[MOD] More Missiles Mod

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Requiemfang
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Post by Requiemfang » Tue, 26. Dec 17, 05:36

Understandable, take your time :D

iforgotmysocks
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Post by iforgotmysocks » Wed, 27. Dec 17, 00:18

Requiemfang wrote:Understandable, take your time :D
Turns out that the way the author added missiles breaks alot more. Even before the patch changed the location for the itemlists he used a pretty messy way to add his missiles that basicly killed every other mod adding missiles aswell.

It's not my mod so i'm not allowed to change and reupload his files, but if u were to unpack his mod (i don't get why ppl pack their mods if uploaded somewhere else than steam), delete everything in the /md/ folder and copy this file in, then u should be good.

https://mega.nz/#%21JMgxwZTA%21OpLwA4H- ... CXKn59FwUE

If u don't know how to unpack his mod, lemme know. :)

Requiemfang
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Post by Requiemfang » Wed, 27. Dec 17, 19:00

iforgotmysocks wrote:
Requiemfang wrote:Understandable, take your time :D
Turns out that the way the author added missiles breaks alot more. Even before the patch changed the location for the itemlists he used a pretty messy way to add his missiles that basicly killed every other mod adding missiles aswell.

It's not my mod so i'm not allowed to change and reupload his files, but if u were to unpack his mod (i don't get why ppl pack their mods if uploaded somewhere else than steam), delete everything in the /md/ folder and copy this file in, then u should be good.

https://mega.nz/#%21JMgxwZTA%21OpLwA4H- ... CXKn59FwUE

If u don't know how to unpack his mod, lemme know. :)
cool and no worries, I can manage extracting the files from the cat/dat files. It was just trying to narrow down the issue. I thought it better to see if anyone with more experience would be able to track it down so long as I gave the correct type of info and the issue I was running into.

Edit: turns out the mod author sort of basically took it upon himself to expand on a mod you did once upon a time.

iforgotmysocks
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Post by iforgotmysocks » Wed, 27. Dec 17, 21:16

Requiemfang wrote: Edit: turns out the mod author sort of basically took it upon himself to expand on a mod you did once upon a time.
I was glad actually. :)

I'm always hoping to inspire more ppl to get creative, and one thing i was always pretty bad at is actually balancing things.

He seemed to have invested a lot of time to bring lots of new missiletypes into the game, so i took my mod down some years ago knowing that there's a better balanced one available.

I'm sure Nova will get back here eventually to update it properly.

Requiemfang
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Post by Requiemfang » Wed, 27. Dec 17, 21:30

yeah either way that little fix you did worked perfectly. Won't work for games already in progress but it works for new games.

iforgotmysocks
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Post by iforgotmysocks » Wed, 27. Dec 17, 23:22

Requiemfang wrote:yeah either way that little fix you did worked perfectly. Won't work for games already in progress but it works for new games.
Hmm.. can't say for sure without taking a look at the code again, but it should also work for ur current savegames, just switch some zones or sectors, it should update rather quickly after that.

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Post by Requiemfang » Sat, 20. Jan 18, 07:07

Noticed something and I think I brought the discussion up earlier with the author of the mod and I made a good point about it. The constrictor missile or EMP missile that disables engines. The mod persay doesn't remove them since I pointed out to the author that removing them was a bad idea due to the fact that having them to disable ships boosting would be a missile type to keep.

Now I noticed while I was in FoO that arms wares sell these but every time I try to buy them they poof disappear on me. What line do I need to alter in order for them to not disappear on me?

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Nosscar
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Post by Nosscar » Fri, 1. Jun 18, 16:35

hi guys, i liked the look of this mod, subscribed before realising it wasn't working, now my save was broke, unpacked it, added file link to md folder (deleted everything else as instructed) and now i have missiles in shops again, problem is, no missiles are showing up for use in the skunk, any ideas what to do now. thanks in advance, i know its an old thread, just doing a rerun of xr before x4 comes later in the year. I did delete the old cat files, was this a mistake.
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JDamien
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Post by JDamien » Fri, 1. Jun 18, 20:17

I wound up having to use a save editor to remove all the More Missiles flags from my save game files, then a day later I restarted again anyway lol. Look for an editor called "XRSaveeditor" it will more or less allow a one click edit or extensions, you start the editor, load your save file then click the extensions tab and it should show all the mods currently flagged in that particular saved game then you can just delete the More Missiles flag from extensions and the save will load. I wouldn't use it for much more than this as the editor is a very old one and way out of date. It works sufficiently for this purpose though.

https://www.nexusmods.com/xrebirth/mods/21

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Nosscar
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Post by Nosscar » Sun, 3. Jun 18, 11:45

ok thanks, will try that now.

edit: ok so i removed the mod with the save editor, and now my save still loads ok, moremissiles mod is gone, i bought some more missiles, (normal ones now again), but they are still not appearing in my weapons to select and use.
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w.evans
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Post by w.evans » Sun, 3. Jun 18, 16:45

JDamien wrote:I wound up having to use a save editor to remove all the More Missiles flags from my save game files
Be careful with this. Those flags are voluntarily set by us to indicate that simply deleting the mod will likely break the save, and the ways in which saves can be broken can be very non-obvious, and may not become apparent until after many hours of game play.

That said, i haven't looked into this mod in a very long time, so am unsure what consequences, if any, there could be of forcing a save to load with this mod removed.

JDamien
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Post by JDamien » Mon, 4. Jun 18, 02:25

Well I deleted it from mine and I did notice when I went back and checked that while it loads and plays fine (I finished the entire storyline and am now getting ready to load in The War mod) when you buy the missiles (Or when I did) I have a "Blank" spot on my missile select thing on the screen I had to page through a few times to get it working but the blank spot is always there I am guessing due to some line of code injected by the More missiles the editor can't remove not sure. Like I said though Mine are working fine just with that blank spot in the missile choices.

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Nosscar
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Post by Nosscar » Mon, 4. Jun 18, 10:07

i gave up on this and started a new game. i used the editor to give me enough money to rebuy what i had before.

this mod should be removed or marked new game. only at least.
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JDamien
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Re: [MOD] More Missiles Mod

Post by JDamien » Mon, 29. Nov 21, 06:45

Out of curiosity I know it's been a while but I went back to give Rebirth another stroll through and was gonna use this mod and now I can't figure out how to get it working again. I know there's a file replace post up further but have no idea what he's talking about or where to find the /md/ folder that he mentions, any help is appreciated.

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alexalsp
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Re: [MOD] More Missiles Mod

Post by alexalsp » Mon, 29. Nov 21, 14:50

JDamien wrote:
Mon, 29. Nov 21, 06:45
Out of curiosity I know it's been a while but I went back to give Rebirth another stroll through and was gonna use this mod and now I can't figure out how to get it working again. I know there's a file replace post up further but have no idea what he's talking about or where to find the /md/ folder that he mentions, any help is appreciated.
NEXUS
24 April 2017, 4:58AM
Doesn't work for 4.10 can't even get it to enable sadly.
folder inside cat / dat files

you can unpack the mod with this tool

https://www.egosoft.com/download/x_rebi ... wnload=589

JDamien
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Re: [MOD] More Missiles Mod

Post by JDamien » Tue, 30. Nov 21, 03:49

alexalsp wrote:
Mon, 29. Nov 21, 14:50
JDamien wrote:
Mon, 29. Nov 21, 06:45
Out of curiosity I know it's been a while but I went back to give Rebirth another stroll through and was gonna use this mod and now I can't figure out how to get it working again. I know there's a file replace post up further but have no idea what he's talking about or where to find the /md/ folder that he mentions, any help is appreciated.
NEXUS
24 April 2017, 4:58AM
Doesn't work for 4.10 can't even get it to enable sadly.
folder inside cat / dat files

you can unpack the mod with this tool

https://www.egosoft.com/download/x_rebi ... wnload=589
Yeah I saw that but no clue how that thing works I tried to use the XRCatToolGUI.exe to unpack the Cat/Dat files but couldn't get it to work lol (User error I'm sure).

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alexalsp
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Re: [MOD] More Missiles Mod

Post by alexalsp » Tue, 30. Nov 21, 12:29

OK.

After I started browsing and changing the files in the MD folder, I found the message above: It saved my time. I haven't done this for a long time. ))

viewtopic.php?p=4695247#p4695247

and changed some files. I placed the old versions of the files in the archives.

Now it works, but you need to check.

The author removes the standard vanilla rockets and adds his own. I don't know why ... The author could add his own without deleting the original ones.

But this is the author's decision.

More Missiles Mod Fix v.1.10 30-11-2021 - for XR 4.30

https://drive.google.com/file/d/1CE2wzn ... sp=sharing

JDamien
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Re: [MOD] More Missiles Mod

Post by JDamien » Tue, 30. Nov 21, 19:09

alexalsp wrote:
Tue, 30. Nov 21, 12:29
OK.

After I started browsing and changing the files in the MD folder, I found the message above: It saved my time. I haven't done this for a long time. ))

viewtopic.php?p=4695247#p4695247

and changed some files. I placed the old versions of the files in the archives.

Now it works, but you need to check.

The author removes the standard vanilla rockets and adds his own. I don't know why ... The author could add his own without deleting the original ones.

But this is the author's decision.

More Missiles Mod Fix v.1.10 30-11-2021 - for XR 4.30

https://drive.google.com/file/d/1CE2wzn ... sp=sharing
Ok, so, just to be positive I just use this mod instead of the workshop[ one?

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alexalsp
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Re: [MOD] More Missiles Mod

Post by alexalsp » Tue, 30. Nov 21, 22:47

This mod adds new rockets with their own characteristics. Seminars were not mentioned at all in the mod or in the description of the mod. These are different things.

You buy skunk rockets from a dealer.

JDamien
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Re: [MOD] More Missiles Mod

Post by JDamien » Tue, 30. Nov 21, 22:52

alexalsp wrote:
Tue, 30. Nov 21, 22:47
This mod adds new rockets with their own characteristics. Seminars were not mentioned at all in the mod or in the description of the mod. These are different things.

You buy skunk rockets from a dealer.
Not sure where Seminars came in I don't even use those sorry. I am just trying to figure out how to get the more missiles thing working nothing else. I'm not even sure how to use the file from your post link here: https://drive.google.com/file/d/1CE2wzn ... sp=sharing

if you drop the folder full of loose files in the extensions folder it has trouble loading it but if you side load the zip file through a Mod Manager it goes in but you wind up right back to the dealers having no missiles. Have to say extremely lost and confused at the moment.

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