[MOD] Advanced Complex-Hub [2.0-beta.1]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26
Hi
I never ever tested it, as I don't play X³:R anymore ... but as only the scene file and the model got modified ... only internal docking and phq-dock got added ... I think it should work with X³:R too ...
If you are interested you could do a backup of your savegames and try it ... if it doesn't work, you could just remove that mod again. If savegames would get bricked (I even don't think that there is much danger for that, but just to be sure) you only would have to use your backup'ed savegames.
I never ever tested it, as I don't play X³:R anymore ... but as only the scene file and the model got modified ... only internal docking and phq-dock got added ... I think it should work with X³:R too ...
If you are interested you could do a backup of your savegames and try it ... if it doesn't work, you could just remove that mod again. If savegames would get bricked (I even don't think that there is much danger for that, but just to be sure) you only would have to use your backup'ed savegames.
-
- Posts: 3
- Joined: Tue, 13. Feb 07, 17:55
-
- Posts: 158
- Joined: Fri, 6. Feb 09, 16:50
-
- Posts: 3
- Joined: Tue, 13. Feb 07, 17:55
-
- Posts: 1404
- Joined: Sat, 8. Aug 09, 06:03
-
- Posts: 71
- Joined: Thu, 21. Jan 10, 19:31
-
- Posts: 71
- Joined: Thu, 21. Jan 10, 19:31
-
- Posts: 33
- Joined: Tue, 24. Oct 06, 20:18
Hi,
First off, thanks for a great Mod, it works as advertised.
However, I've been doing a lot of building for the HUB plot, and realised i needed more cash, as you do. Went off to do some fighting, and noticed that my PBG were broken. The flamethrower effect still works, but there is no damage caused by it.
I seriously doubt this Mod caused the problem, as from previous posts it doesn't mention anything about modifying the laser properties, however as everything was working prior to this I'm stumped. Uninstalling this doesn't work, and i've even dialled back a few other scripts going back a few days, and I still have no PBG!!
Going to try installing the 2.5 patch again, and if that fails i think it's game over, time for a clean install., unless anyone has anyother suggestions.
Thanks again for the Mod!
First off, thanks for a great Mod, it works as advertised.
However, I've been doing a lot of building for the HUB plot, and realised i needed more cash, as you do. Went off to do some fighting, and noticed that my PBG were broken. The flamethrower effect still works, but there is no damage caused by it.
I seriously doubt this Mod caused the problem, as from previous posts it doesn't mention anything about modifying the laser properties, however as everything was working prior to this I'm stumped. Uninstalling this doesn't work, and i've even dialled back a few other scripts going back a few days, and I still have no PBG!!
Going to try installing the 2.5 patch again, and if that fails i think it's game over, time for a clean install., unless anyone has anyother suggestions.
Thanks again for the Mod!
-
- Posts: 626
- Joined: Mon, 10. Dec 07, 12:12
-
- Posts: 2253
- Joined: Tue, 16. Nov 04, 12:08
-
- Posts: 2253
- Joined: Tue, 16. Nov 04, 12:08
-
- Posts: 4320
- Joined: Sun, 6. Nov 05, 23:53
-
- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26
As long as the models are stations, yes. Stations always seem to have unlimited docking.kurush wrote:Does this mean that it is possible to add docking ports to other models without breaking vanilla? For example, add internal docking for fighters on equipment docks?
Ships have limits set in the TShips (as far as I know), which modification would cause a modified-tag.
-
- Posts: 4320
- Joined: Sun, 6. Nov 05, 23:53
Yeah, I figured that. No docking on M2Saetan wrote: As long as the models are stations, yes. Stations always seem to have unlimited docking.
Ships have limits set in the TShips (as far as I know), which modification would cause a modified-tag.


-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24