[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

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

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Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

The conflict is between SRM and the SRM Trails Pack, and is technically intended.

You need to ensure that the Trails pack is installed after SRM so it is assigned a higher .cat/.dat number.

The best way to do this is to install it manually, and then number the .cat/.dat files yourself; but if you HAVE to use the .spks, then the SRM Trails Pack needs to be last.

SRM and the normal Trails Pack conflict because the latter uses a non-SRM Tships.txt file. It will still work, but it'll cripple the SRM.

There's no real conflict between CMOD, SRM, and the SRM Trails Pack (per se).
yashamalu
Posts: 12
Joined: Sun, 3. Apr 11, 03:15

Post by yashamalu »

Thanks! By the way where should I put Perfomance Boost scrpit which requires cat/dat files be created, before or after SRM?
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

yashamalu wrote:Thanks! By the way where should I put Perfomance Boost scrpit which requires cat/dat files be created, before or after SRM?
If you mean the Shader Performance Boost mod, then this can be installed in any order. If its a different performance boost mod then please provide a link to the thread and I'll take a look.

The main issue is when two or more mods change the same files. Only one of each file can be loaded by the game so if two mods change, for example, TShips (the file that defines all ships in the game), you will get problems.

The SRM and CMOD and all their addon packs have been made fully compatible as long as you follow the installation order provided.
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

yashamalu wrote:Thanks! By the way where should I put Perfomance Boost scrpit which requires cat/dat files be created, before or after SRM?
Have a look at my post HERE, and then make sure you have one of THESE installed.

That should explain it all for you. :)
navetta
Posts: 415
Joined: Wed, 19. May 10, 20:24
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Post by navetta »

i still cant get most of X tra ships in game, a lot are missing.
terrans are missing saitama, sendai a/b, hiroshima, aomori, longsword, morioka, and im sure a lot more are missing from other races but i cant remember all the names.

some are in the game and also used by the "jobs" file, such as Xenon Z, G, C, nagoya, valhalla, kvasir and others.

i really dont see the logic in this.
im using X3TC 3.1 + bonus pack

i installed the mods as following: SRM 1051 (cat/dat14), CMOD 4.8 (cat/dat15), SRM trails (cat/dat15).

then i also have installed CODEA, military and personel transport, CMOD factories script, SRM shipyards, SRM weapons dealer 1.4, SRM jobs 3.6c

help /.\

edit: forgot to mention im playing a new game
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

navetta wrote:i still cant get most of X tra ships in game, a lot are missing.
terrans are missing saitama, sendai a/b, hiroshima, aomori, longsword, morioka, and im sure a lot more are missing from other races but i cant remember all the names.

some are in the game and also used by the "jobs" file, such as Xenon Z, G, C, nagoya, valhalla, kvasir and others.

i really dont see the logic in this.
im using X3TC 3.1 + bonus pack

i installed the mods as following: SRM 1051 (cat/dat14), CMOD 4.8 (cat/dat15), SRM trails (cat/dat15).

then i also have installed CODEA, military and personel transport, CMOD factories script, SRM shipyards, SRM weapons dealer 1.4, SRM jobs 3.6c

help /.\

edit: forgot to mention im playing a new game
Do you see alot of readtext errors in shipyards? If so then ensure you have installed the SRMINST.xml file into the "Director" folder.

If not please try to cheat in the "missing" ships using Cycrows cheat scripts. If you can find them in the list then you must not have turned on the relevant option in the shipyard pack AL Plugin.

My guess is that it is probably the SRMINST.xml file missing which means the text files have not loaded correctly.


EDIT:

Of course, it could be that you have not realised that I have renamed some of Cadius' ships so that Betty would say the names.... in fact all the ones you mention so I bet this is it.

e.g.

Saitama -> Solaris
Sendai ->Tobosaku

Also, I have not included the Longsword or Proetus from Cadius' mod.
navetta
Posts: 415
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Post by navetta »

all the files installed correctly, no readtext's at all.
i definitely missed the "re-name part", infact i have the solaris, tobosaku A/B in game.

where can i find a list of the X tra ships not included in SRM so that i dont spend hours looking for them?

sorry for the waste of time and thanks for the work you do
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

navetta wrote:all the files installed correctly, no readtext's at all.
i definitely missed the "re-name part", infact i have the solaris, tobosaku A/B in game.

where can i find a list of the X tra ships not included in SRM so that i dont spend hours looking for them?

sorry for the waste of time and thanks for the work you do
Its just the Longsword, Proetus that are not included at the moment. I guess I should write a complete list of the name changes....

Hakata -> Tepukei
Hiroshima -> Hayabusa
Aomori -> Logich
Saitama -> Solaris
Sendai -> Tobosaku
Moroika -> Morrigu
Kopesh -> Chikyu
Gauntlet -> Setanta
Naginata -> Shamshir
Heron -> Geochen
Acinonyx -> Wolf
Adder -> Krait
Anaconda -> Lotan

Oh and the new Kha'ak ships are called Advanced Scout, Advanced Interceptor, Advanced Fighter, Frigate and Military Transport.

I think thats the lot.
builder680
Posts: 1315
Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

Hmmm, I use SRM and I have Acinonyx instead of Wolf in my game. All the rest I have are the SRM names though.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

The Acinonyx is a Split Fighter in SRM (or was). It was a Capital Ship in X-Tra.

I think.

So... Musical Chairs. :)
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

Ahh... well then.

:)
Sn4kemaster
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Post by Sn4kemaster »

Noticed in the CMOD thread that you mentioned the new release is due this week, and with you earlier saying this ones a biggy, so.....

Any chance of a change log or are you still tinkering with whats going into it?
paulwheeler
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Post by paulwheeler »

The SRM is just about done. I'm tinkering with new graphics for the beam weapons for CMOD at the moment. Just got a little more testing to do, so hopefully release will be this afternoon.

The SRM change log is 40 points long!

There's lots of fixes, new models for the Ranger and Mjollnir, resizing of a couple of models, retexture of the Hyperion and a new Yaki version of the Hyperion (both by Mizuchi), beefier MM6s with lots more guns, and, of course, the Xtra update.
sTeeL86
Posts: 28
Joined: Wed, 27. Apr 11, 06:48
x4

Post by sTeeL86 »

Rough. Your going to make me wait another 15 hours to restart my game? ;)
yashamalu
Posts: 12
Joined: Sun, 3. Apr 11, 03:15

Post by yashamalu »

Well I reinstalled the game and did every step manually and the mod ships can be found in the universe, despite that they are still not available in the shipyards(I'm sure the Shipyard Pack was installed, at least that's what the pop-up message told me). Could it be that my game version is 3.0 instead of 3.1? Many thanks!
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

yashamalu wrote:Well I reinstalled the game and did every step manually and the mod ships can be found in the universe, despite that they are still not available in the shipyards(I'm sure the Shipyard Pack was installed, at least that's what the pop-up message told me). Could it be that my game version is 3.0 instead of 3.1? Many thanks!
You have to turn them on in their shipyards. Did you install the Community Plugin Configuration and set up a hotkey for it? Once you do that, you should be able to configure what ships are available in what shipyards.

Added note: I believe you have to be undocked to access the Community Plugin Configuration with the hotkey you assign it. At least, I do.
Last edited by builder680 on Wed, 27. Apr 11, 13:42, edited 1 time in total.
navetta
Posts: 415
Joined: Wed, 19. May 10, 20:24
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Post by navetta »

i found this in cloud base south east, it sells some PAR fighters (nova, buster, elite, eclipse) never seen anything like that before


http://i53.tinypic.com/j7gp7b.jpg
yashamalu
Posts: 12
Joined: Sun, 3. Apr 11, 03:15

Post by yashamalu »

"The Shipyard Pack installs a configurable hotkey which, when activated will run a script to equip the weapon systems and shields of any PAR
ships found. It can be run on a single ship or a station or carrier with PAR ships docked."

I thought it is to equip an existing ship with new setting of weaponary, I will try it.
builder680
Posts: 1315
Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

yashamalu wrote:"The Shipyard Pack installs a configurable hotkey which, when activated will run a script to equip the weapon systems and shields of any PAR
ships found. It can be run on a single ship or a station or carrier with PAR ships docked."

I thought it is to equip an existing ship with new setting of weaponary, I will try it.
That's a different hotkey, yashamalu. That one is for equipping PAR ships from PAR shipyards.

The one I'm referring to gives you access to SRM shipyard configurations (including PAR shipyards). They do different things.

Don't worry though, this was very confusing for me too. Let us know if you still have trouble. :)
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

navetta wrote:i found this in cloud base south east, it sells some PAR fighters (nova, buster, elite, eclipse) never seen anything like that before


http://i53.tinypic.com/j7gp7b.jpg
That certainly looks like missing text. It should say "PAR Shipyard". It may be because you are not running in English and I can only test it all in English. Do you know which language ID you are using e.g. English is 44, German 49, etc.?

It could also be left over from the old Shipyard Pack. As has been said, make sure you have the Community Plugin Configuration script installed. The link is in the main post. Setup a hotkey to access this configuration menu and use it to reinitialise the SRM and turn on all the required features.

You could also try switching the PAR Shipyards off in the Shipyard Config, hit update, then turn them back on again. They will spawn somewhere else, but the name may be fixed.

If all else fails, get the cheat scripts and destroy it.

BTW - this does not affect the workings of anything at all its just a missing name.
Last edited by paulwheeler on Wed, 27. Apr 11, 14:25, edited 1 time in total.

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