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

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SS_T
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Post by SS_T »

Killjaeden wrote:did you add this ship? (don't know it but i think it's X2)
[ external image ]
If not - it's already in X3TC (as bodyfile) -> objects\v\10465.bod
If you already have included this - just ignore this post, i stumbled across by accident and just wanted you to know ;)
is that the ship you go down to the planet with on the x2 plot?
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THE_BIG_FISH:Leo
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Post by THE_BIG_FISH:Leo »

actually its already in the X3:TC files, its called the military Transport and is one of the Goner ships.
cnecktor
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Post by cnecktor »

I thought that ship was called the Vulcan in x3r the mission after the home of light patrol.
5c0rch!
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Post by 5c0rch! »

Indeed, that is the ship that you fly in for a short period in X3R, and its files are definitely still in X3TC.

The ship was added as a flyable one iirc in XTM aswell
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killerog
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Post by killerog »

Version 0.08 up.

Ships are now sold at separate shipyards. They have also been partly balanced.

No scripts are used any more so any "killerog" scripts can be removed.
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manx
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Post by manx »

Well, firstly, let me just say thank you for creating this mod (the old Colossus is my all time fav X-Universe capship) :)

Now, last night I decided to try out a few mods/scripts. Once I started poking around this forum I started to feel like a kid in a candy store (so much cool stuff here :D ). Anyway, long story short, I got carried away and borked my game (broken missions, corrupt saves, etc, etc). After trying a few things, I decided I would just have to uninstall and start over.

So, here I am with a completely fresh install of the game and I think 'maybe I'll try that X2 ships mod this time'.

The first thing I notice is that I have no weapons, extensions, or money (this is true for all starts, I checked). If I deselect the mod from the launch screen thingy, then all this stuff comes back (so is definately the mod).

I shrug and move on to Argon Prime, looking for one of the new shipyards you added. It is there, but is named <invalid>, and is stocked with the following:

ReadText17-80000
ReadText17-80002
and so on until
ReadText17-80016

Also, in the centre of Argon Prime is a very badly beaten up APGunner (or rather 'ReadText17-80035' I think it was). It just sat there and didn't move (it may be worth mentioning that it was there before I opened the script editor when I tried out the custom start). I have seen no other 'old' ships.

Thats everything I have observed so far, dunno if any of it helps.
killerog
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Post by killerog »

Ive seem to have uploaded the wrong version. I will upload the right one later.

Sorry about that.
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killerog
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Post by killerog »

Correct file uploaded. A save/ new game from before applying v0.8 is probably needed.

Also you will need to delete the file test in the director folder.

Can people let me know if it works. Need to test the MD code.
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manx
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Post by manx »

No problems so far.

Have checked out the Argon and Boron shipyards; both there and working.

Have tried out all the Argon X2 ships up to M6 class; all looking good and all turrets working fine.

New game so will need to work on my rep a little before I can check any of the others.

Have not found any NPCs flying the X2 ships so far.

Very nice work :)

BTW were you able to get docking bays on the carriers? Not a big deal, just so I know what the Colossus is supposed to be able to do when I hit Federation Marshall 8)
superbun
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Post by superbun »

SS_T wrote:
Killjaeden wrote:did you add this ship? (don't know it but i think it's X2)
[ external image ]
If not - it's already in X3TC (as bodyfile) -> objects\v\10465.bod
If you already have included this - just ignore this post, i stumbled across by accident and just wanted you to know ;)
is that the ship you go down to the planet with on the x2 plot?
This is not an X2 ship, it's the ship you use in X3:R for the turret-gunner mision near the beggining.
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SS_T
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Post by SS_T »

superbun wrote:
SS_T wrote:
Killjaeden wrote:did you add this ship? (don't know it but i think it's X2)
[ external image ]
If not - it's already in X3TC (as bodyfile) -> objects\v\10465.bod
If you already have included this - just ignore this post, i stumbled across by accident and just wanted you to know ;)
is that the ship you go down to the planet with on the x2 plot?
This is not an X2 ship, it's the ship you use in X3:R for the turret-gunner mision near the beggining.
I think you are right, I get confused with the two game plots.
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killerog
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Post by killerog »

@ manx : i have not yet added docking bays to the carriers, i will do that in the very near future.

Good to hear is working at last.
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someone else
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Post by someone else »

I have only foggy memories of the time when I modded X2... I think there were some unused ships, one of them was a Terran ship with a rotating section (like Babylon5 warships) is that included too? I'd like to see its ugly face again.:D

well, there were Xenon TL and Xenon TS... unused too...
are they included?
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killerog
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Post by killerog »

No Xeon have been added yet but will be. I hope to get every X2 ship i can find into the Mod.
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Observe
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Post by Observe »

Excellent work Killerog!! :)
manx
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Post by manx »

Am still loving this mod. Excellent work!

Really enjoying the X2 corvettes; I've basicly come to see them as 'raider' varients :D

Anyways, now I've been using the mod for a while I have a couple of things to report.

*ahem*

The AP Gunner (either version) does not seem to be for sale anywhere, neither does the custom ship requested by SLeeZeCoRe (can't believe it took me so long to notice :oops: ).

Still no sign of NPCs using the X2 ships (I have been known to park in the middle of busy space lanes and check every ship, but no success so far).

The prices used appear to be the original ones from X2 (feels weird paying over 80mill for an old Colossus when I could get a new one for 60 odd). Just a suggestion, but putting the prices somewhere between frigates and modern destroyers/carriers might fit better.

This is just my opinion, but more limited weapon compatibility might seem more realistic. I was kinda surprised to find the Old Nova could mount PBGs.

Still no problems with the ships or turrets, everything is working fine :)

Also the engine trails look fantastic :thumb_up:
killerog
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Post by killerog »

Gunners are not for sale anymore as i have plans for them. Two things that still need balancing are prices(silly conversion that makes no sense) and weapon load outs.

The ship SLeeZeCoRe asked for i have done, i just haven't added it yet.

And as far as i am aware the AI should use my ships. But i will check around again to see if i can find some answers
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StormMagi
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Post by StormMagi »

The problem I am finding with the ai using the ships, or at least what I believe to be the problem, is that the game starts and creates the universe and then you get the message to activate the script editor save and restart to load the mod. If there was someway to have the mod loaded when the universe is created that might alleviate the problem. Otherwise I think we would need to kill off all ai ships and respawn them or just wait a few months of ingame time.
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killerog
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Post by killerog »

I think that message is no longer needed as i no longer use the script engine in the mod. Ill make sure to remove that in the next version.

As far as i understand the jobs file, all it dose is search the tships file for the select ship type (eg M3) and picks a random one so it should be ok.

Like i said above i will double check that statement when i have a chance.
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superbun
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Post by superbun »

StormMagi wrote:The problem I am finding with the ai using the ships, or at least what I believe to be the problem, is that the game starts and creates the universe and then you get the message to activate the script editor save and restart to load the mod. If there was someway to have the mod loaded when the universe is created that might alleviate the problem. Otherwise I think we would need to kill off all ai ships and respawn them or just wait a few months of ingame time.
mabye if you added a new gamestart wich includes this mod?
that should mean that the Game will choose some of the (old)new ships for the 'jobs'

EDIT: I may dowload this mod, I want the old Boron ships back....they were beautiful....better than the green blobs we have now...
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