[PROGRAM] Ship Manager - Creator & Installer V1.91 : Update 28/02/2007
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 234
- Joined: Sat, 10. Mar 07, 20:51
JBL, it should be, theres no reason y it wouldn't be, but i will be doing a new version soon, and one of the things i will be testing is the compatability with XFP. Also, its not designed to run as a fake patch and should really always run as the main mod[/quote]
I did try it with XFP but have to choose the XFP mod and could not find the ship installed.
I did try it with XFP but have to choose the XFP mod and could not find the ship installed.
Windows XP/Vista (Dual Boot)
Pentium 4 3.6
Memory 4 GB
Video ATI X1600 512
Dual LG 22" Monitors
Saitek X52
Pentium 4 3.6
Memory 4 GB
Video ATI X1600 512
Dual LG 22" Monitors
Saitek X52
-
- Posts: 683
- Joined: Fri, 17. Feb 06, 20:54
-
- Posts: 234
- Joined: Sat, 10. Mar 07, 20:51
However running it with ship creater mod bypasses XFP mod therefore saved games do not work. it seems to be all or nothing?Thraxwhirl wrote:I can help you there, JBL.
When you add a ship or two to XFP(or any mod), Ship Installer creates a brand new mod, called "Ship Creator". You will find your new ship in there. Run X3 with that Mod selected.
Windows XP/Vista (Dual Boot)
Pentium 4 3.6
Memory 4 GB
Video ATI X1600 512
Dual LG 22" Monitors
Saitek X52
Pentium 4 3.6
Memory 4 GB
Video ATI X1600 512
Dual LG 22" Monitors
Saitek X52
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
if u run the ship creator as a fake patch and select XFP, then u wont get any of the new ships, because the XFP TShips file will overrite the ship creator one, making none of the ships show up.
it will work the other way around thou, setting XFP as a fake patch, then select the ship creator as the main mod.
u can also select the base mod in the Ship Installer to XFP
it will work the other way around thou, setting XFP as a fake patch, then select the ship creator as the main mod.
u can also select the base mod in the Ship Installer to XFP
-
- Posts: 234
- Joined: Sat, 10. Mar 07, 20:51
-
- Posts: 683
- Joined: Fri, 17. Feb 06, 20:54
Ahhhhhhh, so this new version of Ship Installer's different then, Cycrow? Yes?Cycrow wrote:if u run the ship creator as a fake patch and select XFP, then u wont get any of the new ships, because the XFP TShips file will overrite the ship creator one, making none of the ships show up.
it will work the other way around thou, setting XFP as a fake patch, then select the ship creator as the main mod.
With v.1.89, it created a new mod, which was a hybrid of your starting mod(say, XFP) with new ships in, and you just ran that INSTEAD of XFP because it contained the entire mod+your new ships.
So v. 1.91 doesn't do that then, eh?
Is there a tute on your website for how to use this new version then? Seems it's quite different to the old one.
Oh and, BTW, sorry to ask twice but, do I need the Ship Manage Data Update(the language files) or are those files contained in the main all-in-one DL?
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
no, its not different, theres just more htan one way to do it.
if u select the base mod, then it will merge the base mod (XFP) with the ships into a new mod (ShipCreator).
then u run the game using the shipcreator mod and u will get everything from XFP plus all the extra ships.
however, the way the program creates its data files, is to find the current files and use them as a base, so if XFP is set to a fake patch, it will find TShips from the fake patch of XFP, and use that as a base, and add the ships on top of that.
both methods should work fine. the fake patch method can be done automatically too by changing the option in the installer
if u select the base mod, then it will merge the base mod (XFP) with the ships into a new mod (ShipCreator).
then u run the game using the shipcreator mod and u will get everything from XFP plus all the extra ships.
however, the way the program creates its data files, is to find the current files and use them as a base, so if XFP is set to a fake patch, it will find TShips from the fake patch of XFP, and use that as a base, and add the ships on top of that.
both methods should work fine. the fake patch method can be done automatically too by changing the option in the installer
-
- Posts: 683
- Joined: Fri, 17. Feb 06, 20:54
Oh, ok. That makes sense, Cycrow.
I think I'll give it a test run by adding a Star Destroyer into XFP. Probably stick with the "use XFP as a Base Mod" method, since that's what I know.
Thanks for the info.
And er.... do I need the Data Update(the new language files) or they contained in the v. 1.91 download?
I think I'll give it a test run by adding a Star Destroyer into XFP. Probably stick with the "use XFP as a Base Mod" method, since that's what I know.

Thanks for the info.
And er.... do I need the Data Update(the new language files) or they contained in the v. 1.91 download?
-
- Posts: 95
- Joined: Thu, 18. Jan 07, 23:20
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
-
- Posts: 7
- Joined: Sat, 11. Feb 06, 21:49
Hello everyone.
I would like to use the ship creator to simply change the specs of a vanilla ship and then maybe intall it into game as a new ship. I am having difficulty understanding exactly what to do to pull this off. I have been to Mr. Crow's site and read the FaQs and info on the program. Unfortunatly, I am still having problems...any chance of someone helping me do this for say getting an Argon Buster customized to my likeing and sold in argon space as a completely new ship? I would like to be able to do this all myself with the Ship Creater program so that I can get some experience using it for later use.
things I am having difficulty understanding..in the form of questions.
how do I get the existing (Vanilla) ship into the program to customize and rename it?
What information will be required for me to search for in the game directories as opposed to the program finding automatically?
do I need an unpacked game to do this more effectively?
more questions may follow.
and yes I am completely inexperienced at this kind of stuff...though I am not to much of an idiot.
PS> in all the games I have played and the forums associated with those games...the X universe is the best by a very large degree. You guys rock so many contributers so many people taking time to help others and improve the game and very few forum flame fests...
I would like to use the ship creator to simply change the specs of a vanilla ship and then maybe intall it into game as a new ship. I am having difficulty understanding exactly what to do to pull this off. I have been to Mr. Crow's site and read the FaQs and info on the program. Unfortunatly, I am still having problems...any chance of someone helping me do this for say getting an Argon Buster customized to my likeing and sold in argon space as a completely new ship? I would like to be able to do this all myself with the Ship Creater program so that I can get some experience using it for later use.
things I am having difficulty understanding..in the form of questions.
how do I get the existing (Vanilla) ship into the program to customize and rename it?
What information will be required for me to search for in the game directories as opposed to the program finding automatically?
do I need an unpacked game to do this more effectively?
more questions may follow.
and yes I am completely inexperienced at this kind of stuff...though I am not to much of an idiot.
PS> in all the games I have played and the forums associated with those games...the X universe is the best by a very large degree. You guys rock so many contributers so many people taking time to help others and improve the game and very few forum flame fests...
You can never get there...because you are always "Here"...
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
put simply, u can goto Load Ship data, then select the 09.cat file from the main X3 Directory, this will display a list of the original ships.
select the one you want to customise then you can make the changes you want.
also, u dont need to add any models or other files as for the original ships, all the files are already in the game.
select the one you want to customise then you can make the changes you want.
also, u dont need to add any models or other files as for the original ships, all the files are already in the game.
-
- Posts: 7
- Joined: Sat, 11. Feb 06, 21:49
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
yes, you change the ship name in main as well as the ship id.
for the text fields, thats basically what the ship will be called in game, that can be the same as the original name, or it can be something completly different.
u can ignore most of the other tabs as they are for the different files and componants which you dont need.
then jsut goto customize ship to set it up how you want
for the text fields, thats basically what the ship will be called in game, that can be the same as the original name, or it can be something completly different.
u can ignore most of the other tabs as they are for the different files and componants which you dont need.
then jsut goto customize ship to set it up how you want
-
- Posts: 1400
- Joined: Fri, 9. Feb 07, 04:46
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
most things should work pre 2.0, as it was made before 2.0 came out, and jsut had a few extras added in afterwards.
just as long as you dont select the m7 class, or the m3+ variant.
also, you cant add new ship classes to the game, so no point changing the ship creator to use new ship classes that the game wont
just as long as you dont select the m7 class, or the m3+ variant.
also, you cant add new ship classes to the game, so no point changing the ship creator to use new ship classes that the game wont
-
- Posts: 32
- Joined: Thu, 3. May 07, 06:32
Hey Cycrow, is there another download link available for your ship installer?
For some reason i'm unable to obtain it.
(EDIT: nevermind its working now
)
For some reason i'm unable to obtain it.
(EDIT: nevermind its working now

"They do not understand why we wage this war. Why we cannot stop. Will not stop. Why we will fight and fight and fight, until we win, or until we die. And we are not dead yet..."
-
- Posts: 90
- Joined: Wed, 4. Oct 06, 02:56
I have a question, is it possible to extract a ship files from one mod like XFP and put it into this so that I could use it in XTM. I wanted to get Observes updated fortress to put in the installer to use it that way but i have not been able to determine what I'm actually doing.
Thx in advance.
Thx in advance.
I bet you $25 that im greedier than you and ill prove it to you in 5 languages:
English: I love Money
Spanish: Amo el dinero
French: J'aime l'argent
German: Ich liebe Geld
Russian: Я люблю деньг
Now you owe me $25
English: I love Money
Spanish: Amo el dinero
French: J'aime l'argent
German: Ich liebe Geld
Russian: Я люблю деньг
Now you owe me $25
-
- Posts: 15
- Joined: Thu, 14. Jun 07, 05:21
Every time I try to create a ship I can't use any guns.
I go to the gun options in Customize ship and add them to the list or whatever, but my cockpit only ever says GUNS 1 ENTRIES 8.
I can't add turrets to that list either. Also, the options box at the bottom (under Automatic) says 0: in Primary Body and :-1 in secondary body and there are no other options to pick from.
What's going on?
I'm finding it very difficult to follow your guide. It's extremely vague.
For example: you say to click new gun to add a new gun and then use Automatic or Manual entry.
Well great, THEN WHAT?
How do I use that option (Auto/manual?)
All it says is 0: or -1:
There are no other options and you don't give any clue as to what to do to change it, what numbers to use in the manual option or anything like that.
I go to the gun options in Customize ship and add them to the list or whatever, but my cockpit only ever says GUNS 1 ENTRIES 8.
I can't add turrets to that list either. Also, the options box at the bottom (under Automatic) says 0: in Primary Body and :-1 in secondary body and there are no other options to pick from.
What's going on?
I'm finding it very difficult to follow your guide. It's extremely vague.
For example: you say to click new gun to add a new gun and then use Automatic or Manual entry.
Well great, THEN WHAT?
How do I use that option (Auto/manual?)
All it says is 0: or -1:
There are no other options and you don't give any clue as to what to do to change it, what numbers to use in the manual option or anything like that.