[MOD]: just the basics now; IM3 is gone - nice pictures though(02/10/2008)

The place to discuss scripting and game modifications for X³: Reunion.

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Do you find the revisions to be a good addition to your game?

Poll ended at Tue, 26. Jun 07, 22:01

Right on.. It's that good!
2
33%
Not tooo bad...
2
33%
That's the worst mod I've ever seen...
2
33%
Good grief! where did you get those textures?
0
No votes
 
Total votes: 6

xTemon
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Joined: Tue, 9. Jan 07, 20:01
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[MOD]: just the basics now; IM3 is gone - nice pictures though(02/10/2008)

Post by xTemon »

Independent Mod is a conceptual universe designed to mesh with the storyline of the X3 universe; though I haven't run a full test with storyline or Bala Gi, I'm fairly certain it will work through both without interfering with either.

The X3 universe has seen some major changes in this mod, not among the least of which is extensive editing of the sector descriptions, race modifications, and the adjustment of various sectors ownership.


Welcome to the Independent Mod!

Anyone wishing to cover further modifications of the Independent Arms Mod is asked to maintain the Independent Arms Corporation as is with all it's assets being strictly associated with it; Adjustments to the Independent Alliance are welcome, and the further modification of the universe would be a welcome surprise.

I would appreciate it if anyone that has an interest in deciphering the 440001 and translating it into their preferred language .txt does so. Feel free to continue modifications, add corporations, adjust and balance the mod, etc... -all I ask is that the integrity of the mod be maintained to some degree and that a, if neccessary, fixed release of the original with the new language.txt be released along with any adjusted mod.

As far as the vessels in the mod go, my only stipulation regarding xsp's and use of them for other mod's is that my vessel, the IAC Iron Arm M7, stay with the mod, or any further releases of it inclusive of the Independent Arms Corp.

[ external image ]

[ external image ]

It is my hope that this becomes a Community Mod, and I welcome any constructive criticism in regards to it's construction and any flaws or bugs that it may have, as well as advice on how to fix them should you choose to incorporate it into your criticism.

Should anyone wish to make adjustments to the mod or to set up a release for it in .spk format, feel free to add them to this thread, which I will be checking in on from time to time, and I will see if I can't move them up to the top at the earliest opportunity.


Part I and II-Independent Mod are false patches designed to be added to your egosoft folder as numbered .cat and .dat files(It will not be available in .spk format due to the lack of neccessity)-likely, it will be simplest to number them as 10, 11, and 12, (if false patching Indep_III_1.2), and and place them in you X3 Reunion folder over your other .cat and .dat files.

These packages will include a single cat and dat labelled Indep.cat and Indep.dat, (or Indep2.cat and Indep2.dat), to be unpacked to your X3 folder; they will be in zip format. Their contents are simple revisions to dds textures from X3 that change virtually all the ships in the game, as well as the stations, and--in the second part--your graphical user interface.

The above example applies to the Independent Arms mod in regards to installation and downloading, unless the script installer version is used.

Update of Independent Mod II: GUI enhancement Mod
-This Mod is fully compatible with Independent Mod I, and any others; though it can be overwritten. This mod is a total GUI enhancement mod covering all aspects of the GUI: It applies changes to the HUD, all menu's and maps, the initial startup and loadscreens, and all buttons, bars, and tabs.

It should be noted that part III of the Independent Mod is incompatible with previous saves due to the nature of it's modifications; it will also run into some conflict with other mods. It is however unscripted, and fully capable of being modded over, with the loss of some or all of it's components, with the ability to return to saves using it by choosing the original game selection in mod selection on startup, should it be placed over your .cat and .dat files in your X3 Reunion folder as opposed to installed through the mods folder-please rename as required and enjoy the mod-now includes script installer file in the zip file

Download*

Independent Mod I v1.0: Texture Mod -7z zip (64MB)
http://www.badongo.com/file/3606628

Independent Mod II v1.2: GUI Enhancement -7z zip (4MB)
http://www.badongo.com/file/3606639

I had to run a last fix on the mod as it appeared the components file and possibly the mov file had been corrupted prior to, or during, packing-though you wouldn't know it until you extracted it and watched it get fragged as you opened it. Just .spk this time :wink: You can always extract the package if you want. Tested a copy of the spk and it worked well enough--it shouldn't harm a save with the last package unless you already bought the ships :roll:

Independent Mod v1.2spk-repacked to fix turrets:

*lost to file deactivation.. :( **sighs**

Independent Mod III has had adjustments to the docking areas, (allowing for all vessels to dock and undock while piloted, including the M1), gates have been resized to account for the size of the M1, allowing for the vessel to be piloted through gates as well, the 00044 mov file has been updated as it seems to have been the wrong version in the previous update :oops: , and some of the vessels have had minor adjustments to power for shields and weapons to allow for the increased shielding capacity; the Particles3 has been removed due to some undesirable effects on missiles I had not previously noticed. :D

[ external image ]

Part of the GUI enhancement - updated:
[ external image ]
Last edited by xTemon on Sun, 10. Feb 08, 05:01, edited 39 times in total.
xTemon
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Post by xTemon »

:D
Last edited by xTemon on Sun, 10. Feb 08, 04:47, edited 2 times in total.
Cycrow
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Post by Cycrow »

just so you know, XFP already does exactly that.

there a script pack available with XFP that includes lots of other ppls scripts, some of them have been changed to make them compatable with each other.

some have even been changed to make use of some of the additions from XFP.

the XFP mod also originally started as a community mod that combine many other smaller mods together into one big one
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Post by xTemon »

:)
Last edited by xTemon on Wed, 20. Jun 07, 20:18, edited 2 times in total.
Cycrow
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Post by Cycrow »

well the problem about installing multiple ship mods is that only one of them can run at a time, as only one of the TShips will work
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Post by xTemon »

:gruebel:
Last edited by xTemon on Wed, 20. Jun 07, 20:18, edited 2 times in total.
Cycrow
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Post by Cycrow »

its a difficult task to combine these mods together, thats y its never really been attempted.

remember, u need to combie the cockpits, componants and dummies together as well.

when u combine them together, u also need to adjust the other references to match thier new position. Ie, if you put DDRS's cockpits after Xtendeds cockpits, u'll have to eidt the DDRS ships to use the new position for thier cockpits.

u'll also have to edit any references to those ships to the new position, including in all the scripts that come with the mod.

thats the very reason i created the Ship Manager
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Post by xTemon »

:gruebel:
Last edited by xTemon on Thu, 7. Jun 07, 22:07, edited 1 time in total.
Cycrow
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Post by Cycrow »

yeah, each ship refereres to what cockpits it uses, these cockpits are an id to the position in TCockpits.

also remember to go through every ship and change the text ids for all of them
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Post by xTemon »

:)
Last edited by xTemon on Thu, 7. Jun 07, 22:07, edited 1 time in total.
DangerDave
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Post by DangerDave »

So, is this a 'combine all mods into one' sort of mod, or a 'combine bits of every mod into one'?

I was thinking from your OP that all you really need is a bunch of ships packed in xsp and someone to write scripts to use them. That way no specific mod element is needed beyond using the ship installer. Of course, a different issue altogether if you want to add/change jobs, weapons, etc.

I would really like a 'broken down' mod. E.g. Mod v1 = missile trails; v2 = missile+ship trails; v3 = new ships+trails; v4 = new ships+special (script supported) ships+trails; v4 = new ships+new jobs; v5 = only new jobs, nothing else; v6=new ships+jobs+bonus scripts. Could go on - practically a zillion possible combinations.

The one issue I have with full mods, including XFP, is there are just certain specific elements I want (for example: most ships and any stock script improvements, but NO new galaxy map; or a new galaxy map, but WITHOUT star wars sectors, etc).

So if you could make this independent mod to be 'sliced up' to different versions/components that could be downloaded seperately... that would be an awesome contribution.
Dave.
xTemon
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Post by xTemon »

*bump* :roll:
xTemon
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Post by xTemon »

*bump*

The Mod has been released, feel free to download it, test it, rip it apart and take the textures... whatever you want :wink:
xTemon
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Post by xTemon »

*bump*


Independent Mod II has been released.

As above for Independent Mod I :)

Edit:

Try it and see what you think; the results may surprise you.
xTemon
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Post by xTemon »

*bumped* :)

It seems I may have a part III on the way: perhaps early next week; one way or another :wink:
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Post by xTemon »

uurrghh! ..page 27 :doh: .. :lol: ..not really :D

*bump*
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Iifrit Tambuur-san
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Post by Iifrit Tambuur-san »

okay, okay, it looks very nice.

@Endremion:
But I have one piexe of critic:

-in part II, the color for the menu background or the font haven't been chosen well, because me as a scripter needs a good contrast between font und menu background. In many cases I can even suggest, what is standing there.


At least have ever thinked about of modifing the terran textures?
Passierschein A38.5 gefunden!
[ external image ]
"Probleme kann man niemals mit derselben Denkweise lösen, durch die sie entstanden sind." Albert Einstein
xTemon
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Post by xTemon »

I agree with you on the menu background issue--problem is I had already packaged it before I noticed, and I don't like to repack .cat's as it corrupts the associated .dat file; also don't really feal like completely repacking it :roll: The GUI Master is most of the problem, (it neads a slight darkening of the bars on the right hand side); the remainder of the problem is that I wasn't thinking of the game increasing the light of, and adding bright color to, the text I modified--which would be most of the reason you can't read some of it in the script editor.

I'll try and get a fix out for it before long, but have a limited amount of time to do it as I'm off school, and the computer, for the summer--at the very least--in less than two weeks.

I'll do what I can to fix it though--just one mod to go, and a few idea's that will be left for future consideration--it really doesn't take that long to pack a .cat, and the very least I can do, (not being particularly time consuming), is adjust the master so the menu's are a little darker :)

Edit: I did modify the Terran textures--but only to stop them from giving me a migrane :lol: I only did some minor adjustments to the capital class textures, and--I think--a fairly nice modification to the Terran M3, M4, and M5 Textures :) , but that's in Part I :D :thumb_up:
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Post by xTemon »

I'm sorry you don't like it :wink: - I noticed nobody has chosen the last option :roll:

*bump*
xTemon
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Post by xTemon »

Iifrit Tambuur-san wrote:
At least have ever thinked about of modifing the terran textures?
*You might want to try Part III when it comes out :wink:

Edit: A bit of a delay, but I'll try for thursday or friday :)

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