
[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]
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Hey killerog, I used a previous version of your mod and it worked fine. But, I had to reinstall X3 and I downloaded the new version. Activated the script, just like before, only this time I had no ships at all at the decom factory at Argon Prime (don't know about others). Is it a known issue or did I do something wrong. BTW, before I installed your mod I had made some tweaks to my TShips file and saved it at "types" folder in the game directory. May be this is the cause? If yes, is it possible to use your mod and still be able to tweak my own TShips file without doing harm to your TShips one?
Edit: BTW I used Non Trail version if that helps.
Edit: BTW I used Non Trail version if that helps.
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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OK. I guess you know I've managed to override my stupidity and made your mod work. Everything looks great tested several ships and have yet to encounter bug or anything. Still haven't seen NPCs using them but I guess it's a matter of time. I have one question though. If I reinstall my X3 and get the saves where I left back, I wont need to reactivate the script editor or anything? Will it not interfere with the Jobs file? In other words, can transaction of saves break any part of the mod? If there is a possibility, how can I prevent it?
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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Cool! 

"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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I apologize for not updating the X2 ship prices as I said I would, university has been keeping me a bit too busy to think much about gaming (that and what little gaming I have done has been Dragon Age: Origins
). I am hoping (since I have a bit of a break in work coming up) to tinker with the prices in the next week or so.

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hi killerog
this mod looks like its going to be so awesome. i do have a question though (also posted in another thread but thought i should ask here too) how do i install the mod?
i know how to install the mod files, and i know how to install the t files. but how do i install the mission director files? where do they go?
this mod looks like its going to be so awesome. i do have a question though (also posted in another thread but thought i should ask here too) how do i install the mod?
i know how to install the mod files, and i know how to install the t files. but how do i install the mission director files? where do they go?
amtct wrote:If I hit a person once or twice is called instant death
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um, actually new problem. i have now placed all the files where they need to be. i started a new game and enabled the script editor. i then saved, exited and reloaded.
all my other scripts have worked but i cant see any evidence that the x2 callback mod has installed at all. i got the initial message before i enabled the script editor. but since then nothing, and furthermore, i cant see the ships at any ship yard.
just to be sure i also looked in the create ship list in the cheat menu, and they arent there either. so where do i actually find these new ships and how can i be sure that mod has installed properly?
im positive i've put the files in the right places. the mod files in the main directory, the t files in the t folder, and the mission director files in a folder i created in the main directory called 'director.' is this correct?
all my other scripts have worked but i cant see any evidence that the x2 callback mod has installed at all. i got the initial message before i enabled the script editor. but since then nothing, and furthermore, i cant see the ships at any ship yard.
just to be sure i also looked in the create ship list in the cheat menu, and they arent there either. so where do i actually find these new ships and how can i be sure that mod has installed properly?
im positive i've put the files in the right places. the mod files in the main directory, the t files in the t folder, and the mission director files in a folder i created in the main directory called 'director.' is this correct?
amtct wrote:If I hit a person once or twice is called instant death
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well the only other mods i have are mars fire control, ai ammo cheat, and numeric race ranks. i cant imagine its those messing it up, or could it be?
also i have checked and i definatly have that file in my t folder. so what could i do to find out whats going on here? any help would be much appreciated as i would love to see all those old x2 ships again
also i have checked and i definatly have that file in my t folder. so what could i do to find out whats going on here? any help would be much appreciated as i would love to see all those old x2 ships again
amtct wrote:If I hit a person once or twice is called instant death
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Well if you are running Cycrows Cheat script, selecting create ship and you can't see any of the x2 ships, then one of the following is happening.
1. You have not selected the mod when running the game. If you have put the mod in the "mods" folder, you must click on "select mod package" from the X3 splash screen - personally I would recommend installing the mod as a "fake patch" instead.
2. Another mod has its own tships and is conflicting. Check and see if you have any other mods installed as fake patches. The scripts you mentioned should not conflict.
3. The ships are there but the names are missing. This would be caused by not putting the text file in the "t" folder as I mentioned above.
Have the shipyards been created? This mod does not add the ships to existing shipyards but creates brand new shipyards in each of the home sectors.
By the way regarding the pricing issue - I have fixed all the X2 ship prices and rebalanced all the ships for inclusion with my SRM:Continued mod. I have PMed Killerog with a link to the altered files so he can include it in the main package if he wishes.
1. You have not selected the mod when running the game. If you have put the mod in the "mods" folder, you must click on "select mod package" from the X3 splash screen - personally I would recommend installing the mod as a "fake patch" instead.
2. Another mod has its own tships and is conflicting. Check and see if you have any other mods installed as fake patches. The scripts you mentioned should not conflict.
3. The ships are there but the names are missing. This would be caused by not putting the text file in the "t" folder as I mentioned above.
Have the shipyards been created? This mod does not add the ships to existing shipyards but creates brand new shipyards in each of the home sectors.
By the way regarding the pricing issue - I have fixed all the X2 ship prices and rebalanced all the ships for inclusion with my SRM:Continued mod. I have PMed Killerog with a link to the altered files so he can include it in the main package if he wishes.
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ah that is interesting actually. there are no new ship yards. i was actually checking in the existing ship yards (and the cheat menu of course)
hmmm. thats interesting. i did just notice another thing. in the x3 splash screen the select mod package option is actually greyed out. also i dont have a mods folder in my x3 directory at all.
its funny because i've used multiple scripts and mods before now and never had to select the package or have a mods folder. so would i be correct in assuming that i can skip out the hassle of any of this by simply installing the mod as a fake patch?
so what i need to find out now is how to install the mod as a fake patch. i'll look it up and see if i can find out. but failing that, how do i install the mod as a mod then?
i just kind of assumed that the cabinet file and the dat file just go in the main tc directory along with the existing similar files. im starting to see that this is where i went wrong
hmmm. thats interesting. i did just notice another thing. in the x3 splash screen the select mod package option is actually greyed out. also i dont have a mods folder in my x3 directory at all.
its funny because i've used multiple scripts and mods before now and never had to select the package or have a mods folder. so would i be correct in assuming that i can skip out the hassle of any of this by simply installing the mod as a fake patch?
so what i need to find out now is how to install the mod as a fake patch. i'll look it up and see if i can find out. but failing that, how do i install the mod as a mod then?
i just kind of assumed that the cabinet file and the dat file just go in the main tc directory along with the existing similar files. im starting to see that this is where i went wrong

amtct wrote:If I hit a person once or twice is called instant death
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well, all i can say is... yay 
i got it working. thankyou so much paulwheeler for your help. i am now enjoying many new cool ships. this is the most awesome thing ever.
i've decided that im going to have many of these ships in my personal fleet. they are all just so cool. i wonder if the ai will use any of these or not. i did see that someone else asked this question but i dont recall there being a definitive answer. has anyone seen the ai using these yet.
im just so happy now, this whole thing is so awesome. also i love the look of that old centaur and also the old nemesis

i got it working. thankyou so much paulwheeler for your help. i am now enjoying many new cool ships. this is the most awesome thing ever.
i've decided that im going to have many of these ships in my personal fleet. they are all just so cool. i wonder if the ai will use any of these or not. i did see that someone else asked this question but i dont recall there being a definitive answer. has anyone seen the ai using these yet.
im just so happy now, this whole thing is so awesome. also i love the look of that old centaur and also the old nemesis

amtct wrote:If I hit a person once or twice is called instant death
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The AI will make use of any ships that are inserted into the game.
It may take a little while to see them but as ships are killed and respawned there's a good chance they will respawn as the newer models etc.
hth.
Argo.
It may take a little while to see them but as ships are killed and respawned there's a good chance they will respawn as the newer models etc.
hth.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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Yea. It'll take a lot of time. I've been playing for a week game time and have yet to encounter X2 ships. Though I've seen some busters docked at a TL... Guess that means the mod's working 

"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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Freya Nocturne's Sigantures
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