[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility

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paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

HighXplosive wrote:Why isn't the EMR Compatibility Pack included as part of CMod4 by default? Seems strange to seperate the compability of the weapon from the weapon itself. Again, I have no idea how to check if I have a mod that uses TShips.

Problem is some mods don't state what they alter; especially the ones in SPK files.

All beam forges have this problem; not just one.

Heres the mods again:

Scripts

Cycrows Improved Boarding
Cycrows Satellite Early Warning Network
Tatakus Marine Repairs

Script Libraries

Cycrows Community Plugin Configuration
Cycrows Hotkey Manager
Cycrows Ware Manager

Others not listed in manager

Lucikes Economy & Supply Trader
Lucikes Commercial Agent
Lucikes Commodity Logistics Software Mk1 & Mk2
Turbo Boost (Bonus Pack)
Lucikes Dockware Manager
Lucikes Missile Defence Mosquito
Gazz's MARs Fire Control
Your EMR Factory Pack

Lucike's Scripts are located here:
http://forum.egosoft.com/viewtopic.php?t=271491

Marine Repairs:

http://forum.egosoft.com/viewtopic.php?t=221116

Cycrow's Scripts:

http://forum.egosoft.com/viewtopic.php?t=246321

Turbo Boost is obviously from the bonus pack, and you know what MARs is.
The EMR compatibility pack is not included as it alters TShips and TCockpits, probably the two most modded files. I would say 90% of users already run a mod which alters TShips, rendering the CMOD4 incompatible for most people if I'd included EMR compatibility. By including it as an optional addon, the CMOD4 retains the same degree of compatibility as the original CMOD3. Its also very simple to add EMR compatibility to existing mods that alter TShips or TCockpits.

Regarding your problems, if the EMR forges are OK I can only assume that the beam forges were created before the director refreshed your game's warestemplate.

Please use Cycrows cheat scripts to destroy the beam forges, save and reload. They should be recreated when you reload and hopefully be fully functional.

If this does not work please try starting a new game and see if they have the correct product in the new game.
Last edited by paulwheeler on Thu, 30. Dec 10, 13:51, edited 1 time in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

mr.WHO wrote:@paulwheeler:
I have a question for you. Have you considered making new CMod for XTC mod?

I don't mean CMod4 --> XTC as it would be difficult, or even not possible.
I mean start fresh from XTC mod weapons and fill them with CMod spirit (and in some case, CMod effects) - something like CMod5 :)

Right now the XTC weapons & combat, despite claim that original CMod author was in their team, are much more close to the vanilla (very spammy heavy weapons) than even CMod3 :(

They said that they plan to make some weapon tweaks for 2.0, but I doubt they change the overall weapon design, more like cosmetic things like sounds & effects.
Im not even going to play XTM till they release version 2. I don't think its quite ready yet.

Have faith in the XTM guys - they know what they are doing and they will be taking on board everyones comments. Wait and see how v2 turns out. (remember half of the effects in CMOD3 & 4 are ported directly from the old X3R XTended mod).
HighXplosive
Posts: 28
Joined: Tue, 7. Dec 10, 00:04

Post by HighXplosive »

paulwheeler wrote:
HighXplosive wrote:Why isn't the EMR Compatibility Pack included as part of CMod4 by default? Seems strange to seperate the compability of the weapon from the weapon itself. Again, I have no idea how to check if I have a mod that uses TShips.

Problem is some mods don't state what they alter; especially the ones in SPK files.

All beam forges have this problem; not just one.

Heres the mods again:

Scripts

Cycrows Improved Boarding
Cycrows Satellite Early Warning Network
Tatakus Marine Repairs

Script Libraries

Cycrows Community Plugin Configuration
Cycrows Hotkey Manager
Cycrows Ware Manager

Others not listed in manager

Lucikes Economy & Supply Trader
Lucikes Commercial Agent
Lucikes Commodity Logistics Software Mk1 & Mk2
Turbo Boost (Bonus Pack)
Lucikes Dockware Manager
Lucikes Missile Defence Mosquito
Gazz's MARs Fire Control
Your EMR Factory Pack

Lucike's Scripts are located here:
http://forum.egosoft.com/viewtopic.php?t=271491

Marine Repairs:

http://forum.egosoft.com/viewtopic.php?t=221116

Cycrow's Scripts:

http://forum.egosoft.com/viewtopic.php?t=246321

Turbo Boost is obviously from the bonus pack, and you know what MARs is.
The EMR compatibility pack is not included as it alters TShips and TCockpits, probably the two most modded files. I would say 90% of users already run a mod which alters TShips, rendering the CMOD4 incompatible for most people if I'd included EMR compatibility. By including it as an optional addon, the CMOD4 retains the same degree of compatibility as the original CMOD3. Its also very simple to add EMR compatibility to existing mods that alter TShips or TCockpits.

Regarding your problems, if the EMR forges are OK I can only assume that the beam forges were created before the director refreshed your game's warestemplate.

Please use Cycrows cheat scripts to destroy the beam forges, save and reload. They should be recreated when you reload and hopefully be fully functional.

If this does not work please try starting a new game and see if they have the correct product in the new game.
Thanks Paul. That worked. What I did was reload a backed up save and went to the Terran Sectors to find th same bug occuring. Started a new Terran game and the forge was fine, so I got Cycrows cheat menu and destroyed all the beam fabs in the universe, saved, reloaded and like magic they were fine.

I mentioned in an earlier post that a Split Military Base had a ghost ware, any idea what thats all about? It was just a ware, without a name, that appeared under Goods. Doesn't actually appear as an encyclopedia item.

I assume to install the EMR Compability Pack I simply rename the dat and cat files to n+1, where n is the number of cat/dat pairs already in the directory?

By the way, how do I make the Fusion Beam Cannon compatible to Terran ships?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

HighXplosive wrote:
paulwheeler wrote:
HighXplosive wrote:Why isn't the EMR Compatibility Pack included as part of CMod4 by default? Seems strange to seperate the compability of the weapon from the weapon itself. Again, I have no idea how to check if I have a mod that uses TShips.

Problem is some mods don't state what they alter; especially the ones in SPK files.

All beam forges have this problem; not just one.

Heres the mods again:

Scripts

Cycrows Improved Boarding
Cycrows Satellite Early Warning Network
Tatakus Marine Repairs

Script Libraries

Cycrows Community Plugin Configuration
Cycrows Hotkey Manager
Cycrows Ware Manager

Others not listed in manager

Lucikes Economy & Supply Trader
Lucikes Commercial Agent
Lucikes Commodity Logistics Software Mk1 & Mk2
Turbo Boost (Bonus Pack)
Lucikes Dockware Manager
Lucikes Missile Defence Mosquito
Gazz's MARs Fire Control
Your EMR Factory Pack

Lucike's Scripts are located here:
http://forum.egosoft.com/viewtopic.php?t=271491

Marine Repairs:

http://forum.egosoft.com/viewtopic.php?t=221116

Cycrow's Scripts:

http://forum.egosoft.com/viewtopic.php?t=246321

Turbo Boost is obviously from the bonus pack, and you know what MARs is.
The EMR compatibility pack is not included as it alters TShips and TCockpits, probably the two most modded files. I would say 90% of users already run a mod which alters TShips, rendering the CMOD4 incompatible for most people if I'd included EMR compatibility. By including it as an optional addon, the CMOD4 retains the same degree of compatibility as the original CMOD3. Its also very simple to add EMR compatibility to existing mods that alter TShips or TCockpits.

Regarding your problems, if the EMR forges are OK I can only assume that the beam forges were created before the director refreshed your game's warestemplate.

Please use Cycrows cheat scripts to destroy the beam forges, save and reload. They should be recreated when you reload and hopefully be fully functional.

If this does not work please try starting a new game and see if they have the correct product in the new game.
Thanks Paul. That worked. What I did was reload a backed up save and went to the Terran Sectors to find th same bug occuring. Started a new Terran game and the forge was fine, so I got Cycrows cheat menu and destroyed all the beam fabs in the universe, saved, reloaded and like magic they were fine.

I mentioned in an earlier post that a Split Military Base had a ghost ware, any idea what thats all about? It was just a ware, without a name, that appeared under Goods. Doesn't actually appear as an encyclopedia item.

I assume to install the EMR Compability Pack I simply rename the dat and cat files to n+1, where n is the number of cat/dat pairs already in the directory?

By the way, how do I make the Fusion Beam Cannon compatible to Terran ships?
The rogue ware in split military bases sounds possibly like one of the scripts you are running has not been upgraded to the latest version of the EMP.

The plugin manager is using the latest version of the EMP and I had strange wares in certain docks due to the version of the Medusa missile script being out of date. Upgrading that script fixed it.

Does the name of the ware say EMP at all?

To install the EMR compatibility script just put the cat/dat in at one higher than your current highest. So if your highest cat/dat at the moment is 13, put the EMR pack at 14.

I didn't realise FBC is not on ships in vanilla. The commonwealth beams are. I'll update the EMR pack to include the FBC on terran capitals with the next CMOD release.
Troubleshooter11
Posts: 728
Joined: Sat, 8. Nov 08, 02:51
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Post by Troubleshooter11 »

mr.WHO wrote:@paulwheeler:
I have a question for you. Have you considered making new CMod for XTC mod?

I don't mean CMod4 --> XTC as it would be difficult, or even not possible.
I mean start fresh from XTC mod weapons and fill them with CMod spirit (and in some case, CMod effects) - something like CMod5 :)

Right now the XTC weapons & combat, despite claim that original CMod author was in their team, are much more close to the vanilla (very spammy heavy weapons) than even CMod3 :(

They said that they plan to make some weapon tweaks for 2.0, but I doubt they change the overall weapon design, more like cosmetic things like sounds & effects.
As much as i respect the XTC team, i do agree that the combat is currently a big step backwards dispite 2/3 times as many weapons. I guess more isnt always better.

Im going back to a non XTC game myself.
HighXplosive
Posts: 28
Joined: Tue, 7. Dec 10, 00:04

Post by HighXplosive »

paulwheeler wrote:
HighXplosive wrote:
paulwheeler wrote:
HighXplosive wrote:Why isn't the EMR Compatibility Pack included as part of CMod4 by default? Seems strange to seperate the compability of the weapon from the weapon itself. Again, I have no idea how to check if I have a mod that uses TShips.

Problem is some mods don't state what they alter; especially the ones in SPK files.

All beam forges have this problem; not just one.

Heres the mods again:

Scripts

Cycrows Improved Boarding
Cycrows Satellite Early Warning Network
Tatakus Marine Repairs

Script Libraries

Cycrows Community Plugin Configuration
Cycrows Hotkey Manager
Cycrows Ware Manager

Others not listed in manager

Lucikes Economy & Supply Trader
Lucikes Commercial Agent
Lucikes Commodity Logistics Software Mk1 & Mk2
Turbo Boost (Bonus Pack)
Lucikes Dockware Manager
Lucikes Missile Defence Mosquito
Gazz's MARs Fire Control
Your EMR Factory Pack

Lucike's Scripts are located here:
http://forum.egosoft.com/viewtopic.php?t=271491

Marine Repairs:

http://forum.egosoft.com/viewtopic.php?t=221116

Cycrow's Scripts:

http://forum.egosoft.com/viewtopic.php?t=246321

Turbo Boost is obviously from the bonus pack, and you know what MARs is.
The EMR compatibility pack is not included as it alters TShips and TCockpits, probably the two most modded files. I would say 90% of users already run a mod which alters TShips, rendering the CMOD4 incompatible for most people if I'd included EMR compatibility. By including it as an optional addon, the CMOD4 retains the same degree of compatibility as the original CMOD3. Its also very simple to add EMR compatibility to existing mods that alter TShips or TCockpits.

Regarding your problems, if the EMR forges are OK I can only assume that the beam forges were created before the director refreshed your game's warestemplate.

Please use Cycrows cheat scripts to destroy the beam forges, save and reload. They should be recreated when you reload and hopefully be fully functional.

If this does not work please try starting a new game and see if they have the correct product in the new game.
Thanks Paul. That worked. What I did was reload a backed up save and went to the Terran Sectors to find th same bug occuring. Started a new Terran game and the forge was fine, so I got Cycrows cheat menu and destroyed all the beam fabs in the universe, saved, reloaded and like magic they were fine.

I mentioned in an earlier post that a Split Military Base had a ghost ware, any idea what thats all about? It was just a ware, without a name, that appeared under Goods. Doesn't actually appear as an encyclopedia item.

I assume to install the EMR Compability Pack I simply rename the dat and cat files to n+1, where n is the number of cat/dat pairs already in the directory?

By the way, how do I make the Fusion Beam Cannon compatible to Terran ships?
The rogue ware in split military bases sounds possibly like one of the scripts you are running has not been upgraded to the latest version of the EMP.

The plugin manager is using the latest version of the EMP and I had strange wares in certain docks due to the version of the Medusa missile script being out of date. Upgrading that script fixed it.

Does the name of the ware say EMP at all?

To install the EMR compatibility script just put the cat/dat in at one higher than your current highest. So if your highest cat/dat at the moment is 13, put the EMR pack at 14.

I didn't realise FBC is not on ships in vanilla. The commonwealth beams are. I'll update the EMR pack to include the FBC on terran capitals with the next CMOD release.
Doesn't say EMP on the rogue ware. As for using EMP or not, I have no idea if the scripts use them or not since authors don't really go into that much detail. It just a minor glitch though, right?

What's all this about Commonwealth Beams? I saw folk talk about the Tri-Beam, and all that. I have not see any of these yet and they do not appear on the wares list. Does CMod4 add them, because they certainly aren't vanilla weapons: perhaps you've accidently omitted them too? Or are people talking about SRM stuff in the CMod4 thread?

Also, about the FBC: it's not a ware in standard Terran trading docks like Orbital Defence Stations (even though EMR is), and in other similar stations it is. Seems inconsistent.

EDIT:

Oh horse bollocks. I just found some of those fabs that make these beam weapons. They ALL have the same Delaxian Wheat bug.

Also Paul, I can see some Commonwealth M2s and other ships are able to mount Gamma Photo Pulse Cannons: CMod4 Weapon yeah? Problem is I can't see the Tri-Beams and all the other neat weapons as compatible.

I see forges, for example, for Phased Array Laser Cannons, but no compatibility with any ship. As mentioned, the factories have the Delaxian Wheat thing.

What on earth is going on? Is there a less time consuming/error prone way I can sort this out other than go through every sector in existence to see if it has one of these new stations, then edit it out using the cheat scripts, etc?
Last edited by HighXplosive on Fri, 31. Dec 10, 01:20, edited 1 time in total.
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mr.WHO
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Post by mr.WHO »

@HighXplosive:
Just for the record,
In future, when you want to make Quote in a Quote in a Quote in a Quote, please go to that post, "Ctrl+C" the last non-quote part of the post, then hit "reply", then "Quote" function, "Ctrl+V" into that function and then write the reply outside of that function.

It's waaaaaaaaaaaay more eye friendly.


Edit:

Example:
Doesn't say EMP on the rogue ware. As for using EMP or not, I have no idea if the scripts use them or not since authors don't really go into that much detail. It just a minor glitch though, right?

What's all this about Commonwealth Beams? I saw folk talk about the Tri-Beam, and all that. I have not see any of these yet and they do not appear on the wares list. Does CMod4 add them, because they certainly aren't vanilla weapons: perhaps you've accidently omitted them too? Or are people talking about SRM stuff in the CMod4 thread?

Also, about the FBC: it's not a ware in standard Terran trading docks like Orbital Defence Stations (even though EMR is), and in other similar stations it is. Seems inconsistent.
this way I quote the non-quote part of your last post and we all know what post do I mean so there is no need to spawn "quote in a quote in a...."
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

The Commonwealth beams (tribeam, palc and pbc) are compatible with some ships in vanilla. Mostly m7s IIRC. Changing this is not something I was going to do with the cmod. If you want a mod where compatibility for beam weapons has been completely overhauled, then may I suggest you try the Ship Rebalance Mod.

The other beam forges sound like they are suffering from the same issue you had before. The same solution will fix these. There are only two per beam type so it shouldn't take long to fix. The only other solution is to restart your game, or if you can go back to a save from before you installed the cmod - Remove the beam script, load this save so the cmod install script runs, save, put the beam script back in and reload.

You should also see beams for sale at certain equipment docks too.
HighXplosive
Posts: 28
Joined: Tue, 7. Dec 10, 00:04

Post by HighXplosive »

Ok. I guess it has to be done the hard way. Can you help by providing a list of all the sectors which contain forges for the new weapons in case I miss one out?

EDIT: I've only found 4 forges. One for each new weapon.

Furthermore, after looking around carefully I can't see anything that produces the Gamma Photon Pulse Cannon (a weapon listed as compatible to ships after installing CMod 4) or allows you to purchse the factory to build it.
Last edited by HighXplosive on Sat, 1. Jan 11, 16:28, edited 1 time in total.
nap_rz
Posts: 1383
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Post by nap_rz »

paulwheeler wrote:The Commonwealth beams (tribeam, palc and pbc) are compatible with some ships in vanilla. Mostly m7s IIRC. Changing this is not something I was going to do with the cmod. If you want a mod where compatibility for beam weapons has been completely overhauled, then may I suggest you try the Ship Rebalance Mod.

The other beam forges sound like they are suffering from the same issue you had before. The same solution will fix these. There are only two per beam type so it shouldn't take long to fix. The only other solution is to restart your game, or if you can go back to a save from before you installed the cmod - Remove the beam script, load this save so the cmod install script runs, save, put the beam script back in and reload.

You should also see beams for sale at certain equipment docks too.
do you experience massive FPS drop when fighting khaaks bigger ships (M6 and above) ?

everytime my ship near them I got slideshows.... and worse still, my turrets also have worse response (than the khaaks ships) in that lags.

I'm not sure whether this is MARS or CMOD/SRM or even Improved Races issue.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

HighXplosive wrote:Ok. I guess it has to be done the hard way. Can you help by providing a list of all the sectors which contain forges for the new weapons in case I miss one out?

EDIT: I've only found 4 forges. One for each new weapon.

Furthermore, after looking around carefully I can't see anything that produces the Gamma Photon Pulse Cannon (a weapon listed as compatible to ships after installing CMod 4) or allows you to purchse the factory to build it.
The forges can be fixed at any time. I would not worry about it and fix them as you find them.

Please check back over the past few pages for a detailed explaination of the Gamma PPC and its reason for inclusion.

It is not a weapon to be used by the player. It is there for AI purposes only.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:
do you experience massive FPS drop when fighting khaaks bigger ships (M6 and above) ?

everytime my ship near them I got slideshows.... and worse still, my turrets also have worse response (than the khaaks ships) in that lags.

I'm not sure whether this is MARS or CMOD/SRM or even Improved Races issue.

All beam weapons are FPS unfriendly. This is an issue with the vanilla game and has been discussed on numerous occasions in this thread and many others.

The Kha'ak are expecially bad as their rates of fire are so high. I am gradually reducing these rates in each release to try and improve things without affecting gameplay.

In the next release I have removed all impact effects from all beams except Gamma Kyons. This significantly improves frames when beams are used.

However, it is never going to be perfect. The beams are bugged and there is absolutely nothing I can do about it.
HighXplosive
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Joined: Tue, 7. Dec 10, 00:04

Post by HighXplosive »

Ok. Thanks for the help with that then. One more thing: the first post describes a MARs verison of the Missle Rebalance Mod: it talks about opening files up and renaming a pack file. No idea how thats done, but is that just a mod that makes missles even faster to counter MARs?
nap_rz
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Post by nap_rz »

paulwheeler wrote: All beam weapons are FPS unfriendly. This is an issue with the vanilla game and has been discussed on numerous occasions in this thread and many others.

The Kha'ak are expecially bad as their rates of fire are so high. I am gradually reducing these rates in each release to try and improve things without affecting gameplay.

In the next release I have removed all impact effects from all beams except Gamma Kyons. This significantly improves frames when beams are used.

However, it is never going to be perfect. The beams are bugged and there is absolutely nothing I can do about it.
but I can't help but wonder why Ion Cannons or even something like PALCs (that also have fast ROF) do not make the game as laggy as Kyons? :? there must be something special about Kyons :lol:
Firewrath
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Post by Firewrath »

glad to hear about the ISR, ^-^
im starting to dread Xenon patrol mission because of them, :P

Im going to kind of cross-post here because of another issue i have,
as i said, im flying a Blastclaw Prototype in my current game, and when i turn on SETA (x10) and move a full speed, the engine particle trials start appearing in Front of my ship and right in my field of view,
i downloaded one of killerogs trail mods from the SRM thread and it did the same thing, (im using both SRM/CMOD4)

so i was wondering if its possible to turn the trails off?
or to turn them off while in SETA?

i like the trails in the mod, but really, im on a low end system and they seem to lag me,
so being able to turn them off completely would be nice, but if theres just something that can be done about the SETA thing so i can fly, that would be good too, ^-^

And like i said before, i enjoy the mod and dont want to sound like im complaining, because i do appreciate the work youve put in to it,
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Firewrath wrote:glad to hear about the ISR, ^-^
im starting to dread Xenon patrol mission because of them, :P

Im going to kind of cross-post here because of another issue i have,
as i said, im flying a Blastclaw Prototype in my current game, and when i turn on SETA (x10) and move a full speed, the engine particle trials start appearing in Front of my ship and right in my field of view,
i downloaded one of killerogs trail mods from the SRM thread and it did the same thing, (im using both SRM/CMOD4)

so i was wondering if its possible to turn the trails off?
or to turn them off while in SETA?

i like the trails in the mod, but really, im on a low end system and they seem to lag me,
so being able to turn them off completely would be nice, but if theres just something that can be done about the SETA thing so i can fly, that would be good too, ^-^

And like i said before, i enjoy the mod and dont want to sound like im complaining, because i do appreciate the work youve put in to it,
What you are seeing is a bug with the game not the SRM or CMOD. It happens in vanilla too.

You're only option is to remove the trail pack sompletely and have no trails, or put up with it I'm afraid.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

HighXplosive wrote:Ok. Thanks for the help with that then. One more thing: the first post describes a MARs verison of the Missle Rebalance Mod: it talks about opening files up and renaming a pack file. No idea how thats done, but is that just a mod that makes missles even faster to counter MARs?
Yes, its just a version of TMissiles where they have all been sped up so are harder to shoot down.

Get hold of the Plugin Manager. Links are in the stickied resources thread.

Open the CMOD cat/dat in the Plugin Manager, rename the existing TMissiles to something else and then rename the MDMk1 TMissiles to simply "TMissiles".
Firewrath
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Post by Firewrath »

paulwheeler wrote: You're only option is to remove the trail pack completely and have no trails, or put up with it I'm afraid.
Ok, I'm going to post Real Quick as i Should have been sleeping but wanted to figure this out, -_-

First note, i only downloaded a trail pack After i noticed the trails in the game hoping it would fix the problem, which it didnt, so i uninstalled it already and still have trails on pirate ships,

Figuring it could be one of a few scripts, i messed with uninstalling and reinstalling them a few times, then finally gave up on that as i figured it must be in my save, so i uninstalled and reinstalled X3TC all together, updated to 3.0, played, checked for trails on pirate ships, found none,

Then i downloaded the Pirate Starts for quick access to pirate ships,
installed it, played as a pirate, no trails,
i then re-downloaded SRM as a zip, installed it, then the Pirate Starts, played as a pirate, no trails,

Then i re-downloaded CMOD4 as a zip, installed SRM, then CMOD4, then the Pirate Starts, played as a pirate, and ....Now the pirate ships have trails, orange fire'y looking ones,


I'll admit i havnt tried with Just CMOD as i should have been to bed like 6hrs ago
(i hate getting distracted by trying to solve issues, *Sigh* :P)
so i shall do that later as it requires a bit of flying around,

From my understanding of the mod and my interpretation of your quote above,
CMOD is Not supposed to add trails to the pirate ships, correct?


(Hopefully im right about that, otherwise ive wasted abit of time and made myself look foolish with posting about it, ...though im used to that, ;))

Anyways, bed now,........ -_-zZz


UPDATE: (4-5hrs later -_-)
so after ...some... sleep, (Read: not enough, :P)
i removed all mods and installed CMOD4 only, played, and found a Blastclaw Prototype flying around Brennans Triumph, lucky me, ...kind of, it Did Not have a trail, ...very odd,

So, i uninstalled the mods, then re-installed SRM, then CMOD4, reloaded, and there is the trail again,
ok, uninstalled and this time re-installed CMOD First, then SRM, (i know, wrong order, but just testing here,) reloaded, and ...no trail,

it seems that some combination of SRM and CMOD is doing it, O_o
but since installing CMOD then SRM removes the trails, i can only figure that whatever is causing it is in CMOD,
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Firewrath wrote:
paulwheeler wrote: You're only option is to remove the trail pack completely and have no trails, or put up with it I'm afraid.
Ok, I'm going to post Real Quick as i Should have been sleeping but wanted to figure this out, -_-

First note, i only downloaded a trail pack After i noticed the trails in the game hoping it would fix the problem, which it didnt, so i uninstalled it already and still have trails on pirate ships,

Figuring it could be one of a few scripts, i messed with uninstalling and reinstalling them a few times, then finally gave up on that as i figured it must be in my save, so i uninstalled and reinstalled X3TC all together, updated to 3.0, played, checked for trails on pirate ships, found none,

Then i downloaded the Pirate Starts for quick access to pirate ships,
installed it, played as a pirate, no trails,
i then re-downloaded SRM as a zip, installed it, then the Pirate Starts, played as a pirate, no trails,

Then i re-downloaded CMOD4 as a zip, installed SRM, then CMOD4, then the Pirate Starts, played as a pirate, and ....Now the pirate ships have trails, orange fire'y looking ones,


I'll admit i havnt tried with Just CMOD as i should have been to bed like 6hrs ago
(i hate getting distracted by trying to solve issues, *Sigh* :P)
so i shall do that later as it requires a bit of flying around,

From my understanding of the mod and my interpretation of your quote above,
CMOD is Not supposed to add trails to the pirate ships, correct?


(Hopefully im right about that, otherwise ive wasted abit of time and made myself look foolish with posting about it, ...though im used to that, ;))

Anyways, bed now,........ -_-zZz


UPDATE: (4-5hrs later -_-)
so after ...some... sleep, (Read: not enough, :P)
i removed all mods and installed CMOD4 only, played, and found a Blastclaw Prototype flying around Brennans Triumph, lucky me, ...kind of, it Did Not have a trail, ...very odd,

So, i uninstalled the mods, then re-installed SRM, then CMOD4, reloaded, and there is the trail again,
ok, uninstalled and this time re-installed CMOD First, then SRM, (i know, wrong order, but just testing here,) reloaded, and ...no trail,

it seems that some combination of SRM and CMOD is doing it, O_o
but since installing CMOD then SRM removes the trails, i can only figure that whatever is causing it is in CMOD,

So... Let me get this straight:

with just CMOD you get a trail on pirate ships?

I'll look into it. Should be a fairly simple fix.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

COMING IN THE NEXT UPDATE:


- As promised a new Terran non-ammo based medium weapon: The Fusion Pulse Disruptor.

- A CMOD4 stand alone verison of the SRM Weapons Dealers script.

- Lots of weapon tweaks, including adjustments to hit boxes and removal of impact effects on beams to improve fps.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”