[REL] Alliance Normandy SR2 (Mass Effect 3)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
They should work. You have any other mods installed that change weapon classes or add new lasers?
"May you be in heaven half an hour before the devil knows you´re dead" - Garrus Vakarian, Mass Effect3
Alliance Normandy SR2 Mod
Alliance Normandy SR2 Mod
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- Posts: 40
- Joined: Tue, 4. Oct 11, 05:36
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- Posts: 192
- Joined: Tue, 17. May 11, 11:59
Hy DJ_D
take a look at these page :
http://en.spaceengine.org/forum/17-728-1
Could you add all Alliance ships ?( Dreadnought,Cruiser,fighter,Dropship)
I think the models are from Cpt_Carmal he is a member here.
take a look at these page :
http://en.spaceengine.org/forum/17-728-1
Could you add all Alliance ships ?( Dreadnought,Cruiser,fighter,Dropship)
I think the models are from Cpt_Carmal he is a member here.
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- Posts: 3
- Joined: Sun, 29. Sep 13, 06:18
Okay, so I've tried installing this ship using the script editor, but whenever I try to launch my savegame the game crashes and I receive an error message saying that the savegame is corrupted. It works again once I uninstall the xsp ship.
For clarification, I'm using the XRM v1.30 mod over Albion Prelude 3.1. I know little about coding and am fairly new to modding games so I'm totally lost. Can anyone please explain how to install this (and maybe other xsp ships like Serenity) out how to install this. All advice appreciated.
EDIT: Nevermind, after searching SOOooooo many guides I finally got this beautiful bastard installed. One question though, when I summon the shift through intergalactic magic (cheat script) it shows up as the "Longsword Mk2". Is that the intended name or a mistake with my install. Thank you DJ_D for this fantastic mod.
For clarification, I'm using the XRM v1.30 mod over Albion Prelude 3.1. I know little about coding and am fairly new to modding games so I'm totally lost. Can anyone please explain how to install this (and maybe other xsp ships like Serenity) out how to install this. All advice appreciated.
EDIT: Nevermind, after searching SOOooooo many guides I finally got this beautiful bastard installed. One question though, when I summon the shift through intergalactic magic (cheat script) it shows up as the "Longsword Mk2". Is that the intended name or a mistake with my install. Thank you DJ_D for this fantastic mod.
I could install this ship using the X Plugin Manager and it appeared in game without any crash. But I cannot use the A/B/G-Kyon Emitters. How can I fix this and increase the max. laser energy? Because it's just a joke to shoot with 8x SSC and having to wait for a full recharge. Can't imagine how this ship should survive a Xenon fight with all laser slots equipped.
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- Posts: 44
- Joined: Sun, 11. Aug 13, 06:33
What is the ship's name in game supposed to be? I installed the xsp with plugin manager and I'm using AP with XRM. I've looked through the M7 ship list in the cheat menu and there doesn't seem to be any Normandy. Did I miss a step in the install process?
EDIT: Wow, I don't know if it's just incompatible with AP or with XRM, but installing this to AP folder totally corrupts my Plugin Manager cat/dat files. I have to delete them to get Plugin Manager to run normally again. I have no trouble installing it to TC though and the ship appears in game and all.
EDIT: Wow, I don't know if it's just incompatible with AP or with XRM, but installing this to AP folder totally corrupts my Plugin Manager cat/dat files. I have to delete them to get Plugin Manager to run normally again. I have no trouble installing it to TC though and the ship appears in game and all.
Hello! Does anyone else have this problem with the shadows? It looks like the ship is somehow ignoring the direction the light is coming from. As you can see in these screenshots, Normandy is in the middle, the other 2 being Saitama and Longsword mk2. The other 2 ships are receiving light and casting shadows correctly but Normandy looks like is inverted.
[ external image ]
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[ external image ]
- ionut2jany
- Posts: 1
- Joined: Tue, 21. Jan 14, 16:18
Now i pick up the topic you may have forgot……the alliance ship mod………i'm dying for ME ships and had found nothing before i saw your post……it's perfect and i create a laser that normandy should use and i found your ship was available in the X-tra ship mod and it is said that the saitima cruiser is a ME ship.however im very looking forward to your ME Mod for AP
- Alex Corvis
- Posts: 1365
- Joined: Fri, 29. Dec 06, 21:30
- X2-Illuminatus
- Moderator (Deutsch)
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- Joined: Sun, 2. Apr 06, 16:38
I uploaded the files to xdownloads:
[ external image ] (original)
[ external image ] (no decal)
[ external image ] (decal unpacked (.rar))
[ external image ] (no decal unpacked (.rar))
[ external image ] (original)
[ external image ] (no decal)
[ external image ] (decal unpacked (.rar))
[ external image ] (no decal unpacked (.rar))
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Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
- Alex Corvis
- Posts: 1365
- Joined: Fri, 29. Dec 06, 21:30
In replay to 'gastovski' from 2014 regarding XRM OR other Mods with custom ships.
It must be installed by hand:
Means you should know how to change the type txt files by x2editor or other.
You should dl the 'Normandy unpacked Decal version' package - it makes it easier.
- use the extractor from plugin manager to get the dds and object folders and their contents.
- copy them to the addon directory.
- edit AT least he tship file and insert the ship data string. You can see it when dl 'Normandy unpacked Decal version' theres a txt file 'Ship Data.txt'.
Now you should get it by ingame script editor.
If you want it to buy from docks and so on:
(Resuming you'll have a parallel fresh TC/AP installation for testing)
- Install it with help of the plugin manager.
- get dds and object folders and copy them to the ap addon folder.
- look inside the TC type folder. there are some t files als pck. Extract them and compare them to the same from AP. This means, you'll have to browse the cat/dat files in the addon folder to get these files extracted. Be aware, if using mods like XRM, you'll searcht them for those files as well!
- Now, compare the single files against the changed from the plugin manager. Find the added SR2 lines and copy them to the ap t files. Also remember how many lines you are inserting. these 'count' must also be added in the header line of those files.
Another way would be the use of x2editor to do the trick.
- If its done, copy the new t files into a 'type' folder under the addon root.
With this you'll also be able to play such ships. You may use x2editor to change some ship parameters if you use mods like XRM and its hull packs.
It must be installed by hand:
Means you should know how to change the type txt files by x2editor or other.
You should dl the 'Normandy unpacked Decal version' package - it makes it easier.
- use the extractor from plugin manager to get the dds and object folders and their contents.
- copy them to the addon directory.
- edit AT least he tship file and insert the ship data string. You can see it when dl 'Normandy unpacked Decal version' theres a txt file 'Ship Data.txt'.
Now you should get it by ingame script editor.
If you want it to buy from docks and so on:
(Resuming you'll have a parallel fresh TC/AP installation for testing)
- Install it with help of the plugin manager.
- get dds and object folders and copy them to the ap addon folder.
- look inside the TC type folder. there are some t files als pck. Extract them and compare them to the same from AP. This means, you'll have to browse the cat/dat files in the addon folder to get these files extracted. Be aware, if using mods like XRM, you'll searcht them for those files as well!
- Now, compare the single files against the changed from the plugin manager. Find the added SR2 lines and copy them to the ap t files. Also remember how many lines you are inserting. these 'count' must also be added in the header line of those files.
Another way would be the use of x2editor to do the trick.
- If its done, copy the new t files into a 'type' folder under the addon root.
With this you'll also be able to play such ships. You may use x2editor to change some ship parameters if you use mods like XRM and its hull packs.
Re: [REL] Alliance Normandy SR2 (Mass Effect 3)
I appreciate the implementation of the Normandy SR-2 because I am a big fan of the Mass Effect series and the X3-TC. I like X3-TC best in combination with the Multi Galaxy Mod.
Unfortunately the Normandy SR2 crashes my modified X3-TC. I don't really understand why this xsp ship doesn't work while the Normandy SR-1 as an xsp ship doesn't cause any problems. Can someone kindly explain to me how to fix this?
Best wishes
Unfortunately the Normandy SR2 crashes my modified X3-TC. I don't really understand why this xsp ship doesn't work while the Normandy SR-1 as an xsp ship doesn't cause any problems. Can someone kindly explain to me how to fix this?
Best wishes