[Mod]Engine Colours + particle trails[v1.21] [New images] [27/12 3.0 compatible]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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fredmxm354
Posts: 99
Joined: Fri, 29. Apr 05, 16:32
x4

Post by fredmxm354 »

I've just noticed that this seems to be incompatable to the point of either it or the Normandy wont work. :(

New games (Started with this AND Normandy) the Normandy won't show in create ship menu at all.

If I create the ship, then add this no ship (but missiles still do) trails work.

Other Things installed :

CheatPackage 1.50 (cycrow)
SR1 Normandy 1.3 (tenk)

Otherwise, works fine, but I love the Normandy :D
killerog
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Post by killerog »

This will not work with any other mod that touches the tship file, that means any other ship mod. You can add it fairly easily i would guess.
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fredmxm354
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Joined: Fri, 29. Apr 05, 16:32
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Post by fredmxm354 »

That explains it, i'll have to choose which i want as I do not have teh slightest as to how to edit the tships file...

Thanks for the reply though :)
killerog
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Joined: Fri, 28. Oct 05, 16:31
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Post by killerog »

I will look into adding the Normandy, as i might update it for the new patch.
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da_pro
Posts: 216
Joined: Thu, 16. Nov 06, 19:52
x3tc

Post by da_pro »

I just wondered no one mentioned the Missile Trails. The mod changes them too and since almost every missile was using trail nr 7. They are all green now (Pack B installed). This makes ist hard to identify the missiles and sometimes really looks weird. E.g. the Banshee has darkblue Flames but a green Trail with a white-blue lensflare. :sceptic:
killerog
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Post by killerog »

Dose it, have to admit i didn't check the missile trails, as i never edited the trail number 7. Must be something to do with the changes i made to the texture.

Edit:: Just checked the missile trails, there should be no change to them as i have not touched that trail or its texture.

Edit 2 :: Ive found the error, silly Egosoft and their silly tfiles.
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killerog
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Post by killerog »

New version up, fixes missile trails.

Currently uploading a T2 version as well.
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da_pro
Posts: 216
Joined: Thu, 16. Nov 06, 19:52
x3tc

Post by da_pro »

I'm sorry to say but missile trails are still not like in vanilla. Most missiles now use the yellow-green hammerhead Trail. (V1.14 Pack B)
killerog
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Post by killerog »

Are you sure they are not a fiery trail (temp fix)?
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da_pro
Posts: 216
Joined: Thu, 16. Nov 06, 19:52
x3tc

Post by da_pro »

They have a green trail with orange "fire" particles, if you mean that with fiery. I just lookes in the types file and all missiles do have 33 listed as engine trail effect, but effects.txt says 33 is the PAC launch effect.
killerog
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Post by killerog »

Thats what it should be for the time being :)
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Cyrus Deacon
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Joined: Wed, 12. Aug 09, 02:35

Post by Cyrus Deacon »

i downloaded and placed this mod in the program files > ego > x3 terran conflict............ but nothing happens when i start the game. i have having similiar problems with other mods....
more...More....MORE!
Sublogics
Posts: 197
Joined: Tue, 24. Oct 06, 12:53
x4

Post by Sublogics »

If you download this mod you get two files with .cat and .dat. You not only have to place them in the main folder of X3 but you have to rename them too.
You may have noticed some files called 1.cat, 1.dat, 2.cat, 2.dat and so on. What you need to do is to rename the mod files to the highest number of these files. For example if 06.cat and 06.dat are the highest numbered actually you have to name the files of this mod 07.cat and 07.dat.

You have to act like this with every mod you install in the main folder.
killerog
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Post by killerog »

Or you can place them in a folder called Mods. Both ways work.
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pepperg
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x3tc

Post by pepperg »

great mod, in theory at least. now all ships in game, at least the smaller ones, are impossible to see from behind. in argon space, all i can see are these blueish glowing orbs, and no ship...if you were to remove this effect and have a thinner, less glowing/orblike circle that obscures the entire ship, this mod would be good.
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killerog
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Post by killerog »

Ill take a look at the argon effect. Its easy to change.
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StormMagi
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Post by StormMagi »

Interesting. I haven't seen that effect at all (I use the X2 callback + trails though). I will check it out tonight/tomorrow as well.
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Forq
Posts: 53
Joined: Sun, 20. Jun 04, 02:32
x3tc

Post by Forq »

Hi, love the mod, but wanted to try a few different things out.

If I remove the cat and dat files for this from my directory, my current game will not load, I am fine to start a new one. Do you have any idea why this might be? I would just like to be able to toggle its use incase of future incompatability

Sorry am a bit of a newb!

Edit: I can use either of your packs, A or B and its fine, if I remove them I get a crash.
killerog
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Joined: Fri, 28. Oct 05, 16:31
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Post by killerog »

I guessing that one of the changes i made in this mod breaks save game compatablity when the mod is turned off. But i couldnt tell what change(s) do that.

This mod should be compatable with any mod that dosnt change effects or adds/changes ships.
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Forq
Posts: 53
Joined: Sun, 20. Jun 04, 02:32
x3tc

Post by Forq »

Thanks for the reply, I tried deleting various files and such and some it was ok with, like tships etc, others it didnt like. All a bit clueless with it really.

I dont want to remove the mod, I was just worried about say if it is incompatible with future updates to x3tc.

Playing around with it I even learned somethings and changed some of the effects a bit! Go me! :lol:

Thanks again.

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