[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

I need to look into how to only have them spawn in a few sectors (no core ones ect) still learning this MD thingy lol

So interesting news just bought my own web hosting and am currently playing around making a basic website.
Image
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Haha, yeah I have that as well. Never did get around to making a website though. Just use it for file hosting and stuff.
MOD XR Show Skills

Flying spaceships since 1993.
K-64
Posts: 309
Joined: Thu, 27. Nov 08, 20:54
x3tc

Post by K-64 »

I seem to be having a problem with the mod and I know at least part of it is installed correctly. The decom shipyards aren't appearing at all, neither are the decom ships for that matter. The only difference I notice is the change of colour in the thruster flare. I would really like to use this mod since the X2 ships (from what I've seen) are really quite exceptional.

EDIT: I've found out it only adds the shipyards to new games only, goodbye 10 days work
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

It should add them to any game not just new games.
Image
K-64
Posts: 309
Joined: Thu, 27. Nov 08, 20:54
x3tc

Post by K-64 »

Well it's not THAT important truth be told, it just meant that I had to cheat in the shipyard. I'm really liking the ships, but it's strange how the colossus is only 175k or round about that.

I've not got X2, but seeing some of the ships that are in it, I'm glad that there is a mod to bring them to the current generation. Awesome work so far
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Yeah as far as I can tell something happened and the prices were reset. =/
MOD XR Show Skills

Flying spaceships since 1993.
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

I am still trying to work out how that happen as both the correct tship file and the one in this version of the mod are the same.
Image
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Once finals are over I should be able to take a look at that if Aion doesn't swallow me whole ;)
MOD XR Show Skills

Flying spaceships since 1993.
Hartzaden
Posts: 209
Joined: Thu, 26. Mar 09, 18:26
x3tc

Post by Hartzaden »

a slight request if you havent allready. add repair lasers to the drones to allow for MARS repair compatability. i know its not needed as MARS has a workaround but it would save CPU load.

also is there a way to git .SPK compatability?
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

I will look at adding mars compatble lasers, something i have never got around to (i think need to check).

Can you make a .SPK version of a mod thought that was only for scripts? (been awhile snice i looked). If you can i may look into do so.

@StormMagi:: thanks :wink:
Image
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

spk is for scripts only iirc I played around with that a while back, you can do a cat/dat and spk if you dont want individual script files but that is about as small as you can make it in terms of number of files.
MOD XR Show Skills

Flying spaceships since 1993.
User avatar
SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Post by SS_T »

StormMagi wrote:spk is for scripts only iirc I played around with that a while back, you can do a cat/dat and spk if you dont want individual script files but that is about as small as you can make it in terms of number of files.
I use spk for the x-universe mod, and that doesn't have any scripts. atm spk's are a little hard to make especially with large mods.
New XDownloads: http://xdownloads.co.uk
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Hrmmm, when I tried combining cat/dat into an spk I got a rather clunky file that X3TC refused to load regardless of how I did it.
MOD XR Show Skills

Flying spaceships since 1993.
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

Ok thanks for the info, i think for the time being i will leave it as a rar file.
Image
xxxHACKERxxx
Posts: 85
Joined: Fri, 7. Mar 08, 08:08

Post by xxxHACKERxxx »

I have a problem: i've enabled the script editor and installed the Mod, then i've recived the message "Work", but i can't find the new ships or shipyard
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

do you have the folder director in the main X3:TC folder?
Image
xxxHACKERxxx
Posts: 85
Joined: Fri, 7. Mar 08, 08:08

Post by xxxHACKERxxx »

killerog wrote:do you have the folder director in the main X3:TC folder?
Yes, inside there are x2Mod.xml and x2modshipspawn.xml
Now i've selected the mod in the mod select menù, but when i load the game it says that the savegame is corrupted
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog »

So you have just selected my mod ? If so save being corrupted is usually down to you using another mod and then removing it.
Image
PSCO1
Posts: 1087
Joined: Thu, 4. Jun 09, 17:08
x4

Post by PSCO1 »

Great mod Killerog !
I use your mod since today but...
You have forgot to add 333.jpg texture for the Split Mamba ! there is a big hole at center of the ship !
maybe this problem has already been found
cheers
Electric
Posts: 77
Joined: Fri, 20. Feb 04, 15:32
x3tc

Post by Electric »

It is a top mod!

Out of interest are you looking to add docking to the carriers?

Cheers

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