[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 132
- Joined: Thu, 23. Mar 06, 23:26
argh it doesn't work. what files need to be changed? besides from the director files
I have XTM on X3:R installed btw
I have XTM on X3:R installed btw
[ external image ]
Shoop+Space=Win
Shoop+Space=Win
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 132
- Joined: Thu, 23. Mar 06, 23:26
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
[ external image ]
Shoop+Space=Win
Shoop+Space=Win
-
- Posts: 132
- Joined: Thu, 23. Mar 06, 23:26
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 

[ external image ]
Shoop+Space=Win
Shoop+Space=Win
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 574
- Joined: Mon, 24. Nov 08, 19:55
So, 1.06 goes only for trailed version?
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
[ external image ][ external image ][ external image ]
Freya Nocturne's Sigantures
[ external image ][ external image ][ external image ]
Freya Nocturne's Sigantures
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 77
- Joined: Fri, 20. Feb 04, 15:32
-
- Posts: 209
- Joined: Thu, 26. Mar 09, 18:26
-
- Posts: 209
- Joined: Thu, 26. Mar 09, 18:26
-
- Posts: 3445
- Joined: Thu, 8. Jun 06, 14:07
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
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.
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.
-
- Posts: 11180
- Joined: Thu, 27. Feb 03, 22:28
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.
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.
-
- Posts: 3464
- Joined: Fri, 28. Oct 05, 16:31
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.
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.

-
- Posts: 11180
- Joined: Thu, 27. Feb 03, 22:28
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.
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.