[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]
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Over written files?
I don't think so for me,
As soon as you remove the mod files the everything goes back to normal., all corupted stations return to normal and the standard non x2 shipyards return to the correct name for the sector and race they are in.
This is a lovely mod and you are doing some great work but I'm guessing its still in development guys?
Cheers Electric
I don't think so for me,
As soon as you remove the mod files the everything goes back to normal., all corupted stations return to normal and the standard non x2 shipyards return to the correct name for the sector and race they are in.
This is a lovely mod and you are doing some great work but I'm guessing its still in development guys?
Cheers Electric
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No it is pretty much done since there isn't much left to do (afaik), just some wierd bugs that popped up in this release for no apparent reason we are trying to figure out. Corrupted and/or overwritten files before packaging could just be one of the possibilities.
And what do you mean by corrupted stations?
And what do you mean by corrupted stations?
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Electric wrote:Hi,
What I mean about corrupted stations is for instance, a drone factory in Red Light was renamed EMPC Forge... but still sold drones, its a bit odd.
Are you suggesting it would be better if I used an old version of the mod?
Cheers Electric
I am guessing from both your replies is that (most likely because of the 2.5 update) there now a conflict that killerog needs to fix (but it looks like it was already found so that should make it easy). After my midterms are over on Wednesday I plan on doing a fair bit of testing for factory locations, ship prices and checking the models ingame (since I suck at 3dsmax) >_>draffutt wrote:i was able to fix this problem described by changing the position of the x2 ship factory from position 2 to the end of the file position 440 in tfactories. it starting working properly for me.
And as for using an older version, I honestly have no idea how well that will work. It is just another one of things I am going to test.
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hmm i am guessing the 2.5 update is mucking up my factory MD code and my renaming of the stations. Hopefully it will all be fixed once i am back home tonight.
Too much on my mind i think still.
This is the first non beta release. I have a feeling i have used a 2.1 file (instead of 2.5) to update the mod hence the problems that are appearing.Electric wrote:
This is a lovely mod and you are doing some great work but I'm guessing its still in development guys?
Cheers Electric


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Take your time man, I am honestly suprised you updated it so soon. I wasn't expecting anything for another week at least considering what happened.killerog wrote:hmm i am guessing the 2.5 update is mucking up my factory MD code and my renaming of the stations. Hopefully it will all be fixed once i am back home tonight.
This is the first non beta release. I have a feeling i have used a 2.1 file (instead of 2.5) to update the mod hence the problems that are appearing.Electric wrote:
This is a lovely mod and you are doing some great work but I'm guessing its still in development guys?
Cheers ElectricToo much on my mind i think still.
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Takes my mind of stuff lol.StormMagi wrote:Take your time man, I am honestly suprised you updated it so soon. I wasn't expecting anything for another week at least considering what happened.killerog wrote:hmm i am guessing the 2.5 update is mucking up my factory MD code and my renaming of the stations. Hopefully it will all be fixed once i am back home tonight.
This is the first non beta release. I have a feeling i have used a 2.1 file (instead of 2.5) to update the mod hence the problems that are appearing.Electric wrote:
This is a lovely mod and you are doing some great work but I'm guessing its still in development guys?
Cheers ElectricToo much on my mind i think still.
Just updated to win7 so i am getting all the tools and moving my files on to my new drivers.

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just a few question about the Decom ships and the Colossus.
is it just me or is the Colossus's Right turret camera oddly positioned?
and why does it cost just 170k or so? (sure I dont say no to a cheap oversized M6, (I know it's an M1...) but still)
allso, did the prices of most M6's increase? I belive they cost about 6-7 mil befoe but now a Centaur and most other M6's cost about 9 mil.
is it just me or is the Colossus's Right turret camera oddly positioned?
and why does it cost just 170k or so? (sure I dont say no to a cheap oversized M6, (I know it's an M1...) but still)
allso, did the prices of most M6's increase? I belive they cost about 6-7 mil befoe but now a Centaur and most other M6's cost about 9 mil.
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