Is it possible to edit a ship to adjust what weapons it can carry?

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llew330
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Is it possible to edit a ship to adjust what weapons it can carry?

Post by llew330 »

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!
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Carlo the Curious
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Post by Carlo the Curious »

Yes, but you should ask in the appropriate Scripts & modding forum (and check the stickies first, there's a bunch of tutorial stuff).

EDIT: I assume this is TC judging from your previous posts, so moved.
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OOZ662
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Post by OOZ662 »

Welcome to modding. That's one of the most simple things you can do. Check the Resources sticky for X3 Editor 2. Use it to open TShips in the 08.cat/.dat pair. Find the Cerberus and edit the weapons under the proper tab. Changing turrets is a bit more complicated, but main guns are a one-step edit.
llew330
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Post by llew330 »

Carlo the Curious,

I apologize for posting in the wrong forum.

OOZ662,

Thank you for the information on x3 editor 2. I am going to download it now. :)
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OOZ662
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Post by OOZ662 »

Feel free to post any questions. I'd go into more detail now but I've got quite a headache right now. :cry:
llew330
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Post by llew330 »

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.
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OOZ662
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Post by OOZ662 »

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... :D 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. :)
plynak
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Post by plynak »

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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killerog
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Post by killerog »

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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Post by plynak »

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.
Thank you very much!
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Post by plynak »

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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OOZ662
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Post by OOZ662 »

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?
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.
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Post by plynak »

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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OOZ662
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Post by OOZ662 »

Two identical installs with two identical savegames will load properly. You've changed something (a script, perhaps?) somewhere.
NyxStele
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Post by NyxStele »

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.
Wow that was way too easy. :o

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. :roll: Now I don't have to!
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OOZ662
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Post by OOZ662 »

Note that if a weapon won't fit in freight, it won't be listed as compatible. I had a hell of a time with that when trying to figure out why my new Miner variant ship wouldn't accept the mining laser as I had left it with M-class cargo. :)
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Post by hilly32 »

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... :D 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. :)
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.

Many Thanks
Andrew
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OOZ662
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Post by OOZ662 »

hilly32 wrote:
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... :D 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. :)
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.

Many Thanks
Andrew
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.
hilly32
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Post by hilly32 »

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.
Many Thanks, trying now!
Andrew
plynak
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Post by plynak »

I found the problem, I only copied the cat file and forgot the dat one :oops: 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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