[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.

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killerog
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Post by killerog »

I dont think so but you could try. If it doesn't i would assume only 1 or 2 files need to be changed.
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Cody1234
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Post by Cody1234 »

argh it doesn't work. what files need to be changed? besides from the director files

I have XTM on X3:R installed btw
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killerog
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Post by killerog »

It will not work with XTM or any other mod that adds ships. Director file should work but i am not sure wot changes were made between x3 and tc. Only files that need changing are the types one, eg tships.
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Cody1234
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Post by Cody1234 »

If I were to install a clean X3 copy then maybe I could do it... or I could just go out and buy TC lol
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Cody1234
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Post by Cody1234 »

I already have a topic on this in X3:R forum, but do you have the ship files and if possible can you convert them to .xsp format? I would love if you did that :D
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killerog
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Post by killerog »

Version 1.06 released. Check op for details.

Thanks to paulwheeler for the updated ship scene files :D
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e1team
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Post by e1team »

So, 1.06 goes only for trailed version?
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paulwheeler
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Post by paulwheeler »

By the way - for the SRM I've managed to get Betty to say "MK1" now and I've also added a simple glow engine effect to the Titan and Collosus.

Killerog - I'll send you the files over soon.
killerog
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Post by killerog »

@ paulwheeler :: Thanks

@ e1team :: Yep new patch doesn't change anything in the non trail version.
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Electric
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Post by Electric »

Thanks Guy's

Looking forward to my 1.06 upgrade tonight :)
Hartzaden
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Post by Hartzaden »

man i so want this with the cadius ship pack but mearging mods is beyond me.
paulwheeler
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Post by paulwheeler »

Well I will be putting some (not sure if I'm going to do all of it) of Cadius' ship pack into the SRM. This is already there.
Hartzaden
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Post by Hartzaden »

paulwheeler wrote:Well I will be putting some (not sure if I'm going to do all of it) of Cadius' ship pack into the SRM. This is already there.
so if i git SRM i will git the "metric crap ton" of ships i want. TYVM
paulwheeler
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Post by paulwheeler »

Eventually. I doubt I'll get Cadius' stuff in for the next update, but I should do soon after that. Maybe a week or so...
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Sorkvild
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Post by Sorkvild »

How can I view some of the ship stats in this mod beofre installing it ? I'm very peculiar about their speeds and weapon loadout.
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killerog
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Post by killerog »

Only way you could do it is by using doubleshadows tools and unpack the mod.
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paulwheeler
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Post by paulwheeler »

If Killerog hasn't changed the stats from when I sent him the rebalanced TShips, then the current stats are available in the SRM thread.

Click on the link for the main SRM stats. You'll need Excel 2007 or a compatibility patch to read XLSX files for earlier versions of Excel. The X2 ship stats are at the bottom.
Scoob
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Post by Scoob »

Hello,

I tried a bit of a hack to get this working in a current game which already has a modified tShips file. As this tShips only changes default ships I simply bolted your additions onto the end. All other files I copied across as instructed, however my modified Types/tShips.txt with your ships pasted on the end taking priority. Note: I've done this sort of copy/paste with other ship mods where I've wanted to preserve my own changes.

Reloaded my last save, got the message. Script editor was already enabled so I saved & reloaded.

Game reloaded without errors & I saw a new "Decommissioned Ship Factory" in Paranid Prime. Problem is that this new shipyard is empty, no ships, nothing. Is there some script I need to trigger in an existing game to get this populated?

If this is a 100% no-go with an existing game then that's fine, just thought I'd try it :)

Cheers,

Scoob.
killerog
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Post by killerog »

Are you using the mission director code file ?

Edit:: Just remember that this file also creates the ship yards which you say is working. There is no reason for them not to be added as long as the have made sure that the ships have the same name in tships eg : SS_SH_OA_M1 is the argon M1.

There is no other reason for this not to work that I know of.
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Scoob
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Post by Scoob »

Hi killerog,

Thanks for your response.

Yeah it's a little odd, I thought it'd appeared to work flawlessly until I saw the new SY was empty.

The base tShips was simply vanilla with various tweaks. I pasted your new ships on the end like I've done often before.

I'll roll back the process - in fact just done it - test it's working as was then attempt it again. Most likely an error on my part though I cannot see where yet - either that or just one of those things!

Cheers,

Scoob.

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