Combat Mod 3 (Official Topic)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Canefox
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Post by Canefox »

Ugh, I had got CMOD to work with 2.6, for awhile, but then it reverted back to 2.5 again but not before corrupting my save files. I think I'll just reinstall X3TC all together and just stick with 2.5 till CMOD 2.6 compatibility is fixed.
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alt3rn1ty
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Post by alt3rn1ty »

I dont think thats going to happen. This mod stopped being updated ages ago, now we have a patch that breaks CMOD3, the next thing will be XTC which is based quite a lot on CMOD. Have a read through some of the XTended teams posts (though you will probably have a lot of back-tracking through multiple cries of 'Is it ready yet'? :). I asked questions reference XTC being CMOD3 compatible a while ago, to which the reply was basicly we will not be needing CMOD3. Bad news temporarily, but something to look forward to.

Edit: http://forum.egosoft.com/viewtopic.php? ... 34#3163834
"but before RL got in the way the creator of Combat mod was working with the team to bring the same performance improvements into XTC. Since Ulfius has left the scene we have continued to extend and improve upon his initial work in this area. "

http://forum.egosoft.com/viewtopic.php? ... 36#3163836
"The CMOD3 is completely integrated into XTC, by the way.
SST's Shaders mod should be fully compatible."

http://forum.egosoft.com/viewtopic.php? ... 90#3163890
"Just to spend some more words on the performance issues: our team is quite varied also regarding 'gears and rigs': we span from the decent laptop to the maniacally overclocked monster... and our mod has to run fairly on everyone of those machines.

A small section in the team is using scalpels, scissors and any other kind of techno-gizmos to taylor make every snippet that can be touched to improve performance without affecting quality... so rejoice, because we are definitely keeping a good watch over FPS and smooth gameplay "
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Locksley
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Post by Locksley »

I'm sorry, what is it that it breaks?

The Basic mod that affects TLasers and TBullets works as intended.
There was some adjustment in the 2.5 but that was, AFIK, to address rendering performance amongst other things - or it was just an update for the bullet effects. Either way I use Ulfius effects. In 2.6 I can't see anything that should affect the basic CMOD?

If you don't use the extra TShip file you should be fine. But there is a "fixed" version for 2.5 and that should work for 2.6 since it does not touch the TShip file.

I amended and modded Ulfius original CMOD to fit my ideas and ideals (work in progress) but the original should still work fine.<---EDIT: Sorry, this was unclear - I use my own CMOD but it is not that different from the authentic CMOD. Ulfius work is great (and it is that, basically, that I am using myself, just some tweaks....)END EDIT

Remember to have the Cat/Dat last, or the EMP last if you use that (sorry if I am stating the obvious).

If there is something else please tell me and maybe we can find a solution together :)

Cheers!
Last edited by Locksley on Fri, 30. Apr 10, 21:20, edited 1 time in total.
Projects:
Onhold..... time time....
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alt3rn1ty
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Post by alt3rn1ty »

:o Someone is still looking after this ... Apologies locksley I didn't know. /Edit: and may I add ... YES! /endedit:

Recent experience since 2.6 patch installed was a game not starting after installing CMOD3 again - So came here and saw the post before mine and assumed wrongly CMOD was now historical.

Going to give it another go, re-download and ensure I get everything right.. will post back with any problems - Or success
windwind
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Post by windwind »

I have no problem running 2.6 + CMOD from 2.5 save. The order of installation should be:

1. Remove any post 2.5 fake patch (2.5 should be 09.cat)
2. Install 2.6 patch (10.cat)
3. Install your fake patch of choices (CMOD, etc)
4. Check the fake patch with plugin editor for any conflict with 10.cat

I have 3 fake patches, CMOD, extend senor range and EMP. Didnt find any conflict with CMOD, only extend senor range need to manually merge the difference. And Cycrow's plugin manager is smart enough to do the EMP merge for me. It even put Tware.pck in right folder.
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alt3rn1ty
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Post by alt3rn1ty »

Well... No clue what went wrong last time but possible corrupt file - All working well, CMOD3 with military hud and modded t file for mars compatibility.... everything working as it did prior to 2.6, now with 2.6 (and the new bonus package).

All I need now is the LAA patcher to work again.
windwind
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Post by windwind »

alt3rn1ty wrote:Well... No clue what went wrong last time but possible corrupt file - All working well, CMOD3 with military hud and modded t file for mars compatibility.... everything working as it did prior to 2.6, now with 2.6 (and the new bonus package).

All I need now is the LAA patcher to work again.
Why all the wait, grab CFF Explorer and do it in 5 minutes.
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Locksley
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Post by Locksley »

alt3rn1ty wrote::o Someone is still looking after this ... Apologies locksley I didn't know. /Edit: and may I add ... YES! /endedit:

Recent experience since 2.6 patch installed was a game not starting after installing CMOD3 again - So came here and saw the post before mine and assumed wrongly CMOD was now historical.

Going to give it another go, re-download and ensure I get everything right.. will post back with any problems - Or success
Ouch - it's that language thing again :oops:
I'm not looking after it, I am modding for my own pleasure and for my style of playing. Ulfius made CMOD the way he likes it, I am only adjusting some values in my game. CMOD is basically finished. Some might have issues with some values but I think that's mostly player bias.

And yes, DL CFF Explorer and do a search on the XTM forums how to use it - or the german forum here at Egosoft.

Cheers!
Projects:
Onhold..... time time....
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alt3rn1ty
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Post by alt3rn1ty »

Thank you both

@ Locksley - Well thank you for applying your knowledge here anyway, without it I would have been left thinking CMOD3 was no longer possible and left it alone

@windwind - I had a good look at the NTCore site, and got curious about the Utilities section - Theres a 4gb Patcher utility on its own. Decided to download both CFF explorer suite and 4gb Patcher, did a backup of the X3TC.exe then ran the 4gb Patcher on it. It works.
Checked out the header afterwards with CFF explorer and the >2gb flag has been enabled in the header by the previous run of 4gb patcher... so I think theres another option for easy use besides LAA patcher on this site.

For anyone curious - Running Win 7 x32 - Enabled PAE in boot options using EasyBCD v2 rev93 (I have this installed for dual booting linux, but it has quite a few nice little uses :) ).
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Sorkvild
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Post by Sorkvild »

Everything is working as intended for me. I have 8 fake patches installed so far. I've made number corrections to allow 2.6 patch to add number 10. Cmod3 was installed afterwards and runs good.
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Mad_CatMk2
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Post by Mad_CatMk2 »

Sorkvild wrote:Everything is working as intended for me. I have 8 fake patches installed so far. I've made number corrections to allow 2.6 patch to add number 10. Cmod3 was installed afterwards and runs good.
Same situation here, CMOD 3 still works after applying patch with manual cat/dat shifting.
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lordmuck
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Post by lordmuck »

well I uninstalled as mentioned before (CMOD) applied patch again, redid CMOD through X-plugin manager. Game at menu screen says 2.5, right click X3tc.exe game says ver 2.6 so I guess its ok
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alt3rn1ty
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Post by alt3rn1ty »

Yeah I think plugin manager needs an update, it doesnt seem to recognise 2.6, I reverted to doing manual fake patch method for most but still need plugin manager for a few mods that dont have an alternative to spk... alls working though so long as plugin manager doesnt get chance to get confused, I now do a complete re-install, apply patches and new bonus package, add plugin manager dependant spk's then fake patch the rest, followed by dropping script mods in the appropriate folders with more up to date scripts. Touch wood all save games still working so far.
lordmuck
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Post by lordmuck »

I also think that CMOD3 is causing a problem with ANH mission

EDIT: well I re-installed everything after I did ANH everything is ok, did notice one difference my CIGs are blue now and kinda slower .. they was kinda yellow and more "ballish" .. .humm I think now its working as it should ROFL!

anyway note for future updates, uninstall mods and reinstall AFTER patching !
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MadMan983
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help editing CMOD3 needed

Post by MadMan983 »

after useing CMOD3 a bit i want to change some weapon projectiles and hit efects back to original {PAC hit efect/ISR bullet trail} how do i do this?


{"How to edit CMOD3?" belongs to thread of CMOD3. Merged. jlehtone}
When ever people agree with me i always feel i must be wrong.
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ezra-r
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Post by ezra-r »

X3 Editor 2 by doubleshadow helps you do that easily. Check it out
cnecktor
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Post by cnecktor »

Something is kinda strange I can get this mod to work in Transcend with mod 2.6 patch but not vanilla.
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dreis
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Post by dreis »

any plans to update it to 2.7.1 (or is it already working just fine?)
breytac
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Post by breytac »

Combat Mod itself is no longer in development. The X-Tended Team are (apparently) integrating it into their mod.
Vivicector
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Post by Vivicector »

dreis

As far as I can say, this mod should work great no matter the game version. It overwrites all weapon stats and patches can not affect it. Just install it above all and it should be fine.

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