[Mod]Battlestar Galactica Ships V1.3[03/09] [New info Last post]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Sorry but an other question.
Do you use the high polygon version of galactica or the low polygon version.
the reason i ask is simple i am used to the high polygon version in x3 and tested the low poly version but i find the high polygon version much much more beautiful and it doesn't slow my system down.
And if was a sceptical to watch the ship fight especially with the heavy missle gun from xtm
Do you use the high polygon version of galactica or the low polygon version.
the reason i ask is simple i am used to the high polygon version in x3 and tested the low poly version but i find the high polygon version much much more beautiful and it doesn't slow my system down.
And if was a sceptical to watch the ship fight especially with the heavy missle gun from xtm
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I think its the low poly one. this was been a long, long thread, over a few other threads. . The original creator,, Hawks, eventually made a high poly one, but then because of load times, went back to the low poly one, and I think this mod eventually arose out of that latest version.
I might be wrong, there's a lot of history with this mod.
Personally, I like the high poly one too.
I might be wrong, there's a lot of history with this mod.
Personally, I like the high poly one too.
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I've had a awhile to play around with the BSG ships now and I am truly impressed. Galactica is beautiful and the Vipers are fun. There are a couple weird things going on though:
1. Cylon Heavy Raider and the Blackbird both have no bodies (IE they appear as black masses in space)
2. Baseship seems to have a lot of guns but no turrets through which to fire them. I loaded one up to pit against Galactica with tons of flak and PPC's but only 2 turret points seemed to be firing. (I tried to shoot while piloting the Baseship and the same thing happened).
3. I don't know if this is the mod's fault, but the vipers sometimes don't respond to autopilot commands which is slightly annoying when you want to leave a sector but still have half a wing floating idly in space instead of boosting back to the Galactica.
Also I agree with the person above, it would be sweet if Pegasus could get spruced up a bit. All of this is pretty minor, you've done an excellent job with the mod and I'm very happy with my new main ship
1. Cylon Heavy Raider and the Blackbird both have no bodies (IE they appear as black masses in space)
2. Baseship seems to have a lot of guns but no turrets through which to fire them. I loaded one up to pit against Galactica with tons of flak and PPC's but only 2 turret points seemed to be firing. (I tried to shoot while piloting the Baseship and the same thing happened).
3. I don't know if this is the mod's fault, but the vipers sometimes don't respond to autopilot commands which is slightly annoying when you want to leave a sector but still have half a wing floating idly in space instead of boosting back to the Galactica.
Also I agree with the person above, it would be sweet if Pegasus could get spruced up a bit. All of this is pretty minor, you've done an excellent job with the mod and I'm very happy with my new main ship

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Its the High Poly model. I just split it into a ton of seperate parts which decreased the load times. I didnt do a better version of Pegasus or Valkyrie because I just didnt have the time anymore. I used Coxxons High Poly Whole Frakkin Fleet pack which isnt around anymore.russbo wrote:I think its the low poly one. this was been a long, long thread, over a few other threads. . The original creator,, Hawks, eventually made a high poly one, but then because of load times, went back to the low poly one, and I think this mod eventually arose out of that latest version.
I might be wrong, there's a lot of history with this mod.
Personally, I like the high poly one too.
Anyway well done guys for keeping my mod going and keeping it upto date. One of these days I might actually get around to playing X3TC or even Reunion lol as I never really got the chance to.
Killerog you got guts taking this on lol its a big project to do alone.
/applaud
Special thanks to Elfin as well cheers mate. Also to Apricotslice for helping out with scripting.
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I've run into some issues myself, and wanted to check in here to see if any of you have anything to add. I'm using Vista Ultimate x64, in case that adds another wrench to this gearwork.
Like the other reports, the ships are not showing up in either the Argon shipyard in Argon Sector M148 or in the 'Create Ship' dialogue in Cycrow's Cheat Script. When I first installed this mod, (v0.3), I did have other ships installed (various ships from Cycrow's site), but since the mod didn't function I removed all ships, removed Killerog's mod, and then re-extracted it to the X3 root folder. I didn't get the confirmation, this time, and still no ships were in either method of checking for them.
I haven't yet tried turning it into a 'false patch', as some have suggested. I wanted to try to get this method to work, first. But after several attempts, removing every folder that the archive extracted and removing the files for the mod (except for those located in the loadscreen folder. I left those, they're just images), even tried re-downloading the archive and extracting it to the X3 root folder, I still get the same result.
Startup menu for X3:TC sees the mod, I click on it, and select 'OK'. If I start a new game, I get the alert when I first come into the universe that it was installed, to enable the script editor, save and reload. But in new games or my save game, there are no ships. Has anyone experienced compatibility issues with the 64-bit version of Vista? I don't know why there would be, but stranger things have happened.
I have yet to try the 'false patch' method. Is it as simple as moving the .cat and .dat files to the root of the X3 folder and renaming them appropriately? Or is there more to it? Should I leave all the folders and files where they are, for the exception of those? What are the details of this method?
Like the other reports, the ships are not showing up in either the Argon shipyard in Argon Sector M148 or in the 'Create Ship' dialogue in Cycrow's Cheat Script. When I first installed this mod, (v0.3), I did have other ships installed (various ships from Cycrow's site), but since the mod didn't function I removed all ships, removed Killerog's mod, and then re-extracted it to the X3 root folder. I didn't get the confirmation, this time, and still no ships were in either method of checking for them.
I haven't yet tried turning it into a 'false patch', as some have suggested. I wanted to try to get this method to work, first. But after several attempts, removing every folder that the archive extracted and removing the files for the mod (except for those located in the loadscreen folder. I left those, they're just images), even tried re-downloading the archive and extracting it to the X3 root folder, I still get the same result.
Startup menu for X3:TC sees the mod, I click on it, and select 'OK'. If I start a new game, I get the alert when I first come into the universe that it was installed, to enable the script editor, save and reload. But in new games or my save game, there are no ships. Has anyone experienced compatibility issues with the 64-bit version of Vista? I don't know why there would be, but stranger things have happened.
I have yet to try the 'false patch' method. Is it as simple as moving the .cat and .dat files to the root of the X3 folder and renaming them appropriately? Or is there more to it? Should I leave all the folders and files where they are, for the exception of those? What are the details of this method?
"There has been an alarming increase in the things you know nothing about." --fortune
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If the mod loader is picking up the mod but the ships are not appearing in the cheat menu it means u have files from another mod that is interfering with this one.
And yes the false patch method is just rename the 2 files the last cat number +1 but this should not be needed. But for some reason more and more are needing to do it for the mod to work
...
And yes the false patch method is just rename the 2 files the last cat number +1 but this should not be needed. But for some reason more and more are needing to do it for the mod to work


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Killerog --killerog wrote:If the mod loader is picking up the mod but the ships are not appearing in the cheat menu it means u have files from another mod that is interfering with this one.
And yes the false patch method is just rename the 2 files the last cat number +1 but this should not be needed. But for some reason more and more are needing to do it for the mod to work...
Okay, first, I need to backtrack...
Thank you very much, Killerog, for your hard work. I apologize that I didn't do that first, I realize that was on t3h selfish side for me, and I am sorry about that. This is great work you have done, here.
To continue, this may help others who enter this thread looking for help. A friend and I, who are fans of X3, devoted some serious time last night to fiddling with this. We've modded nearly every game we've ever played, and this one was no different in it's idiosyncracies and specifics.
There's a new(?) folder in the X3 root directory, called 'types'. It somehow has something to do with storing or categorizing ship types (duh?), but we think it is something new for v2.5, or is simply intrinsic for the various other custom ships available.
The custom ships we tested with, were those available from Cycrow's site (linked here in various forums). Ships like the Midway from Wing Commander, Serenity from Firefly, t3h Sulaco from Aliens, and a few other ships you can download from his site.
All these ships need that types folder in order to function. Without it, they will not be viewable/loaded in the game. However, with it, your mod does not function (interferes, as you say). My friend and I aer unsure what exactly is responsible for the types folder, but we do know that it is the common thread that will prevent your mod from loading. This is true, whether your mod is installed as a mod, or as a 'false patch'.
In summary, no 'types' folder. Which means, at least for those custom ships available from Cycrow, it is 'one-or-the-other'. No doubt, any other mods or custom addons that utilize this types folder will also encounter issues. You wouldn't per chance be able to shed some light on this particular folder and its function, could you? I just made assumptions, based on it's contents and related functions.
"There has been an alarming increase in the things you know nothing about." --fortune
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Only one ship mod can be ran at once. That can not be changed. The types folder its self is not the problem but a certain file in it (tships). If more than one of these is present it will prevent the other tship file from loading the ships into the game.
The types folder contains various files that contain information about ships/weapons/factories ect. Any two mods that altar the same file will not work together. Only way to run them together is to merge them hence all the ship merge mods.
For this mod to run correctly that types file can not contain the following files :: tships, Animations, TFactories, Componets, Bodies, Effects, Particles3, CutData and Dummies.
Hope that helps people out, I am off to bed now as its 4am and I have to be up for uni at 8
The types folder contains various files that contain information about ships/weapons/factories ect. Any two mods that altar the same file will not work together. Only way to run them together is to merge them hence all the ship merge mods.
For this mod to run correctly that types file can not contain the following files :: tships, Animations, TFactories, Componets, Bodies, Effects, Particles3, CutData and Dummies.
Hope that helps people out, I am off to bed now as its 4am and I have to be up for uni at 8


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Is this latest work you've published included in Apricotslice's Merge Mod? I thought I saw some mention of the BSG ships, but couldn't confirm in the thread for it.killerog wrote: --The types folder contains various files that contain information about ships/weapons/factories ect. Any two mods that altar the same file will not work together. Only way to run them together is to merge them hence all the ship merge mods.
"There has been an alarming increase in the things you know nothing about." --fortune
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[quote="Breetie"Is this latest work you've published included in Apricotslice's Merge Mod? I thought I saw some mention of the BSG ships, but couldn't confirm in the thread for it.[/quote]
That mod dose have BSG ships in it but I am not sure of the version. I haven't done any more work to this mod and I may not for a while (uni work I the way). But if i get permission to use the X3Dmod BSG ships in this mod then i will do a major update (My main BSG priority is that X3dmod).
That mod dose have BSG ships in it but I am not sure of the version. I haven't done any more work to this mod and I may not for a while (uni work I the way). But if i get permission to use the X3Dmod BSG ships in this mod then i will do a major update (My main BSG priority is that X3dmod).
All you need to do is extract this mod to the main X3:TC file. And then select the mod in the mod menu. Dose the mod appear in that list ?kjguest wrote:I am trying to get the BSG ship installed on TC but it is not loading
what are the steps on loading new ships and do I need a special MOD to enable new ships and scripts

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Hi Killerog, this is a great ship mod, Galactica looks especial good, but I encountered an annoying bug, when I start a new game all BSG ship names show up properly, but after a couple reloads they all become readtexts. Any idea why this might be?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
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