[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

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

Post by killerog »

New version up. See Op for changes.

Thanks to paulwheeler for some of the tship changes :thumb_up:
Image
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

New version up check op for details.
Image
User avatar
e1team
Posts: 574
Joined: Mon, 24. Nov 08, 19:55
x3tc

Post by e1team »

Hmm... Seems my saves are corrupt after installing the new version. Any suggestions on how to fix it?
There are 4 folders:
Mods
mov
t
director
I just copied them to the X3TC dir and overwritten when prompted. Anything I missed?
Last edited by e1team on Thu, 25. Feb 10, 21:14, edited 1 time in total.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
[ external image ][ external image ][ external image ]
Freya Nocturne's Sigantures
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Do we still need the script editor activated? I thought you had changed that a while ago but your website says we still need to.
MOD XR Show Skills

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

Post by killerog »

e1team wrote:Hmm... Seems my saves are corrupt after installing the new version. Any suggestions on how to fix it?
There are 4 folders:
Mods
mov
t
director
I just copied them to the X3TC dir and overwritten when prompted. Anything I missed?
Hmm strange no reason that I can think of as to why that would happen. What version are you running (trails or no trails) ? One thing you could try is to load your save using the older version and make sure you are in an empty sector in a non X2 ship.

Can anyone else let me know if this happens. I haven't changed any files that I have not changed in other versions.
StormMagi wrote:Do we still need the script editor activated? I thought you had changed that a while ago but your website says we still need to.
Probably not I have just left it in just in case (and I forgot to remove it ...). If it works with out than great but I have never tested it (all ways have it activated so i can cheat stuff in)
Image
User avatar
e1team
Posts: 574
Joined: Mon, 24. Nov 08, 19:55
x3tc

Post by e1team »

No trails version, and I'm not in X2 ship. Just rolled back to previous version. will try to go to another sector. see if it works.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
[ external image ][ external image ][ external image ]
Freya Nocturne's Sigantures
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

Hmm I did redo the non trails version completely as I missed one file and couldn't find out what it was. Maybe I have messed up save game compatibility when I did that(no idea how).

If you don't mind could you try the trails one to see if that works.
Image
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

I had that happen to me in when I tried to install the ship pack manually into the types folder.

I had caused the game to see my saves as corrupt, it may have something to do with one/some of the T files numbers not matching up or it being a cat/dat being a tad corrupt when created.

Sometimes the mod manager would cause a cat/dat I had made to be corrupt, when created a second time it seemed ok.

hth
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
User avatar
e1team
Posts: 574
Joined: Mon, 24. Nov 08, 19:55
x3tc

Post by e1team »

killerog wrote:Hmm I did redo the non trails version completely as I missed one file and couldn't find out what it was. Maybe I have messed up save game compatibility when I did that(no idea how).

If you don't mind could you try the trails one to see if that works.
The same. Corrupt. Hmm... Any suggestions? I'll try a new start, see if that works. Although I'd rather not start from a scratch.

Edit: Well, a fresh start IS working. The ships are rebalanced, renamed (Mk1) and prices are lowered (although the Decom shipyard still has no shields). But save games are a no go.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
[ external image ][ external image ][ external image ]
Freya Nocturne's Sigantures
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

Hmm well for the time being a suggest you use the older version unless you want to start a new game. I will not be able to touch this again until sat/sun as I will not be near my pc.

Any ideas or fixes that people can suggest till then will allow me to fix the new version as quickly as I can. Also if you have created a fix you can upload it so people can use the new version as soon as possible.
Image
User avatar
e1team
Posts: 574
Joined: Mon, 24. Nov 08, 19:55
x3tc

Post by e1team »

OK I'll see if I can make something out of it.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
[ external image ][ external image ][ external image ]
Freya Nocturne's Sigantures
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

The docking changes will cause a save game crash if a changed ship is in sector.

Just make sure there are no x2 m1s in the sector you're in when you update.
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

I found a small problem, I can't seem to sell any of the X2 ships as they don't show up in the shipyard trade menu (like the Pirate Ship TS bug).

Do I need to send them to their own race Decom shipyards to sell them?

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
User avatar
e1team
Posts: 574
Joined: Mon, 24. Nov 08, 19:55
x3tc

Post by e1team »

Well, I managed to make it work by going all the way to Freedom's Reach (The most empty sector there is :D). :lol: But now the mod has spawned a Xenon shipyard that produces Warheads in Argon Prime... :D Any Ideas?
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
[ external image ][ external image ][ external image ]
Freya Nocturne's Sigantures
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

I had a Xenon shipyard also when I installed the mod a while after I'd started a new game.
I checked to see what would happen if I started a new game and it didn't show up. It may have something to do with the Tfactories file as the director files don't list a Xenon station.

Anyway I was happy enough to start over as I hadn't done anything major in the game I was playing.

The Xenon station doesn't mess the game but it was a tad annoying to have a shipyard with no ships in it hehe.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

This is due to a problem in Killerog's tfactories. I did make him aware of the problem.

Its fairly simple to fix if you want to have a go yourself.

In the mod manager open the X2 callback mod. Find tfactories, right click and choose "edit". Find the second line of data in tfactories - it ends with SS_FAC_OG_SHIP;

Cut this entire line and paste it after the last entry. Then save and load X3.

You may have to go back to a save from before the X2 shipyards were created.

This will sort this xenon factory issue. It is because by putting the line for the new shipyard second it shifts all the factories after that by one place - so all the names of all the factories already created get shifted by one place. Of course this only affects save games not new games.

If you have started a new game with the tfactories with the error in and you use this fix it will mess up your names so leave it as it is - so only do this if you are having factory name problems.
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

Hope Killerog doesn't mind but I made a fix for the lazy and for the folks who don't understand what to do.

http://www.filefront.com/15685707/X2.Sh ... e-fix.zip/

Thanks for the info Paul and hope you don't mind me stealing the info to upload a fix :)


edit: Killerog you can use the fix if you havn't already fixed it for the next release.

hth

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
User avatar
e1team
Posts: 574
Joined: Mon, 24. Nov 08, 19:55
x3tc

Post by e1team »

Cool. I'll check it out.

Yay! It works! Thanks all. Mostly killerog for creating this mod :fg:
Last edited by e1team on Fri, 26. Feb 10, 14:30, edited 1 time in total.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
[ external image ][ external image ][ external image ]
Freya Nocturne's Sigantures
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

Hmm how did that happen again :(. I did fix that bug, must of copied the wrong file :oops: I blame lack of sleep and sugar.

I update the file later today as i shouldn't need my PC to do it.
Image
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

By the way - a quick bug report:

The Collosus bottom turret is now working. Right turret still seems to be broken and the Titan down turret is still broken.

I'll let you know if I find anything else.

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