[MOD] [AP/TC] X-Tra Ship/Station Pack - [V2.01 Hotfixed Available 21/5/2012]

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

nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

want to ask, which ships in current XRM are from Nexus? I know the USC M2 and M7 are indeed from Nexus, any other ship?
garrry34
Posts: 911
Joined: Sun, 17. Jul 05, 14:43
x3tc

Post by garrry34 »

Cad have you any new tastebud ticklers of your latest workings, I fancy a bit of ooh and aah lol
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
Neibros
Posts: 13
Joined: Sat, 31. Dec 11, 04:48
x4

Post by Neibros »

Sopa was shot down guys as far as I know, it didn't pass resolution.
Not quite, just delayed for revision. They're trying to do some damage control on it, make it less controversial.

So it's not been shot down yet, just in a state of postponement. It might stay shelved, or it might be revised. We'll see.

Now, back on topic!

I love the nexus models, and I hope they stay, unless you find something incredible to replace them, Cad. I also second the motion of adding some Gorg ships to the Paranid. The Raptors (also nexus) also have some great designs, they're very atypical and interesting, and are mostly small m6 sized ships.

The earth human ships, like the Stiletto and Longsword, would also be a welcome addition. I LOVE the rotating sections and the visible thrust vectoring on them. I'd assume animating a ship model would be possible, as the Khaak capitals have rotating sections, and I'd love to see some thrust vectoring the way its done on earth ships in Nexus.

Stiletto
http://images.wikia.com/starships/image ... iletto.jpg

Longsword
http://images.wikia.com/starships/image ... gsword.jpg

Raptor Hunter
http://images.wikia.com/starships/image ... Killer.jpg
User avatar
hipperion
Posts: 69
Joined: Sat, 22. Apr 06, 10:22
x4

Post by hipperion »

How do i install it on AP to make it work? I see some new ships in shipyards but i have installed it only for a new cobra model coz the vanilla sucks horribly and it remains unchanged ... same with mistral ... :(
User avatar
Alex Corvis
Posts: 1365
Joined: Fri, 29. Dec 06, 21:30
x4

Post by Alex Corvis »

Cadius wrote:Sorry, Albion Prelude is not supported at the moment. Please do not use the shippack with AP as it will cause a whole lot of problems with the game.
User avatar
hipperion
Posts: 69
Joined: Sat, 22. Apr 06, 10:22
x4

Post by hipperion »

Is there an easy way to just use the models for cobra and mistral freighter in AP ?
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
x4

Post by boogieman335 »

You can import the models in cycrows package creator from the mod and then save them as individual models and install them in the game, if those are the only models that you want. I have done it with several of the models.
If you use windows 7 and have a steam version you will have to set it to run as administrator.
User avatar
Peanutcat
Posts: 297
Joined: Fri, 8. Jul 11, 23:56
x4

Post by Peanutcat »

boogieman335 wrote:You can import the models in cycrows package creator from the mod and then save them as individual models and install them in the game, if those are the only models that you want. I have done it with several of the models.
If you use windows 7 and have a steam version you will have to set it to run as administrator.
How would i import them? Write a short simple tutorial for a first time Package Creator user.. What files would i need. (I want the Vallhalla, Mistral, Mobile Mining Base Ship and the Cobra)
F signature
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
x4

Post by boogieman335 »

You import them into Cycrows package creator. It is a part of the plugin manager. As far as a tutorial well its pretty much just using the program to edit the ships and then save them. Then you install them into the game using the plugin manager just as any other package.
User avatar
hipperion
Posts: 69
Joined: Sat, 22. Apr 06, 10:22
x4

Post by hipperion »

boogieman335 wrote:You import them into Cycrows package creator. It is a part of the plugin manager. As far as a tutorial well its pretty much just using the program to edit the ships and then save them. Then you install them into the game using the plugin manager just as any other package.
I open package creator, select new, than import ship from mod, then select the ship and then get an error msg: "error importing ship".
User avatar
Peanutcat
Posts: 297
Joined: Fri, 8. Jul 11, 23:56
x4

Post by Peanutcat »

boogieman335 wrote:You import them into Cycrows package creator. It is a part of the plugin manager. As far as a tutorial well its pretty much just using the program to edit the ships and then save them. Then you install them into the game using the plugin manager just as any other package.
That i understand but what files would i need? That's what i'm having trouble with.

EDIT
I think i am doing it right here.. But i need to know the ID for the real ships so i can replace them with the new models

EDIT 2
nevermind i managed to do it
F signature
Gemini24
Posts: 203
Joined: Tue, 20. Oct 09, 07:55
x3tc

Post by Gemini24 »

Neibros wrote:
Sopa was shot down guys as far as I know, it didn't pass resolution.
Not quite, just delayed for revision. They're trying to do some damage control on it, make it less controversial.

So it's not been shot down yet, just in a state of postponement. It might stay shelved, or it might be revised. We'll see.

Now, back on topic!

I love the nexus models, and I hope they stay, unless you find something incredible to replace them, Cad. I also second the motion of adding some Gorg ships to the Paranid. The Raptors (also nexus) also have some great designs, they're very atypical and interesting, and are mostly small m6 sized ships.

The earth human ships, like the Stiletto and Longsword, would also be a welcome addition. I LOVE the rotating sections and the visible thrust vectoring on them. I'd assume animating a ship model would be possible, as the Khaak capitals have rotating sections, and I'd love to see some thrust vectoring the way its done on earth ships in Nexus.

Stiletto
http://images.wikia.com/starships/image ... iletto.jpg

Longsword
http://images.wikia.com/starships/image ... gsword.jpg

Raptor Hunter
http://images.wikia.com/starships/image ... Killer.jpg
If i remember right, Cad had his own version of the Stiletto in mind at some point, but im unsure if he still has plans for that or not. In any case there are .xsp for those ships you can get to tide you over Here. The site is in Russian as a warning, incase your browser doesnt have the built in "translator"...lol
slypanzer
Posts: 13
Joined: Wed, 3. Mar 10, 01:53

Post by slypanzer »

So, any idea when I can use this in AP? :P
Also.. may I say, I preferred the old Hiroshima..
X-Enon
Posts: 102
Joined: Thu, 13. Nov 08, 14:52
x3tc

Post by X-Enon »

due to the fact that the multi galaxy mod will be not reworked for AP this mod is my only chanche to get started with my project if its copmatible with AP :D One of the best mods i ever downloaded..keep it up guys ;)
(lag)
Sprungantrieb wird geladen...10%....20...30....40...50 cent....60..... xD
User avatar
Sir Squallus
Posts: 691
Joined: Thu, 10. May 07, 17:45
x4

Post by Sir Squallus »

You CAN make it work for AP on your own, with a bit work....

First you have to extrakt all Cats of Cadius Mod.

Now you have to put all Folders containigs Ships and DDS files in a new cat, name this Cat "03" put the "03" cat into the AP folder, after that open the Tship of X3AP and the Cadius Tship with X3 Editot2 and Copy every Shit you wana have fron the Mod Tship into the X3AP tships.
Important!: ALLWAYS add the Ship at the END of the list!!!!!

After that just import the Skripts fronm the mod into X3AP.

This dont work for the Stations for now!!!
Yersinia_Pestis
Posts: 10
Joined: Mon, 13. Feb 12, 10:42

Post by Yersinia_Pestis »

Hey Guys!
Tried to install this mod following the Instructions. By starting the Game i receive 2 Mails that the Ships and Stations are available at the Shipyard. But when i dock at these Stations there is nothing new to buy. What have i done wrong or how may i implement those ships manually?

Thanks in advance for your Response and sorry for my bad english cause i am from Germany.
User avatar
Alex Corvis
Posts: 1365
Joined: Fri, 29. Dec 06, 21:30
x4

Post by Alex Corvis »

Sir Squallus wrote:You CAN make it work for AP on your own, with a bit work....

First you have to extrakt all Cats of Cadius Mod.

Now you have to put all Folders containigs Ships and DDS files in a new cat, name this Cat "03" put the "03" cat into the AP folder, after that open the Tship of X3AP and the Cadius Tship with X3 Editot2 and Copy every Shit you wana have fron the Mod Tship into the X3AP tships.
Important!: ALLWAYS add the Ship at the END of the list!!!!!

After that just import the Skripts fronm the mod into X3AP.

This dont work for the Stations for now!!!
What exactly is the reason for extracting and creating a new cat with the same files? Why not simply rename the Cad-cat/dat and add an edited AP TShips? (Of course rename or delete the Cadius TDocks/Stations/Wrecks if the stations really don't work.)

By the way I'm not sure whether that's all you need to do. What about Components and Dummies? I guess at least those quicklaunch docks might have their own entries?
User avatar
mr.WHO
Posts: 9152
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO »

Hey Cadius, any chance that you could release just the new Hakata model? This thing is too good to be left unreleased.
Gemini24
Posts: 203
Joined: Tue, 20. Oct 09, 07:55
x3tc

Post by Gemini24 »

Yersinia_Pestis wrote:Hey Guys!
Tried to install this mod following the Instructions. By starting the Game i receive 2 Mails that the Ships and Stations are available at the Shipyard. But when i dock at these Stations there is nothing new to buy. What have i done wrong or how may i implement those ships manually?

Thanks in advance for your Response and sorry for my bad english cause i am from Germany.
If youre using X3:AP, the mod has not been made compatible as of yet. Otherwise if youre using TC then make sure youre not using any other mods that modify tships or make changes to stations as they are generally incompatible unless merged.

In the case of. Xsp ships, after you install xtra run the plugin manager and then close and run the game, this usually allows for both the. xsp and the mod to run together.

@mr.who - second that idea!
User avatar
Simson51
Posts: 49
Joined: Sun, 20. Apr 08, 09:47
x4

Post by Simson51 »

Hello,
I have a little problem.
My TL-transporter can't landing on the Teladi-shipyard. How I can solve this problem?

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