
- X2 Editor v0.0.37
- X2 Archiver or X2 ModManager
- Patch10

- DeadlyDa's SSG mod [called here "source mod"] (with the ships you want to add)
- Terradine mod [called "target mod"] (where you want to add ships)

As you do not want to break you nice X² installation folder, the first thing to do is to create an independant folder (ie. "c:\mymods"). Install both the target and the source mods there. The important files are the files with a .cat and a .dat extension. They are located in the mods folder.

If you use X² Archiver. Go in the Mods folder. Right click on each .cat file and select "Extract Here" in the menu that appeared. It will make two sub folders with a buch of files inside.
It seems that X² Archiver has some issues when decompressing some archives. If you have this problem, use X² ModManager from Doubleshadow to extract the files.

You will have to use Patch10 here. The first thing to do is to open l\x2story.obj from the target mod. A window like this should appear :
[ external image ]
The first thing to change is the total number of ships (in the small box). Increase the number by one to add a new ship slot. A new line will be added in the last line of the list. You'll have to choose the class (M2,M1,M5,TL,...) for your new ship here. You can also see that Patch10 has assigned an "Ident" string to your new ship (like SS_SH_X_M5. Write down this string, you will need it later.
When you are done adding ship slots, save your l\x2story.obj file in the same folder (target mod).

Here you'll have to use X² Editor. Launch TXT Editor and open the file types\TShips.txt from the source mod. You will have a windows like this one :
[ external image ]
In the left column, select the ship you want to copy. Do a right click on it and select "Copy". This done, open the same filetypes\TShips.txt from the target mod this time. Scroll down the left column, do a right click and select "Paste". A window will appear :
[ external image ]
Choose "No" to add the new ship at the end. A new entry called "NEW_OBJECT_1" will appear. Select it. The first thing to do is to change its ID with the string you've wrote down when you were using Patch10. Be sure the class ship is the same you have chosen. You can also modify ship specs here. And you'll probably have to do so as mods have very different ship specs from a mod to another. Check also "Turrets" and "Guns" tabs to be sure your ships have guns. If one of the two mods use new weapons, you'll probably have to modify the datas in the "Front Lasers" tab.
This done, click on "More Info" tab. write down the number in front of "Description". If the number is already used by another ship, you'll have to change it. We'll need it to give a name and a description to the ship in the new mod.
Finally, save your types\TShips.txt file.

Here you will have to copy files from v and cut folders (depending of the mod maybe there is also a tex folder to copy). Two ways to do it :
- Check in the ship datas the .bob and .bod files need for your ship and copy them from the source mod to the target mod.
- Brute Force method (easier for noobs or to copy a bunch of ships). Simply copy all .bod and .bob from the 'source mod' to the 'target mod' folder.

Launch "Text Resource Editor" from X² Editor. Click on "Open", go to the t folder from the target mod. Open the file .xml file related to your language (44xxxx is english).
[ external image ]
Check for a part called "Boardcomp. objects" in the left column. Click it. It the list that appear, right click and choose "Add Text...". A window opens :
[ external image ]
Type in "ID" the number you've written down when using TXT editor. Type in "Text" your new ship's name.
Repeat the operation. But this time, increase the ID number by one. And put the description of your ship in the textfield.
Save.

The last thing you have to do before playing. Go in target mod's main folder with explorer (with a bunch of subfolders v,cut,types,..). Right click / New File / X² Archive.
Two files will be added : 01.cat and 01.dat.
Select all files (and subfolders) except those two. And move and drop them over 01.cat. X² Archiver will show you a progress box when packing the files.
This done, rename .cat and .dat files the same way they are called in the target mod. Replace old dat/cat files.
Install your new mod into X² and play.

- Ship specs. can dramatically change from a mod to another. Keep that in mind. You'll probably HAVE to change ship spec. (speed, turning rate, shields, hull, weapons) to have fully playable ships.
- You'll need to script in your new ship except if you also edit the map with a galaxy editor.
- You have to ask ship/mod authors for a permission before posting your modified mod on the web.
Good luck !
---
To modders : Feel free to correct me if i'm wrong somewhere. I'll correct the tutorial.
---