[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

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someone else
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Post by someone else »

did you follow the "installation procedure" in the first post?

you take a M5 (random one) and go in a Unknown sector without ANY other ship, then you save your game.

then and ONLY then you install my mod and load your saved game. This way shoud work well.

as stated in the first post, you need to respawn (Cheats or sell/buy a new one) the ships that have new external docking bays to make them work properly.
If you notice strange things on weapons in turrets you need to do the same.

both these two "annoyances" are unavoidable... if something is changed the game reacts this way.

@Chealec: yeah... ATF pilots have insanely high morale, only scripts can take it down to reasonable levels (Khaak levels for example, you need a very high fight rank to cap a Khaak, but it is possible) and in fact most bailing scripts do just that, lower the morale from "impossible" to "insane".
I'm curious of what you can come up with ATF... :roll:
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InSeeCure
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Hi newbe here....

Post by InSeeCure »

Hi someone else, this is my first post on this forum and no better place to start then here :D I think this mod is greate and by the looks off it getting better and better, really like that it's made compatible with other mods :)

There are some tings I've spotted in the mod (V 0,59) thu like the Argon Elite has no visual weapons in slots 5 and 6, and visual weapons in slots 1 and 2 don't look the same as slots 3 and 4 (used PAC). And the Terran Scabberd and Baldric has experimental EMPC and pototype M/A M-L and SSC as compatible weapons.

This might bin posted before, but i thought i point them out.
someone else
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Re: Hi newbe here....

Post by someone else »

InSeeCure wrote:There are some tings I've spotted in the mod (V 0,59) thu like the Argon Elite has no visual weapons in slots 5 and 6, and visual weapons in slots 1 and 2 don't look the same as slots 3 and 4 (used PAC). And the Terran Scabberd and Baldric has experimental EMPC and pototype M/A M-L and SSC as compatible weapons.
This might bin posted before, but i thought i point them out.
The Argon Elite is OK, it has 2 cannons that have 2 "barrels" from where the shots come from and the other two cannons are different. The cannon is the same whatever weapon you mount on it... sadly that feature was removed in Reunion and TC.

The Scabbard and Baldric rear turrets were linked to the same stupid cockpit entry as the ATF ships i fixed before. :| fixing them now.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
InSeeCure
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Joined: Wed, 9. Sep 09, 21:05
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Re: Hi newbe here....

Post by InSeeCure »

someone else wrote:
InSeeCure wrote:There are some tings I've spotted in the mod (V 0,59) thu like the Argon Elite has no visual weapons in slots 5 and 6, and visual weapons in slots 1 and 2 don't look the same as slots 3 and 4 (used PAC). And the Terran Scabberd and Baldric has experimental EMPC and pototype M/A M-L and SSC as compatible weapons.
This might bin posted before, but i thought i point them out.
The Argon Elite is OK, it has 2 cannons that have 2 "barrels" from where the shots come from and the other two cannons are different. The cannon is the same whatever weapon you mount on it... sadly that feature was removed in Reunion and TC.

The Scabbard and Baldric rear turrets were linked to the same stupid cockpit entry as the ATF ships i fixed before. :| fixing them now.
Okey that clares it up, but if you only mount weapons in slots 1 and or 2 it has no visual weapons... but thats just nitpicky.

thanks for the fast reply :)
someone else
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Re: Hi newbe here....

Post by someone else »

InSeeCure wrote:Okey that clares it up, but if you only mount weapons in slots 1 and or 2 it has no visual weapons... but thats just nitpicky.
thanks for the fast reply :)
hmmm... that is a ugly thing to see... maybe I'll remove the ugly bugged cannon and replace it with standard mono-barrel cannons. :roll: we'll see.
Trade, Fight, Build, Think, Modify.
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Remember young Padawan: money stolen can be, time cannot.
Gavrushka
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Post by Gavrushka »

Xenon Slayer has announced that V2.5 is due out shortly which will fix the slowdown in old games many of us suffered and well it resurrects my old saves (My saves were the ones that had dropped from 40FPS to 5FPS)...

...In essence I've got 700 ships in that game - WILL this mod work with that game or will all my existing ships be troublesome?

And is it right that the OTAS M7(?M?) still has full laser power when the others I have seen are reduced?
someone else
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Post by someone else »

it is compatible as far as the first post suggests:

all Capitals need to be respawned if you want to use their external docking

all ships that have some "weird locked weapons in turrets" will have to be respawned, only on ships that have "new guns in turrets" will have this problem though.

now, if you had 200 M2 that can be a problem, but if that 700-ships fleet was mainly composed of freighters you'll be fine.

(these problems are unavoidable, sorry)

huh. OTAS M7m is special. let it be. :P
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sstbrg
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Post by sstbrg »

Yes, of course I read the first post...
I haven't tried it with an M5 though, so I will try it now.
Gavrushka
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Post by Gavrushka »

It was just a concern with volume of ships - alas I have a lot of captured capital class ships too - I started a new game with the mods and never expected my old game to be ressurrected -I'll back up saves and give it a go and see what happens

I've got a more immediate problem with a Barracuda Vanguard whatever weapons I load it simply won't fire (with me piloting)!! (PRG, PAC, IRE tried) I'll read through all the gubbins and see if it is something I'm doing wrong - I used a freight trasnporter to send some PACs from my Iguana when the PRGs wouldn't fire and got the message laser not available as they transferred - (I was in Barracuda Vanguard). Unless you immediately know about this please leave it with me until I try a few things and get more info together.
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OOZ662
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Post by OOZ662 »

Just as a sidenote, the Cheats Package's "Destroy Sector Menu" feature is handy for making sure you're alone in the sector. If some corvette or bigship is hiding in the shadows in your save, the game will fail to load after updating.
sstbrg
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Post by sstbrg »

OK, I used the teladi M5 in an unknown sector away from all ship traffic.
Savegame loaded, but I had to spawn a new Panther because the old one's properties stayed the same.
Right, new Panther got the new modified properties (3x1G shield, 132mps, no front IBL etc) - installed Cmod3 (a must-have for me) and it worked fine, just changed the lasers and added the effects like it should.

The problem arose after installing PSCO1's CockpitMod v1.16 - Panther's properties changed back to default (121 mps, 4x1GB shield etc).

Then I removed the cockpit mod and the properties changed back to your mod's properties (again 132mps, 3g shield).

Hmm, I probably did something wrong, but so far it looks like PSCO1's mod is not so compatible...
someone else
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Post by someone else »

sstbrg wrote:Hmm, I probably did something wrong, but so far it looks like PSCO1's mod is not so compatible...
you are right. his mod is NOT compatible, DON'T INSTALL IT.
To have PSCO1 cockpits with my mod I took his mod and created a "optional PSCO1 cockpits pack" that is compatible with my mod, look in my first post and you'll see the link, download and install it as a fake patch after my mod.
It is still 1.5 but will be updated soon to 1.6. :D
I did a similar thing with Shawn's cockpits.

@Gavrushka: no idea on what you did to it... my files are fine. Anyways... already tried to kill and respawn a new one with cheats? If you installed something that changed it the game cannot realize that has changed until you respawn it.
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Gavrushka
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Post by Gavrushka »

Just bought it second hand repaired sent it off to buy lasers which installed fine - jumped into cockpit pressed fire and nothing! LOL - I'll just sell it and buy another ship, I'm sure I just got unlucky.
InSeeCure
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Post by InSeeCure »

Quick question, do you think you will make a module for Alkeena's FCF mod?
someone else
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Post by someone else »

@ InSeeCure: I'll probably integrate it in the core SRM like i did with the BSD. It is a fix, not a "feature". For now there is still a load to do before his FCF can even try to move a step from alpha stage. :D I'll run some tests for him...

@Gavrushka: well.... used ships should work. :? anyways...
Trade, Fight, Build, Think, Modify.
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@fon
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Post by @fon »

someone else wrote:his FCF can even try to move a step from alpha stage. :D I'll run some tests for him...
I think we should wait for FCF to get at least to beta.
sstbrg
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Post by sstbrg »

you are right. his mod is NOT compatible, DON'T INSTALL IT.
To have PSCO1 cockpits with my mod I took his mod and created a "optional PSCO1 cockpits pack" that is compatible with my mod, look in my first post and you'll see the link, download and install it as a fake patch after my mod.
It is still 1.5 but will be updated soon to 1.6.
I did a similar thing with Shawn's cockpits.
Oh, phew! And I thought they won't work together...

Thanks a lot :lol:
Gavrushka
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Post by Gavrushka »

Creating this Mod must have been the easy part! - Fielding the constant barrage of questions must be slightly more troublesome! :)

All is fine with a Nova Raider I bought new - I should have known the Barracuda would be trouble when I only paid 50,000 credits for it and the guy was off in his space suit before I could even say thank you. I did notice there were no lasers protruding from the Barracuda even when installed and it was PRGs I'd put in first - I'll still have the save and can post a link if it later proves an issue.
someone else
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Post by someone else »

@fon wrote:
someone else wrote:his FCF can even try to move a step from alpha stage. :D I'll run some tests for him...
I think we should wait for FCF to get at least to beta.
with "I'll run some tests for him" I wanted to say that I will use his mod on my PC and run tests to help his progress. Nothing will be included in SRM for now, FCF is promising but needs fine tuning. Lots of fine tuning.
Gavrushka wrote:Creating this Mod must have been the easy part! - Fielding the constant barrage of questions must be slightly more troublesome!
I actually prefer discussion on my changes and what people thinks of them than just questions regarding installation problems. At least that means that a lot of people still like this mod. :D
Barracuda (as most boron fighters) don't add cannons on the ship, that would ruin the looks. They have "cannons" that look like headlights on the wings. The weapons shoot from there. Egosoft did them that way.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
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Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
InSeeCure
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Post by InSeeCure »

Mhm no talk sins 11.sep... okey emmm... AHA when do you think you will update your module for PSCO1 CockpitMod from v 1.15 to v 1.16..... I mean v 1.17, I'll swear that man is on mission from god or something.

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