[MOD] Ship Rebalance Mod ver 0.59 [30/08/2009] + 2 COCKPIT PACKS + Alkeena's BSD!!!!

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OOZ662
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Post by OOZ662 »

I don't think this is compatible with PSCO1's cockpits. They contain mismatching TShips files. If his mod has a higher number or is run as a mod, then his cockpits come through and the ship performances reset. If yours has the higher number or is selected as a mod, the cockpits change and the performance changes come through.
DannyDSC
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Post by DannyDSC »

Someonelse have made a PSCO1's cockpits compatible with rebalance, check the firs page :)

http://forum.egosoft.com/viewtopic.php? ... sc&start=0

Note : Is better to use the CC, PSCO1 , and other mods before the rebalance if we use this mods as fake patch


the shawn's cockpits "rebalance version" works perfectly with my installation
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Chris0132
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Post by Chris0132 »

I have a small issue with the IBL removal.

The logic doesn't make that much sense, yes the argon wouldn't design their capital ships to use IBLs, but the pirates almost certainly would design their IBLs to work on as many ships as possible, which is presumably why they are so versatile.
someone else
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Post by someone else »

I looked at Trail packs, and they are fine. Fighters have trails+engine effect, TS/TP have only engine effect, Capitals have nothing. That is due to the Vanilla scene files lacking the "trail emitter" and the "engine effect" for capitals, Killerog is working on it.

I have fixed the CC problem... :roll:

Ship Rebalance Mod is NOT directly compatible with PSCO1's cockpits mod, if you want its cockpits download the "optional PSCO1's cockpits pack" you see in the first page. I made them able to work in that pack.

@Chris0132: I removed IBL to fix the annoying "all ships have loads of IBL on board" issue. Anyways Pirates created IBL to mount it on their ships because they couldn't have enough PPC, imho saying that only Pirate ship can mount it is credible... after all the Commonwealth military ships have far better weapons than the rare and unobtainable IBL at their disposal (PPC, IC, Gauss).

@7ate9tin11s: Ok, looked at yaki M6, it should be a Heavy Centaur but looks like draffut's screwed it while fixing the cockpit's positions. Now I have fixed that (i hope).
I think that yaki can have way better frigates than Argon and Paranid ones, they are high-tech mafia after all. I thought of letting them use some OTAS ships, (not so hard to go there, steal the plans and return home) their M7M can be a reworked Aquilo for example, and their M6 can be a reworked OTAS M6.
I can create "custom" models for them too... :roll: just reusing "modules" that compose the other original yaki ships. (my modelling experience is low, but i'm an ace in copy/pasting)

FIXED THE CC COMPATIBILITY, PLEASE REDOWNLOAD.

p.s. please follow my installation instruction... there is a good reason for that. If something does not work please say it... don't find workarounds wihtout reporting the issue. :D (yeah, I say that to you DannyD :P )
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Ship Rebalance Mod
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DannyDSC
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Post by DannyDSC »

someone else wrote: (yeah, I say that to you DannyD :P )

I did something I shouldn't have done :lol:

sorry :D
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Gorium
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Post by Gorium »

Ah, redownloading now.... CC and your mod were messed up for me....

========================

Why is it that when I install CC under a fake patch (09) and then your rebalance mod (10), I get an error message from CC in game, but when I go the other way around (rebalance 09, CC as 10), it says that the upgrade is good and working????

Will your mod work under such conditions? (it goes against your installation instruction, but seems to be the only way to work for me...)

=========================

Edit 2....

Why would I have some Argon Shipyards in Thuruk's Beard, selling PSG and PPC???

=========================

What TFactory changes did you make in this mod? I'm trying to figure out why I have some "unnamed" wares all over the place now... pretty depressing....

Ship balance is actually pretty nice though... TS make real reputation killer when you try to kill them with a small gun....
DannyDSC
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Post by DannyDSC »

Gorium wrote:A
Why is it that when I install CC under a fake patch (09) and then your rebalance mod (10), I get an error message from CC in game, but when I go the other way around (rebalance 09, CC as 10), it says that the upgrade is good and working????
If I'm right, both Rebalance and CC want to be the last... the rebalance mod with your settings ( 10 CC 09 Rebalance ) work correctly?
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JMan77
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Post by JMan77 »

As I see someone else just forgot to change strings numbers to 477 at TFactories.txt, guess that's the reason for CC failing to load now.. :roll:

//Edit
yep, i can confirm that now
@fon
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Post by @fon »

I have a slight issue with your mod, someone else

[ external image ]

Game claims that it's an Osaka("Your Osaka" in Russian above the ship's condition and on right monitor), yet it looks like an Odin.
Also, the turrets on the "Osaka" aren't working
I hope this will be fixed quickly
Gorium
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Post by Gorium »

JMan77 wrote:As I see someone else just forgot to change strings numbers to 477 at TFactories.txt, guess that's the reason for CC failing to load now.. :roll:

//Edit
yep, i can confirm that now
Jman, what does that imply, and what do I have to do to fix the situation in my game? (Get the fake patch straight.... :? )

I hope that would fix my funny shipyards in Split space, and the random wares added to some factories...
JMan77
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Post by JMan77 »

Gorium wrote: Jman, what does that imply, and what do I have to do to fix the situation in my game? (Get the fake patch straight.... :? )

I hope that would fix my funny shipyards in Split space, and the random wares added to some factories...
1. you should keep CATs files order as author suggested (i.e. "install complex cleaner and then install my mod")
2. extract TFactories.txt from ShipRebalanceMod_0.57 and change number at third string from 439 to 477 to make game recognize CC factories.
--
if you don't know how to extract files from CATs you better wait for someone else fix :)
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Chealec
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Post by Chealec »

I'll give this a proper crack at some point - I put it on but with the turret glitch (4 x unusable/unremovable IRE on the rear turret) I'd have to also install the cheat pack or start from scratch... and I've _just_ got to the point in my Lost Lar game where things are starting to roll =\

So I'm not using it atm (I just unpacked it into the "Mods" folder so I could easily boot with or without it)... looks promising though from what I've seen/read so far.
[ external image ]

... old skool
Gorium
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Post by Gorium »

JMan77 wrote:
Gorium wrote: Jman, what does that imply, and what do I have to do to fix the situation in my game? (Get the fake patch straight.... :? )

I hope that would fix my funny shipyards in Split space, and the random wares added to some factories...
1. you should keep CATs files order as author suggested (i.e. "install complex cleaner and then install my mod")
2. extract TFactories.txt from ShipRebalanceMod_0.57 and change number at third string from 439 to 477 to make game recognize CC factories.
--
if you don't know how to extract files from CATs you better wait for someone else fix :)
I know how to do all the extraction and everything, I will look at that... Now, I am having an issue with EMP... and the Tware from CC.... but that is for another topic.... GRRRRRR
someone else
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Post by someone else »

@@fon: wow. some dev decided to have the Odin and the osaka scene files with the same name :roll: (in different folders), draffut while moving the cockpits simply pasted the file in the wrong folder. anyways fixed now, redownload and install. I'll post the issue in his tread too.

@CC lovers: I have fixed the number in the Tfactories. you can redownload the fixed version :oops: noone has tried the Logain industries MPM? :D a lot less compatibility issues.

@Chealec: did you follow the installation instructions? in theory the ship you have should be "fixed" by jumping it out of your sector and then jumping it in your sector. Cheats to kill it/respawn it are the surest way, selling it and buying again is another option that works.
I'm sorry but when the number of guns in the turrets are touched the game behaves a bit badly... :(

@ALL xenon Q lovers: I have "fixed" the problems on the Q turrets and front cannons but my portable here at the seaside cannot support the game (my gaming PC is at home). I tested it with X3 Models viewer and sems to work, but I need brave people to test it in game. download this and place it as the last cat/dat, spawn the Q with cheats, and test if all the turrets work as they should. Then report your comments and findings here.

p.s anyone tried the OTAS Notus? :roll:

p.p.s. what do you think on the absence of docking bays on M2? you want to be able to dock your favourite M3 on your Big Boy?

p.p.p.s anyone sees ships that look unbalanced and wants them "fixed"?
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
DannyDSC
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Post by DannyDSC »

[quote="someone else"
p.p.s. what do you think on the absence of docking bays on M2? you want to be able to dock your favourite M3 on your Big Boy? [/quote]

Yep I want!!! :lol: It's one fault for me that in this universe with huge ships, we can't dock 1 tiny M3 on our M2 ( it's my opinion obviously )
p.s anyone tried the OTAS Notus?
yeah but atm for me is useless ... I love M2/M7 ( if I'll have a M1 [ In a far far future ] they could be useful for a fleet)
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@fon
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Post by @fon »

I've checked the Q, all turrets are working, except for the front.

[ external image ]
Graphical glitches are fixed.
Gorium
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Post by Gorium »

someone else wrote:@CC lovers: I have fixed the number in the Tfactories. you can redownload the fixed version :oops: noone has tried the Logain industries MPM? :D a lot less compatibility issues.

p.s anyone tried the OTAS Notus? :roll:

p.p.s. what do you think on the absence of docking bays on M2? you want to be able to dock your favourite M3 on your Big Boy?

p.p.p.s anyone sees ships that look unbalanced and wants them "fixed"?
1. How is LI MPM in regard to performance if I need to build a lot of stuff for the Hub quest? How does it fare to produce mass amount of flails/hammers? If it is a viable alternative, I might make the switch, but I need reassurance that it is a reasonable alternative for someone trying to reduce the load on his system...

2. not yet, but will look it over (Notus)

3. Maybe not an M3 in the bay, but maybe only an M5 would be good... in the style of the Rubber Dhingi script...

4. Spitfyre.... I'm currently using it (Aldran Adventurer start) and it is faster than most M5.... I know they are Aldrin ships, but still, a tad slower would be more reasonable I think, fast but reasonable...
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OOZ662
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Post by OOZ662 »

It's convenient but a pain at the same time that this mod is merged with the bugfixes since I can't tell who to poke at when something goes awry. :D

Draffutt added a little feature that made the larger Super Freighters adopt the name "Super Frieghter XL," but this has suddenly vanished. If this was purposely done or something kaput on my end, can someone tell me how to put it back myself? Draffutt mentions it was a fix in 0001.xml, but I don't know where that file is hiding.
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Chealec
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Post by Chealec »

It's still not playing nice with my current saved game and the failure to refresh the turrets list - possibly because I've installed it in the "mods" folder rather than as a fake patch - could be that this means the numbering system as to which is "installed" first between this and CMOD3 is getting confused. I'm guessing if it comes from the "mods" folder it supersedes CMOD3 and according to what you've said on the front page CMOD3 needs to be the "most recent" mod. Not to worry, I'll tinker with it :)

One query though...
Have you moved the camera position on the Teladi Toucan Hauler (SS_SH_T_TP_1 in TShips)? It seems now that the cockpit is now inside the hull:

[ external image ]
[ external image ]

... old skool
Gorium
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Post by Gorium »

Can the Boron Marlin be looked at?

As an M8, it does not have enough cargo space for many missiles. It does not need 750 cargo space like other M8s, but some more would be useful (500-600).

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