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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

testmod
Posts: 71
Joined: Fri, 13. Mar 09, 04:59
x3tc

Post by testmod »

out of curiosity, does this replace the current ship models or simply add new "x2 style" ships?

edit: disregard, i found my answer in the other thread (does not replace)
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

@ PSCO1:: Thanks for the info, ill fix that.
@Electric:: Yes it will be the next major thing added.
Image
PSCO1
Posts: 1087
Joined: Thu, 4. Jun 09, 17:08
x4

Post by PSCO1 »

Check also particules emitter of L, M and N xenon engines
strange moves at idle
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

ok thanks.
Image
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

New version available.
Image
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Was that the problem with the Split fighters? I will get you the new link later.
MOD XR Show Skills

Flying spaceships since 1993.
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

Have not had a chance to look. Uni got really busy :(, but this is the last week then i get 1 month off so i will get the major update done for this, maybe release my weapon damage effect mod and a few ships if all goes well.
Image
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Haha I know that feeling, my last final is tomorrow night. Once that is done I plan to pretty much not do anything except destress for a few days.
MOD XR Show Skills

Flying spaceships since 1993.
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

I have some strange bugs. The mod's great first of all, and the bugs are by no means gamebreaking, but:
1)The stations have no shields- they function fine as the outdated shipbuilders, but are entirely unshielded
2)Legend's home- this sector's gone completely doollally, the Argon shipyard's become ***undefined*** and something(probably OTAS shipyard) has turned into an ice mining station.
3) I am convinced that I downloaded the V1.02(latest version), but the message sent to me says v0.10?

But again, I do like the mod. Any ideas as to what's gone wrong?
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

Message might not have been update keep forgetting to do that :oops: .

I will check out the other points.
Image
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

Thanks. It's point 2 that I'm most worried about, but I can't help but laugh at the mental picture of the mighty shipyard going *poof* in a cloud of pink smoke, to reappear as something utterly random. As you can possibly see, I'm rather strange sometimes. Ignore those times. Also, I just found that the decom. carriers have no docking slots(the Raptor at least) and that Ore mines M and L have swapped hull strengths(L size now says 40% and M size 250% :D ), which may or may not be only in one particular savegame. Is this a limitation in the mod or a botched install by me?
I still like the mod though. (if it helps, I'm using the one with trails. Only other mod I'm using is some extra gamestarts, and the bugs occured before I installed it, so it can't be that.)
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

No idea why the mines are like that, i will check that out when i check out the other station bug.

At the moment no decom carrier has docking, it will be added in the next major patch hopefully other xmas
Image
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

OK. The mine thing may just be in my old vanilla savegame, since I don't think I've seen it in a new one. Looking forward to the next patch! (want my raptor back!) [No matter how many bugs there are, I'm still adamant that this is a great mod.]

EDIT: How wierd. I removed the mod and reinstalled it without the engine trails mod. All the strange happenings pretty much disappeared, apart from the Decom shipyards becoming Split shipyards in name, but not function, fortunately. It seems that most of the problems were caused by the trails mod, although I can't see why or even how.
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
superbun
Posts: 146
Joined: Sat, 1. Dec 07, 10:09
x3tc

Post by superbun »

Great mod, going to wait untill carriers have docking slots before i dowload
Last transmission of split military python AE-316:
"Split say...ARRRGG!"
-------------------------------------------------------
X3:TC Soundtracks Tutoral
Mlodymic
Posts: 1
Joined: Wed, 20. Apr 05, 11:06
x2

Post by Mlodymic »

hi killerog, got some questions about the mod

argon ships (dk if other to, haven't checked) are very shiny, almost mirror like, would say brand new, they don't look old enough;)

ships on your screenshots have visible turrets, unfortunately i haven't seen them ingame, any idea why?

thx, and keep up with the good work!
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

I changed the turrets from the X3 ones (shown in the pics) to the old X2 ones. They fit the models much nicer.

At the moment all ship use the X2 textures, some parts look shiny thanks to the X3 engine, I may change this later one.
Image
KELMAR
Posts: 85
Joined: Mon, 18. Jul 05, 06:15
x3tc

Post by KELMAR »

been getting missing parts/texture with split and teladi callback ships from apricot's merge mod. is this a known problem?

also i used to follow this mod before you took it over, and i thought i remembered that the x2 ships would be cheaper lower quality versions of current x3 ships. In the merge mod all the ships have the same stats as their x3 equivalents. i may simply be mistaken


[ external image ][ external image ]

[ external image ][ external image ]


http://forum.egosoft.com/viewtopic.php? ... 99#3127299
http://forum.egosoft.com/viewtopic.php? ... 80#3130580
That was my health bar?
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

The version in the merge mod may be an older version. I am not sure. But the X2 ships should be cheaper lower quality X3 ships as you say.

Missing textures may be down to the older version being used or a texture being missed in the merge mod. Let apricot know.
Image
Master of the Blade
Posts: 2259
Joined: Fri, 6. Feb 09, 20:52
x3tc

Post by Master of the Blade »

I'm not sure about cheaper- the old Phoenix costs nearly twice as much as the new one at ~105Mcr. Also, the old Colossus is horribly underpriced at a tad over 200kcr. Is this a bug or a limitation? I'm not sure about the details of adding in new ships. Damn my install of this mod is screwed up. All the fighters fit the bill though.
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
superbun
Posts: 146
Joined: Sat, 1. Dec 07, 10:09
x3tc

Post by superbun »

Master of the Blade wrote:. Also, the old Colossus is horribly underpriced at a tad over 200kcr. Is this a bug or a limitation?
at the moment the carriers have no docking bays, at the moment their just oversized M7's, so untill the carriers work properly, they don't deserve an appriopriate price...
Last transmission of split military python AE-316:
"Split say...ARRRGG!"
-------------------------------------------------------
X3:TC Soundtracks Tutoral

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”