[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
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My machine is fine with vanilla AP, it just can't quite handle XRM unfortunately. So I was more thinking of mods that add extra content (ships etc) rather than performance related stuff. Smart Turrets and OK Traders are great choices that I wouldn't do without, alt3rn1ty!
How do Cadius' Ship Pack and Advanced Weapons Research Mod play with CMOD, for example?
How do Cadius' Ship Pack and Advanced Weapons Research Mod play with CMOD, for example?
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Thanks Paul - I dont use MARS currently, but when I made my last post I briefly skimmed the first post which reads ..paulwheeler wrote:The Mars Data T File for CMOD 4.16 is available on the first page of this thread.
"Updated 14/6/11
Download MARS data file for CMOD4.16"
.. I only caught sight of the update date, but should have realized if its for CMOD4.16 it is up to date.
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Thank you for updating CMOD, I mainly popped back in here just to let you know everything working well here, and very much appreciated for my setup.
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Cmod 4.16 doesn't Work
With it in spk format it'll work.
However I have New Horizons, and a number of xsp ships running. And with the files it either doesn't show the new ships or it just doesn't work at all.
However I have New Horizons, and a number of xsp ships running. And with the files it either doesn't show the new ships or it just doesn't work at all.
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Re: Cmod 4.16 doesn't Work
If New Horizons changes weapons then the cmod is not compatible. It isnt compatible with the cmod tships addon and probably not the factory pack as well.pave_low wrote:With it in spk format it'll work.
However I have New Horizons, and a number of xsp ships running. And with the files it either doesn't show the new ships or it just doesn't work at all.
XSP ships seem to cause problems when installed via the plugin manager with mods that alter certain core files - youll need to speak to the plugin manager author as to why. Id have thought they should work with the basic cmod though... Id imagine they have problems with the tships addon.
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I have no idea what "TShip addon" is, however I am not running the other you mentioned. Also previously I didn't have New Horizons running and there were no graphics to the ships when running CMod with a file version.
Isn't there anywhere I can get the spk format? As that has always made it work with all the mods
Isn't there anywhere I can get the spk format? As that has always made it work with all the mods
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The tships addon is the emr/fpd compatibility pack.
I no longer provide spk versions.
If your ship graphics disappear when installing the cmod, then you are doing something very wrong - the basic cmod doesn't go anywhere near ships.
I suggest we try and get a clean cmod install working first so remove any other mods. We can add them back in later.
Please re-read the installation instructions and reinstall the cmod. Then if it does not work correctly, provide a screenshot of your installation folder.
I no longer provide spk versions.
If your ship graphics disappear when installing the cmod, then you are doing something very wrong - the basic cmod doesn't go anywhere near ships.
I suggest we try and get a clean cmod install working first so remove any other mods. We can add them back in later.
Please re-read the installation instructions and reinstall the cmod. Then if it does not work correctly, provide a screenshot of your installation folder.
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Do you have any other mods installed that alter weapons? Did you install the md script into the director folder? (i assume you're playing tc)dogboy122 wrote:I've installed Cmod4, the main menu has changed to red, and it says "combat mod TC" like normal. Yet for some reason, I didn't get the message or have the mod actually effect the weapons.
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I got it, I had another weapon mod installed that forgot about. Thanks for the help.paulwheeler wrote:Do you have any other mods installed that alter weapons? Did you install the md script into the director folder? (i assume you're playing tc)dogboy122 wrote:I've installed Cmod4, the main menu has changed to red, and it says "combat mod TC" like normal. Yet for some reason, I didn't get the message or have the mod actually effect the weapons.

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Hey Paul, I've recently started a new game without XRM, but as I can't really live without its bullet effects here I am. Got a couple of questions:
- EMR/FPD: the fact they won't be spawned on AI ships without a dedicated script is still true in AP, right?
- Alpha/Gamma PPC: pretty much the same question tbh, is this "fix" still useful in AP?
And a report: I was looking into merging the tfactories from the pack with the one from complex cleaner, and I happily discovered you already integrated Gazz' modules as you have done in XRM. There seems to be a missing entry here though, the factory module 1S (GAZZ_FAC_MOD_001). It would have been at id 455, which is occupied by one of the two ice harvesting facilities.
No biggie, I fixed it with a superquick copypaste, but you might want to note it down for the next time you'll have to make an update.
- EMR/FPD: the fact they won't be spawned on AI ships without a dedicated script is still true in AP, right?
- Alpha/Gamma PPC: pretty much the same question tbh, is this "fix" still useful in AP?
And a report: I was looking into merging the tfactories from the pack with the one from complex cleaner, and I happily discovered you already integrated Gazz' modules as you have done in XRM. There seems to be a missing entry here though, the factory module 1S (GAZZ_FAC_MOD_001). It would have been at id 455, which is occupied by one of the two ice harvesting facilities.
No biggie, I fixed it with a superquick copypaste, but you might want to note it down for the next time you'll have to make an update.