Star Wars Mod by mikhailskatchkov reborn.

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Re: sound engine

Post by mikhailskatchkov »

bidolot wrote:Hello, would it be possible to add a light engine sound in the cockpit ?
Hi bidolot,
Its an inherent game core problem, and seems unfixable, many modders have tries to add this sound but with no luck, maybe we can beg the devs to add this feature for us somehow, that would be fantastic as i have great internal sounds including telemetry.
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

FleetmasterEddie wrote:Hello, I have become an enormous fan of this mod recently, after finally upgrading from TC to AP, Captain Shack reminded me you existed in his spotlight. I made an account to mention, attempting to go through the accelerator in Jakku your ship explodes from entering atmosphere. Also I know that you have put in separatist ships. Are they at a station or only via console commands?
Hi "FleetmasterEddie"

Separatist ships can be found for sale in some "Teladi" shipyard, specifically the "Teladi Classics" shipyard in "PTNI headquarters"
Some are operated by Pirates, and if I remember correctly one of their shipyards has some of those ships,
The Recusant-class is a Mon Cal design originally and the heavy 2KM version is now in production and for sale with the Boron/Mon Calamari.

Ill fix jakku atmosphere entry gate for next update, but youll have to start a new game for changes to take place, strange through i didnt have such a problem my side.

Regards

Mik
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

Hi again Cekura,

Features:
Yes Ill make a full list of features by 1.0 its really a long list and will take time to make.
A detailed map of exactly where everything is, is a spoiler in a way, players should discover things as they play, this makes the game much more interesting to play, even now i have many things too easily accessible ;)
but this is mostly for testing reasons, people use cheat scripts most of the time to spawn what they want, but for those who dont, most things are easy enough to find, Baspin for example in the X universe is located pretty much where it is on the official Star Wars Map:)

Anyway, Separatist ships can be found for sale in some "Teladi" shipyards, specifically the "Teladi Classics" shipyard in "PTNI headquarters"
Some are operated by Pirates, and if I remember correctly one of their shipyards has some of those ships,
The Recusant-class is a Mon Cal design originally and the heavy 2KM version is now in production and for sale with the Boron/Mon Calamari.
but not to sure, ill check and ill make sure all Separatist ships are in at-least one shipyard.
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

Cekura wrote:Nice to hear I'm not the only one ^.^

Btw, is it somehow possible to get the player HQ with the star wars mod?
HQ i believe is available through the Teladi HQ plot, all plots should be fully working in the Star Wars mod, just some rewards have been changed.
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

BTW have ATF/Terran stations always cause lag even in Vanilla?
FleetmasterEddie
Posts: 4
Joined: Sun, 11. Dec 16, 00:14

Post by FleetmasterEddie »

If it helps at all it occurred while I was autopiloting in through the gate using a foray class blockade runner.

I love the work you have done here everything looks so perfect. I managed to find the Providence class in the yaki shipyard, as well as a wild one in interworlds. It may just be my eyes, as I haven't seen it next to say a star destroyer, but it seemed just a tad largely porportioned.

I do want to thank you for using CIS ships not enough people do that in mods, and to see it makes me so happy as they are my favorite faction.

Also quick side question. Why does the imperial conscript, put you so far from the imperial sectors/frontline?
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

FleetmasterEddie wrote:If it helps at all it occurred while I was autopiloting in through the gate using a foray class blockade runner.

I love the work you have done here everything looks so perfect. I managed to find the Providence class in the yaki shipyard, as well as a wild one in interworlds. It may just be my eyes, as I haven't seen it next to say a star destroyer, but it seemed just a tad largely porportioned.

I do want to thank you for using CIS ships not enough people do that in mods, and to see it makes me so happy as they are my favorite faction.

Also quick side question. Why does the imperial conscript, put you so far from the imperial sectors/frontline?
Hey, ye the Foray isnt one of my ships, and its a very heavy one memory wise, its one of a few ships ill be updating.

The Providence has a 2.2km variant, this is the variant that is in the game, its just 300m longer than a ISD.

"Imp conscript" starts you there so you atleast know where one of the Imp sectors are since there arnt any near the war zone, the other one being Bastion and neighboring sectors which is even further away, this lets you try build yourself up before attempting the war zones, a lone STD Tie Fighter in those areas is suicide.
So doing some local jobs in near by sectors should help.
Cekura
Posts: 25
Joined: Fri, 15. Nov 13, 11:33
x3tc

Post by Cekura »

"Imp conscript" starts you there so you atleast know where one of the Imp sectors are since there arnt any near the war zone, the other one being Bastion and neighboring sectors which is even further away, this lets you try build yourself up before attempting the war zones, a lone STD Tie Fighter in those areas is suicide.
So doing some local jobs in near by sectors should help.
First thing I did was travelling to Bastion with my Tie :lol:
Am I the only stupid? 8)

Btw, Good to hear all that stuff mik!!

I think CIS ships are working well for yaki/pirates.
Do you think about adding more varity to ships, like in the Vanilla game its basically 1 ship for every class (m1, m2....) I'd love to see like, atleast 5 of each type from star wars, and having the vanilla ones pretty much as small addition due to huge varity of ship classes in star wars, either way. 8)

In this game exploring is super nice, thats why I explored already the entire map in less than 2 days, currently having my own Stations running, helping out my terran friends and searching for bugs where ever I can.
Spoiler
Show
I really like the super star destroyer scrap model, its INSANELY BIG but prolly a bit to big, the longest one I ever heard of is, if I remember correctly, 19km long
Prolly you bring a super star destroyer to the game as a M0? but musn't be a 19km one :D
some suggestions for the mod
Is there a way to see which faction is in war with each other?

As I already said I'm new to x3, don't know if something like this is even in Vanilla, but you could prolly take a look in something like faction diplomaty, if that would be a thing?

Also adding some known characters to the game (if that even works) for example fleet commanders (I'd also love to pay some mandalorians to kill mon mothma) :lol:

Today when I tried to find something out about a special thing I read something about a fleet script mod, something like that was already done before I guess, unfortunately I closed the browser to fast....
bugs
Unfortunately I never played vanilla, so can't say anything about the lags. victorys and atf stations are just badass fps dropper.

P.S. how to start the plot mission? I would really like to see how a player hq works. I ignored the war messages long enough, then deactivated them... Do they belong to the plot? I also looked up a guide already but nothing there worked out for me....
FleetmasterEddie
Posts: 4
Joined: Sun, 11. Dec 16, 00:14

Post by FleetmasterEddie »

Thanks, for the replies yu have been super helpful. I will report back any bugs I find, you just keep on being awesome.

Speaking of. I don't know if this is my error, or in the vanilla game, or or the mod. But I can't get turrets to fire on ships from the teladi classics. I tried both the foray and the preatorian, I will try more and see if it still happends on other star wars ships, or vanilla.
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

Hi Cekura,

Maybe youre right about the SSD, but I dont think its far off ;)

The ship list is long and there will be several ships to choose from for every class type, main aim is making it look and feel as real as possible, not 1 game produce/maker has ever done that for us except maybe EA with the new Battlefront.

Current faction standings are vanilla, so you can probably get that info on x3 AP wiki, i myself cant really remember at the moment who hates who.

There are many many scripts that will do what you seek, from bounty hunters to ship crews, look in the AP script/mod thread.

Ill try fix the Victory for the next update, but ATF stations will have to be gradually replaced.

So far ive only tested Alliance plots, and they seem to work OK, maybe someone on here can shed some light on this, maybe ATF is limited to certain plots, but the usuall plot should start within a few minutes of starting the game, ill check and see why doesnt start.
Last edited by mikhailskatchkov on Mon, 12. Dec 16, 01:13, edited 1 time in total.
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

Hi FleetmasterEddie,

Thanks man,
Regarding those ships, it could be turret type compatibility issues between the ships Scene and TShips entry, Ill check this week.
Trying to finish up the "Rogue One" HD update for next weekend, will sort this issue out to.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Post by Shuulo »

Is it possible to have an LU-compatible version?
Or maybe some stand-alone ships?
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

Shuulo wrote:Is it possible to have an LU-compatible version?
Or maybe some stand-alone ships?
There is a Fighter/freighter test pack a few pages back, but rather wait till next weekend, im currently testing it, about half way, too many bugs, there will not be any features such as S-Foils or operational R2 units.
There are about 30 ships in the pack.
Fraggotlord69
Posts: 6
Joined: Tue, 6. Sep 16, 23:01
x3ap

Post by Fraggotlord69 »

Is the executor ssd obtainable I have seen it on the main menu and a ship debris of it in heretic's end but is it actually obtainable or spawn able with cheats?
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

Fraggotlord69 wrote:Is the executor ssd obtainable I have seen it on the main menu and a ship debris of it in heretic's end but is it actually obtainable or spawn able with cheats?
Hi Fraggotlord69,

It was planned how ever due to game engine constraints i canon, even the wreck is causing navigation issues and anomalies, wreck will be separated into several part to deal with the problem, however I have not figured out how to get the flyable one in without such issues, however I have not given up and still trying to figure out how to get it in.
Fraggotlord69
Posts: 6
Joined: Tue, 6. Sep 16, 23:01
x3ap

Post by Fraggotlord69 »

I've seen the executor flyable in other mods but their really display ships or stations basically the one I used was 19km in length and you couldn't go into any active sector without running everything over but it could dock the Valhalla and could carry 200 fighters. But even if you do get it working it won't be perfect and it'd likely again just be for display and honestly the model and texture is excellent so that role would be fine. You should add the Allegiance star destroyer as well.
Last edited by Fraggotlord69 on Tue, 13. Dec 16, 15:18, edited 3 times in total.
User avatar
iniochos
Posts: 310
Joined: Thu, 20. Feb 03, 07:08
x4

Post by iniochos »

Mik,
Some requests:

1. Ship Yard:
I Think in extended mod a player could buy SY, when the notoriety was high enough. With the SY could do anything.

2. Eq Dock:
In addition, when the player had Eq Dock, was able to buy any upgrades and to install them.

3. orbital platforms:
I have asked before if there is possibility for orbital platforms to be buyable...
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

Fraggotlord69 wrote:I've seen them flyable in other mods but their really display ships or stations basically the one I used was 19km in length and you couldn't go into any active sector without running everything over but it could dock the Valhalla and could carry 200 fighters. But even if you do get it working it won't be perfect and it'd likely again just be for display and honestly the model and texture is excellent so that role would be fine. You should add the Allegiance star destroyer as well.
I'll consider it :)
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Post by mikhailskatchkov »

iniochos wrote:Mik,
Some requests:

1. Ship Yard:
I Think in extended mod a player could buy SY, when the notoriety was high enough. With the SY could do anything.

2. Eq Dock:
In addition, when the player had Eq Dock, was able to buy any upgrades and to install them.

3. orbital platforms:
I have asked before if there is possibility for orbital platforms to be buyable...
I though those were already for sale, Ill add em then.
User avatar
mikhailskatchkov
Posts: 816
Joined: Sat, 5. Apr 08, 23:11
x3ap

Rogue 1

Post by mikhailskatchkov »

Rogue One Update almost here

Image

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”