[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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StormMagi
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Post by StormMagi »

Electric wrote:Right - great thanks found the mod :)

I'm getting closer... I've installed your lastest version v1.00 with the abandon ship feature... plus my version of X3TC is 2.5

With the mod active the game saves come up corrupt when trying to load then throws me back to desk top :(

any ideas?

Thanks Electric


Something about a script used in the last savegame and any new additions is most likely incompatable. Usually that means you have to start a new game. Were you using any other scripts in the savegame that you have removed or mods you have unselected?
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StormMagi
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Post by StormMagi »

Small bug I found that I don't recall before, the Decom Mamba has a giant square missing from the top of the model now... I haven't seen this with other ships yet but I will keep my eye out.
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Electric
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Post by Electric »

Thanks for the replies,

It sort of part working now on an earlier save but the race shipyards are in the wrong race locations and the old ships don't show up...

I also notice is effected other stations as I now have EMPC forge in Red Light selling drones??

I think my other scripts maybe causing the issues as I have Otas / ATF and the Marauder shipyards installed.

Going to remove them and report back

Cheers Electric
Snowship
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Post by Snowship »

@ Killerog

Are you planing on adding the other races TS/TP?
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killerog
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Post by killerog »

Electric wrote:Thanks for the replies,

It sort of part working now on an earlier save but the race shipyards are in the wrong race locations and the old ships don't show up...

I also notice is effected other stations as I now have EMPC forge in Red Light selling drones??

I think my other scripts maybe causing the issues as I have Otas / ATF and the Marauder shipyards installed.

Going to remove them and report back

Cheers Electric
That is strange. As i am using MD code it uses the id of stations so there is no way it could create any other stations then what i ask it to make(unlike script editor).

What sectors are the ship yards in ?

Snowship wrote:@ Killerog

Are you planing on adding the other races TS/TP?
At some point yes. I have a few almost done. Animations on one or two are tricky and time consuming with dbox.
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Electric
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Post by Electric »

HI Killerog,

Managefd to remove the Marauder shipyard but still have the ATF in moom orbit and Otas in Legends Home,

reinstall version 0.10 without trails

My Hyperion is sitting in Kingdoms End and low and behold an old shpyard appears selling correct X2 boron ships, tested and few as have plenty of cash and they worked ace!!

sadly that where the fun ended as no other shipyard worked, some appear in home sectors as they should but either selling the new ships or a totally different products, others take over non race home sectors that would normally have a shipyard in it.. but are not always the correct race shipyard for that sector split in boron space for example...

Maybe a silly question but the install places the 9950-Lo44.xml in the T directory in the main game folder... is that correct as no other file extension in the t folder matches it?

Cheers Electric :)

Quick edit Split and Argon shipyards working but quite a few other shipyards corrupted... too much to play :(
killerog
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Post by killerog »

If 1 ship yard worked they all should work(copy past code), code is the same from the last 3/4 versions nothing has changed in this one.

And yes the 9950-Lo44.xml goes in the t directory.

Is anyone else having problems with this version ?
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StormMagi
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Post by StormMagi »

Only problem I found was the missing polygons on that model. I haven't started a new game yet though.
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StormMagi
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Post by StormMagi »

OK, two more things I noticed immediately after starting a new game. The Decom Shipyards have no shields and the X2 ship prices reverted back to X3 costs. Also instead of Decommissioned Ship Factory, maybe just call it Naval Scrapyard?

I still have the Tships file with reduced costs if you need it killer.
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killerog
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Post by killerog »

Well thats strange. Havent touched the tship files. Hmmm.
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StormMagi
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Post by StormMagi »

Did you not include the one I sent in the v .1 cat/dat (since that is what is in the v 1.0 rar)?
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spectre900
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Post by spectre900 »

ive noticed that if I try to start a new game using any other mod (or no mod at all) but this one my cursor turns into 100 of ingame icons and my ship always exlodes after the game loads.

the mods I have installed are:
Normady 1.7
Turret Fix (for a better pilot view for the Springy, I always use this one)
Shipexpansion 1.7 (use sometimes)
M.A.R.S.
and this mod

appears that I MUST use the callback mod to be able to start a new game or NOT use it to load a previous saved game.

any idea what may be wrong or why it happens? EBK maybe ? =/
StormMagi
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Post by StormMagi »

Well for one the Normandy one and possibly the turret fix and shipexpansion mess with the tship file, which this mod also modifies so those could be major conflicts.

I currently use the mods listed in my sig and a few other smaller ones w/o problem.
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killerog
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Post by killerog »

StormMagi wrote:Did you not include the one I sent in the v .1 cat/dat (since that is what is in the v 1.0 rar)?
I included the tship file you sent me ages ago, and have not touched it since, only files touched in this version is the t file and a new MD code file. So i have no idea why any of this things are happerening. :?

When i get home i will take a look at the mod, make sure nothings over written anything ect.
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StormMagi
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Post by StormMagi »

Yeah the missing polygons is the most confusing to me so far. I might try swapping out the cat/dat files for the v .09 ver and see if that does anything.
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killerog
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Post by killerog »

Yeh that is strange. Let me know what happens with when you use the old version.
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Electric
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Post by Electric »

Hiya,

I've found 3 of the decom shipyards selling the correct ships for the race sector they are in but there are still 2 main issues

1 the mod seems to rename randon stations around the x-universe to other names, but they still sell the product they sold before the mod

2. other race sectors have their shipyards renamed to another races... ie boron shipyard in split space... but it will still sell split ships, very odd.

On another note the Split Dragon MK1 looks fantastic, very good job done there!

Cheers Electric
spectre900
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Post by spectre900 »

where is the Split Decom Yard suposed to be? Ive looked in every system with a Yard in it but haven't found a trace of it!

I have found the Argon, Teladi, Paranid and Boron but the Split's is no where to be found :(

Edit: ok, I found it now, read on some posts it may move or dissapear, but now it was back where it should.
killerog
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Post by killerog »

Some strange things going on here lol. Hopefully if there is anything wrong is just a overwritten file or something silly like that.
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StormMagi
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Post by StormMagi »

It is just the time of year hopefully :lol:
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