Vistar wrote:Thanks Imp, they seem to be working great with AP. The remove radar patch works great too but is there any way to remove the weapon/missle HUD info?
Sorry I forget how that goes. I added this little mod for over 2 years.
But when you remove this parts you remove gameplay relevant interface material. Now you can change weapon and missiles directly, you can't do this in the virtual CP. You must navigate to the secondary menufiles.
That's the point, why I don't remove this HUD parts. I hope you can understand.
rename all three file sets to exactly 03, 04, 05 in next higher order for CAT and DAT files.
03.cat
03.dat
04.cat
04.dat
05.cat
05.dat
Then it works just fine. You must start a new game already!
I signed up to the forum just to say THANK YOU THANK YOU THANK YOU!
The installation instructions in the mod's readme were... lacking. I was about to tear large chunks of hair out because I had it installed wrong and it was CTDing the game! I'd even tried a bloody mod installer thing and that didn't work either.
Thanks a TON for the quick how-to
I think the creators should add this explanation into the English read-me section of his page to save people such as myself the frustration of being new and just wanting some damned cockpits!
Grimshad wrote:Ok F5 worked and I can view the website. However, I am extremely confused.
What do I have to install and in what order?
"Basis" 5
then the patch 51?
The OP says that patch 52 is out, I don't see it anywhere.
The OP talks about CP_FULL... what is that and does it go ontop of "Basis" 5 or instead of "Basis" 5?
Read the last page, there's a very helpful chap who explained in non-broken english and easy to understand words
Thanks, what I ended up doing was creating my own SPK with everything in it. then I just enable that SPK and everything is working fine. The current system is very confusing and either needs to be explained better on the OP or people need to use the mod manager more often..
I know my english is not the best, but I don't know what is so difficult to understand?
What you do with my Basis_5 and Patch_52 is not really important. It works fine as fakepatch. It can install in the X3TC mainfolder or the addon folder. Is it install to the X3TC mainfolder it works with both games, in the addon folder only work with X3AP. You can install all other mods you like. I known no other mod they made problems.
I don't know what the spk is doing. Some file are double and the basismod files must overwrite from the patchfiles. I hope the spk packer can understand this.
But this mod packing with the FULL_CP is risk. I can't say enough: Don't use other mods they are change the TShip. And when you think now "What is the TShip?" then you can become big trouble with your savegames. This mod only work with the original X3TC or X3AP version and will be compatibel to newer Patches. And you must have a look that the version number on the end of my FULL_CP mod is the same like your gameversion.
I use it and haven't had any conflict with it in either X3 TC or AP.
I also use the one that removes the side bar and only leaves just the buttons. Sorry I can't remember what it is called but it is avaliable in the library and if you use it with the above it gives you a nice clean HUD with pretty much the firing reticle and not much else. They are both DDS folders so you might have to expeiriment with which order to copy them to the game.
minipatch. Patch your game to 3.2 for TC. Pull out the its-fulltc32.dat and cat files. Rename them to the next sequentially higher *.dat and *.cat number in the root directory. Here in this picture it will be 16.dat and 16.cat.
do same for AP in addon folder.
14 basic root main cockpit mod
15 patch 52 for mod
16 patch TC3.2 for recent Tship changes 1-19-12
Imp.- wrote:I know my english is not the best, but I don't know what is so difficult to understand?
I guess someone who had been modding the game for a while would have understood the instructions, but I'm brand new to the game and had no idea what any of it meant.
I would suggest you ask Slocket if he would mind you using his explanation on your page, as it's helpful for absolute beginners such as myself who might be installing this for the first time.
His instructions are simple and clear, leaving nothing to question.
I got this mod to work on my Steam X3AP version without issues, started a new game, looks great.
But trying to get it to work on my original X3TC game of a few years, in which I've used PSCO1's mod without issues, I can't get this to load; crashes me to desktop upon loading a save game. Tried the astronaut trick, empty sector, no wars, using correct files as fake patch. But I'm also using MARS....
Anyone come up with a workaround for using this cockpit mod with MARS? MARS is too significant for me to remove.
EDIT: I got it to work with my save games and MARS by not adding the third component as a fake patch. Just used the Base and the first patch. Seems to work fine.
Shame this isn't compatible with XRM and Mars.. I was thinking of merging my own Tships file so it would work with XRM but it would take a fair while manually adjusting each ships cockpit models to match those in this mod. Doable but probably take me a while.