder...
It all starts with one.
Resources can be hard to find around here; ask any questions you have. Even if we've already answered it a few times, it's likely someone will come along and answer it again so that you can the next time.
Many Thanks
Andrew
Here's a link to a text file with the code in it, since it really mauls the thread to put a code box that wide in it. The code can be inserted into any Jobs file as long as you make sure the first numbers don't conflict with any others. If you change them, make sure to change the JobsWings ones accordingly.
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Many Thanks, trying now!OOZ662 wrote:It's in the ATF addon in my derelict NSRM thread. As far as I know, that add-on should be compatible with a vanilla game, but it'll screw with other Jobs edits such as a No/Reduced Civilians mod. It has bigger gates that allow a Valhalla to move about and an older ATF shipyard script to make the Valhalla available to the player too.
Here's a link to a text file with the code in it, since it really mauls the thread to put a code box that wide in it. The code can be inserted into any Jobs file as long as you make sure the first numbers don't conflict with any others. If you change them, make sure to change the JobsWings ones accordingly.
Andrew
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I found the problem, I only copied the cat file and forgot the dat one
Now my Python finally used kyons in the top and bottom turret. However it seems it is only possible to add all kyons at once, I wanted only alpha and beta ones. But it is a small problem.

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