[MOD] Ringless Gate Mod {Vanilla Safe}

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cattafett
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[MOD] Ringless Gate Mod {Vanilla Safe}

Post by cattafett » Fri, 16. Sep 11, 00:37

No Ring Gate Mod 1.2

if you get fed up with your ships crashing into the gate whenever your
in sector then this may be the mod for you

this is my first released mod
truth be told its not my work all i did was to take other peoples work
and rename it then add another persons work
other peoples mods used
No-Ad-Sign-Mod by Killjaeden and XChange Guild Portals by OPR

for a better looking event horizon/Jump point try
Gate effect pack by Zeron-mk7

Download here

what this mod does is remove the outer ring of the commonwealth and Hub jump gates
it also increases the size of all the gates the same way the XChange Guild Portals does
from behind and above
Image

after jumping in with an aran with a docked valhalla

Image

this is how it looks with one of Zeron-mk7's gate effects
Image

to do list
at some point i want to make new terran catapult and terran jump gate models that has a lot less model

How to use
add as a false patch
if you are mid game you should be able to just add CAT/DAT
to your game folder and when you load your save game
just jump to a next sector and the gate models will be reloaded

if that does not work go to a sector without jump gates or
terran catapults i.e. an unfocused jumpdrive or a Karkk sector
save your game, add the mod then reload your game

only the models have been changes so this is vanilla safe
it will not cause your game to be classed as modified

my thanks to Killjaeden and OPR for letting me use their work,
to Egosoft for making the game and the rest of the S&M forum
for not so much just pushing the envelope but for busting
out the wall of the post office

fill free to make comments, suggestions or just slag off

X3: Albion Prelude
as far as i can tell this will still work with the new extension as that does not affect/do any thing to the
TC gate models so just leave it in the TC folder and the AP gates will be ringless


upadate 1.1
removed the broken and non-working gates as they just take up space

update 1.2
put back the non-working gates as they don't just take up space
Last edited by cattafett on Fri, 1. Mar 13, 04:12, edited 13 times in total.
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
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DarthVain
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Post by DarthVain » Fri, 16. Sep 11, 09:28

Awesome.
Another one bites the dust!!

DarthVain

boogieman335
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Post by boogieman335 » Tue, 20. Sep 11, 04:40

Great Job! I have been using the wormhole mod for a while now cause I got tired of my escorts crashing into gates. This will give me another option, cause the wormhole mod gives you a black hole with a corona around it. This one combined with with some of those effects from the effect pack will let me have some other color choices. For anyone wanting the wormhole mod can be found here:
http://letreferit.narod2.ru/mods/

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LV
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Re: [MOD] Ringless Gate Mod

Post by LV » Tue, 20. Sep 11, 18:38

cattafett wrote:
fill free to make comments, suggestions or just slag off
Ooo an invitation to slag off ...... LV rubs hands together



How dare you make such a useful and effective mod, have you any idea how many people will now become overnight idiots for not using this stupid mod, instead they will have the choice of their ships humping the gates to death or traversing the universe while hanging the autopillok by his feet while beating his backside with the haha stick

you should hang your head in shame for putting something of this quality out.

:roll:
LV's TC Scripts
Readme's For All My Scripts


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Post by Requiemfang » Tue, 20. Sep 11, 19:31

:lol: god I love that post :D ^

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cattafett
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Post by cattafett » Wed, 21. Sep 11, 03:42

thanks for your kind words
@LV
one must offer others the opportunity to help reinforce one humility(however false) otherwise one needs a metal helmet to stop ones head from getting to big :P
also whats a Ha Ha stick
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
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mactalisker
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Post by mactalisker » Wed, 28. Sep 11, 19:34

First off, thanks for this. I always wanted to use my Valhalla as my mobile base. However i havent had the chance to try it.
So im just wondering if the Download here link is supposed to go to Megaupload? Quetion being that i cant download it. I click the download link in Megavideo and nothing happens.
I should also add that i have an account already with Megaupload so thats not the issue.

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InFlamesForEver
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Re: [MOD] Ringless Gate Mod

Post by InFlamesForEver » Wed, 28. Sep 11, 19:57

This looks like an amazing mod.

@LV Me wants a HaHa stick ;)
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cattafett
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Post by cattafett » Wed, 28. Sep 11, 20:48

mactalisker wrote:So im just wondering if the Download here link is supposed to go to Megaupload? Quetion being that i cant download it. I click the download link in Megavideo and nothing happens.
I should also add that i have an account already with Megaupload so thats not the issue.
prob a typo but "Megavideo"?
yes its megaupload
just tryed it and it downloaded fine
someome else was having problems downloading it so on request will upload to rapidshare.com or email
or when i workout how will add to the google site i think LV set up
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

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cattafett
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Post by cattafett » Wed, 6. Jun 12, 02:29

warning!
since uploading this i have found that it can cause the Aldrin Plot (Terran Resource Evaluation Commission missions) to break
i took the non-working gate model out but this model is needed.
as a workaround download the XChange Guild Portals by OPR(link at top of first post) and place as a false patch with a no. above the no ring gate mod BEFORE you go to Aldrin 2 and remove after the plot has been completed
i will get round to fixing this but at the moment i have no modding tools on my PC
sorry for the inconvenience catta
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

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Alex Corvis
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Post by Alex Corvis » Wed, 6. Jun 12, 07:45

Hey hey, that's exactly what I was looking for a long time ago. I even tried to do that myself. But since I'm a bloody 3D modeling noob (and gmax never seems to do what I want it to) I did that in plain text format. But I always ended up with that the AI was not able to use or even gates that were not functional anymore (only invisible points in space that could not be passed) for leaving a sector (entering the sector by jumpdrive still worked).

So how did you do that? Simply deleting some (which ones?) body parts?

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Post by kurush » Wed, 6. Jun 12, 08:10

cattafett wrote:warning!
Do you expect it to affect AP in any way? I have all plots done, but still... How exactly a vanilla friendly mod could have messed up that plot?

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cattafett
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Post by cattafett » Wed, 6. Jun 12, 09:01

Alex Corvis
the CW and the Hub gates come in two parts the outer ring and the inner event horizon
by renaming Killjaeden's scene file for his No Ad Sign Mod (basically its a blank notepad page thats named the same as the model scene you want gone including the . and the file type) the same as the outer ring scene
when the game goes to read it it sees nothing so it makes nothing
it won't work for the terran catapults as the are only one model part/scene


kurush
in AP you have some no-working gates in the NW of the map(that did link to the now gone sectors) with my mod they wont be there
unless a patch comes with a plot that puts a new no-working gate that you need to fly to (like in the Aldrin Plot) it shouldn't make any difference
you only need the workaround for that plot
How exactly a vanilla friendly mod could have messed up that plot?
when you fly to Aldrin 2 there is a non-working gate that you have to fly to if the gate has no model then its not there and the plot can't point to it

and to be honest i didn't think this would happen. i assumed that as i had taken them out the game would have loaded the original sized no-working gates but that didn't happen
but a simple test of adding the XChange Guild Portals above mine fixed it which lead me to believe it was this mod that messed it up
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

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cattafett
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Post by cattafett » Sun, 10. Jun 12, 07:06

update 1.2
put back the non-working gates as they don't just take up space

new download link in first post or download from here
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

dertien
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Post by dertien » Tue, 14. Aug 12, 12:23

Been searching the forums for this last week, how could I have missed this.

Thx cattafett.

aah.

how hard would it be to make a gate with a wire mesh on both sides, something like this ?

Image

The blue and red depicts the side to fly into and there is no collision should you fly through them. The gate is obviously in the middle where the green circle is that says L. This beeing an L-point.

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