PRiME2007 wrote:Shame this isn't compatible with XRM and Mars.. I was thinking of merging my own Tships file so it would work with XRM but it would take a fair while manually adjusting each ships cockpit models to match those in this mod. Doable but probably take me a while.
That's right. It's a boring unfair job. So you can understand me why I do this only for the vanilla game. There are to many mods and user configuration to doing this for all.
But you don't use all ships. The best is you edit only your favorit ships. This goes fast and when you need you can add some ship later simply.
Thanks for all of the hard work you have put into this mod, I have it working great but I have one question.
Does this mod give the *modified* tag? Because this is the only mod I have installed and I have the *modified* tag. If it is this mod doing it then fair enough it's worth it
I just thought I'd check because if this mod doesn't add that tag I need to figure out what is causing it and fix it
I'm not sure you understand right. (I'm german)
Many teladi Cp have a racespecific design. The models are from PSCO1, I create the display style and replace the older X2 texture with some of X3
But we didn't this with all teladi CP and they use the standard placeholder from my mod.
@c1tric
yes, my mod is a mod and when you using a mod you are modified. Sorry, there is no way to change this, from my site.
Aryn wrote:I understand perfectly imp but what i am telling you is that the kea, osprey and heavy osprey have NO cockpit at all.
No standard or race specifing or anything.
i noticed strange things in the Tship for them
ex: ships/argon/cockpit/teladi... for kea.Argon and teladi isnt that weird?
Osprey (M6) entry = 41712 oO. Of course no cockpit lol.
i dont know yet if its error in your mod or that its due to mods i installed before i will check and tell you more.
Yes that's the paths in the Vanilla Game from X3TC or AP. But in my FULL_CP I have correct the paths. When I'm understand you right, you are using my Full_CP_mod. Please have a look, that is the right version. For your X3TC 3.2 you need "ITS_X3TC_FULL_CP_32"
For Basis-MOD user:
Play again. This mod is running with every gameversion.
For FULL_CP user:
I have a look on the actual TShip and the patch. The TShip have a new versionnumber, but I don't know what are change. But there are no new ships.
I have test my own game and its running fine.
For the moment I think there is no problem to play again with this mod, but I can give no warranty.
- there are no problems with the savegames
- but when the patch change some thing on shipbalancing, this things can not be actualizing
I hope I find some time in the next day to rework this modpart for Version 2.0.
I always make a point to check in before I reapply the mod.
They say new ships in the patch notes...but I am thinking these are just the same ships that released with the original AP. Someone can correct me if I'm wrong though.
If you want a different perspective, stand on your head.
I read a note about going to an empty sector as an astronaut or something. Does that work? Are there any other methods to avoid needing to start from scratch?
WingC3 wrote:I read a note about going to an empty sector as an astronaut or something. Does that work? Are there any other methods to avoid needing to start from scratch?
Thanks
Basically all I do is remove any previous cockpit mods(including earlier versions of this or PSC01's cockpit mod), jump in a fighter and fly/jump to a sector where I don't have any other assets. It doesn't have to be literally empty. If you have insurance salvage you can just eject and save in your space suit, but I have done it several times without ejecting as well.
Once you save with no trace of the mod present, then you exit the game and apply the mod and load that save. Works fine and you don't need to start from scratch.
If you want a different perspective, stand on your head.
Basically all I do is remove any previous cockpit mods(including earlier versions of this or PSC01's cockpit mod), jump in a fighter and fly/jump to a sector where I don't have any other assets. It doesn't have to be literally empty. If you have insurance salvage you can just eject and save in your space suit, but I have done it several times without ejecting as well.
Once you save with no trace of the mod present, then you exit the game and apply the mod and load that save. Works fine and you don't need to start from scratch.
Thanks for the reply It seems the spacesuit's lack of a cockpit plays a role.
I am running completely vanilla X3:AP. I had tried applying the mod while in my original buster docked at a station. That caused a CTD when loading the save. Any idea what the issue was at that point?
Maybe it was being docked?
I'll try the spacesuit bit tonight and report back.
One additional question: Any known incompatibility with the items from the officially available bonus pack? thx.
I've had a CTD in Terran Conflict, but I'm almost positive that was due to me moving from one cockpit mod to another without a save in between.
I have applied new versions of the mod while docked and had no issues(much to my surprise). I do hope the spacesuit fixes your problem though.
No idea on the bonus pack material...but I have never had any issues in TC...the bonus pack stuff is just a bunch of scripts that were thrown together...should be fine.
If you want a different perspective, stand on your head.
I may also have installed it incorrectly. I placed the base files in the main X3 directory. (It's what Imp's instructions technically say to do) Whereas the earlier explanation on this forum suggest that everything goes in the Addon folder.
Is that correct?
The 'ITS_X3TC_CP_Basis_5' and the 'X3TC_Basispatch_52' files go in the main Terran Conflict folder. You have to rename them as fake patch files. I'll assume you know how to do that already.
The 'ITS_X3TC_Full_CP' file also goes in your main TC folder as a fakepatch.
The 'ITS_X3AP_Full_CP' file goes into your addon folder(this is the folder where AP is installed) as a fakepatch.
Finally...if you are using PSCO1's no radar info mod...a copy of this goes into both the TC and addon(AP) folders as a fakepatch.
I think that should cover everything.
If you want a different perspective, stand on your head.
Slashman wrote:The 'ITS_X3TC_CP_Basis_5' and the 'X3TC_Basispatch_52' files go in the main Terran Conflict folder. You have to rename them as fake patch files. I'll assume you know how to do that already.
The 'ITS_X3TC_Full_CP' file also goes in your main TC folder as a fakepatch.
The 'ITS_X3AP_Full_CP' file goes into your addon folder(this is the folder where AP is installed) as a fakepatch.
Finally...if you are using PSCO1's no radar info mod...a copy of this goes into both the TC and addon(AP) folders as a fakepatch.
I think that should cover everything.
I think I know what you're talking about with the fake patch files: renaming the files to the numerical .cat and .dat files?
I also was clearly missing some of the patch files. I only had 2 sets of files, you are mentioning 4 sets of files here. So, that probably had something to do with it also.
Darn it, why won't the workday just end already....