[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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paulwheeler
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Post by paulwheeler »

kotorone1 wrote:Hey! i love h\this mod and all, but its giving me a "failed to install error". i used the old version 1.51 and now it dont work...
I need a few more details on the error as this is not a standard X3TC error message that I'm aware of.

Are you getting this when trying to install via the Plugin Manager? If so which version of the plugin manager are you using? Or are you getting a load error when loading a save?
Last edited by paulwheeler on Thu, 28. Apr 11, 10:03, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Varek Raith wrote:Some things I've found in the latest version.

1 - The Susuanowa engine emitter is off.
2 - Could you switch the models of the Susanowa Raider and the Susanowa Hauler with each other? It looks better, IMO.

Edited for clarity.
Which trail pack are you using as the Susanowa engine emitter seems fine in the SRM Exclusive trail pack...

Should be fairly simple to swap models. Expect it in the next update.
Last edited by paulwheeler on Thu, 28. Apr 11, 10:10, edited 1 time in total.
builder680
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Post by builder680 »

Thanks as always for the info. As far as what can dock at what and how many of what class, I suppose I'll just have a trail and error session in game when I buy them!

:)
paulwheeler
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Post by paulwheeler »

builder680 wrote:Another question about future possibilities...

Is an ATF PAR shipyard possible in the future? I'd love my Valhalla to be loaded up with 50 ATF PAR Fenrirs rather than the 50 Terran PAR Cutlasses it has now. Would keep it all ATF, to add 50 Fenrirs to the 10 Vidars it also docks! :twisted:

P.S.:

On a side note, somebody with skills and a better PC than I have needs to make a video trailer for this mod to link in the OP. There are so many 'everyday' scenes that go by, especially with the added ships (just now 60 ships docking at once with my Valhalla, for example, with F3 set to another stationary/slowly moving ship nearby, or just filmed from that closer ship in the first place, to get a better view than the typical F2) that would be awesome pieces of a beautiful compilation. Throw in some CMOD laser fireworks (IR generates some great battle sequences) and a nice soundtrack... it would be absolutely epic.
I will not be adding an ATF PAR shipyard as these are supposed to be special, top-of-the-range ships, so wouldn't be mass-produced. I did not intend PAR ships to replace standard fighters (thats why their stats are slightly worse), more for convenient and quick outfitting of carriers where ship type is not so important.

I'd love someone to make a video showcasing the SRM and CMOD - but I certainly don't have the time to do it.
Neaera
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Post by Neaera »

Great job again Paulwheeler !

And for those who want the new Khaak destroyer from the Cadius' Pack, here's the tutorial.

WARING: Can crap everything, I'm not at ease with modifing. It work on my game, so it's kinda accurate, do not follow up this tutorial blind, try to understand (for correcting me if i'm wrong).
Next update to SRM should be modified as well.
Trail pack seem to fonction (I just tested the 1.0e)
I don't know for cockpit.
So do it if you have some experience or you don't mind getting into the mud.
I can provide a TShips and a TShips Hull Pack High, if some wants.

Code: Select all

1. Download the two pack.
2. Install SRM as usual, and place Cadius in your Mods file (or anywhere).
3. Open up XEditor 2, navigate through objects\ships\Cadius\Khaak and exctract M2_Asura folder and M2_Asura_scene file.
4. Reinject them into the SRM cat (same path).
5. Note the SRM's Stats of the Destroyer (General and Performance into TEditor mode).
6. Open up the Cadius' TShips (text mode), find the SS_SH_K_M2 line copy it (From what is just after "SS_SH_K_M1;" to "SS_SH_K_M2;".
6. Open up the SRM's TShips (text too), find the SS_SH_K_M2 line and replace it entirely with the Cadius' one.
7. Open up TShips (TEditor mode) and modify the stats to have SRM one (Now you have Cadius').
8. Save and test.

For hull pack, this is the same form 5 to 8. Don't forget to modify it.
Use at your own risk. Really, I mean it. And if you have problem ask me in PM, not Paulwheeler or Cadius, don't want them to be overload by each variation of their greats mods !

And excuse my english.
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JasperR
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Post by JasperR »

I really like the Ship Rebalance Mod,
it still keeps me playing X3TC and i look forward to every new release!

thank you very much!
We come in peace...
Eranox
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Post by Eranox »

paulwheeler wrote:
kotorone1 wrote:Hey! i love h\this mod and all, but its giving me a "failed to install error". i used the old version 1.51 and now it dont work...
I need a few more details on the error as this is not a standard X3TC error message that I'm aware of.

Are you getting this when trying to install via the Plugin Manager? If so which version of the plugin manager are you using? Or are you getting a load error when loading a save?
Well i have the same issue ("failed to install error"), when trying to install the mod via the plugin manager lite 1.40 beta.

I previously used plugin manager 1.30 and when loading the .spk file, it shows the option to install (as usual) however, as for the new version i am kind of confused, because as of version 1.051 (of the mod) the loading of the spk file took much longer, now as of version 1.06 (of the mod) the option to install is shown instantly, which kind of worried me, when first trying to install the new version.


also i got to different error messages

with plugin manager lite 1.30
"failed to install error"

with plugin manager lite 1.40 beta
"failed to uncompress (xx.dat)"

where xx = 15 since i already installed the CMOD 4.9

so as the error states, there is some issue when loading the mod


I also installed the latest CMOD 4.9 with both plugin managers 1.30 and 1.40 and it worked fine, only the new SRM mod version seems to have some issue

and just for the books, patch is 3.1 and i used SRM 1.051 + CMOD 4.8 + needed Shipyard, Weaponsdealer Packages and CMOD Factory Scripts (all via .spk files and the plugin manager lite 1.30 )with no problems previously.
navetta
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Post by navetta »

not sure if this is related to SRM but is it possible to have new ships spawned in missions?
for example i would like to fight Cs,Gs,Zs in xenon invasions/patrol sector missions
Sn4kemaster
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Post by Sn4kemaster »

paulwheeler wrote:
Varek Raith wrote:Some things I've found in the latest version.

1 - The Susuanowa engine emitter is off.
2 - Could you switch the models of the Susanowa Raider and the Susanowa Hauler with each other? It looks better, IMO.

Edited for clarity.
Which trail pack are you using as the Susanowa engine emitter seems fine in the SRM Exclusive trail pack...

Should be fairly simple to swap models. Expect it in the next update.
Would make sense if this rule would apply to the Perseus models too.....i think the ''Fat Penguin'' model is used by both the Raider and Advanced models of the Perseus, maybe they should use the far sleeker Sentinals model and vise versa?
Varek Raith
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Post by Varek Raith »

paulwheeler wrote:
Varek Raith wrote:Some things I've found in the latest version.

1 - The Susuanowa engine emitter is off.
2 - Could you switch the models of the Susanowa Raider and the Susanowa Hauler with each other? It looks better, IMO.

Edited for clarity.
Which trail pack are you using as the Susanowa engine emitter seems fine in the SRM Exclusive trail pack...

Should be fairly simple to swap models. Expect it in the next update.
No trail pack.
It's also misaligned when I use the SRM capship trails.
Of course it could just be messed up in the X models 3d viewer.
paulwheeler
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Post by paulwheeler »

Eranox wrote:
paulwheeler wrote:
kotorone1 wrote:Hey! i love h\this mod and all, but its giving me a "failed to install error". i used the old version 1.51 and now it dont work...
I need a few more details on the error as this is not a standard X3TC error message that I'm aware of.

Are you getting this when trying to install via the Plugin Manager? If so which version of the plugin manager are you using? Or are you getting a load error when loading a save?
Well i have the same issue ("failed to install error"), when trying to install the mod via the plugin manager lite 1.40 beta.
I'll try recompiling the SPK and reupload it. You may have to bare with me as my upload speeds are quite slow. I'll get it up as soon as I can.

Alternatively you can try the manual install version.
paulwheeler
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Post by paulwheeler »

navetta wrote:not sure if this is related to SRM but is it possible to have new ships spawned in missions?
for example i would like to fight Cs,Gs,Zs in xenon invasions/patrol sector missions
Mission ship spawning is set by the original vanilla MD scripts. These would need to be changed. Its not in my plans to do this at the moment.
paulwheeler
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Post by paulwheeler »

Sn4kemaster wrote:
paulwheeler wrote:
Varek Raith wrote:Some things I've found in the latest version.

1 - The Susuanowa engine emitter is off.
2 - Could you switch the models of the Susanowa Raider and the Susanowa Hauler with each other? It looks better, IMO.

Edited for clarity.
Which trail pack are you using as the Susanowa engine emitter seems fine in the SRM Exclusive trail pack...

Should be fairly simple to swap models. Expect it in the next update.
Would make sense if this rule would apply to the Perseus models too.....i think the ''Fat Penguin'' model is used by both the Raider and Advanced models of the Perseus, maybe they should use the far sleeker Sentinals model and vise versa?
Good point. I'll look into this too.
paulwheeler
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Post by paulwheeler »

Varek Raith wrote:
paulwheeler wrote:
Varek Raith wrote:Some things I've found in the latest version.

1 - The Susuanowa engine emitter is off.
2 - Could you switch the models of the Susanowa Raider and the Susanowa Hauler with each other? It looks better, IMO.

Edited for clarity.
Which trail pack are you using as the Susanowa engine emitter seems fine in the SRM Exclusive trail pack...

Should be fairly simple to swap models. Expect it in the next update.
No trail pack.
It's also misaligned when I use the SRM capship trails.
Of course it could just be messed up in the X models 3d viewer.
Well it looks fine in-game. It may be because the flares/emitters are offset from the nodes so viewing them in the 3D viewer may look strange.
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TrixX
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Post by TrixX »

Just looking through TShips and the Valhalla (ID 212) is in the Race 0 setting. Is this intended? (it's not like that in the Non-X2 version of the TShips)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
paulwheeler
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Post by paulwheeler »

TrixX wrote:Just looking through TShips and the Valhalla (ID 212) is in the Race 0 setting. Is this intended? (it's not like that in the Non-X2 version of the TShips)
Yes its intended so that it doesn't spawn all the time with MBRR, RRF or IR. Otherwise you see far too many of them as they are treated like any other M2. It still works as normal with jobs and in the players hands.
paulwheeler
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Post by paulwheeler »

I have reuploaded the SRM 1.06 SPK. Can those people with installation issues please try redownloading it and reinstalling it?

Let me know if you still have problems.
Varek Raith
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Post by Varek Raith »

This is what it looks like in my game
http://i125.photobucket.com/albums/p49/ ... th/1-2.png
Anti-Paranoid
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Post by Anti-Paranoid »

The new update log sounds awesome!
Im a BIG fan of this mod since it came out :P

Im only using terran and ATF ships and before i update only wanna know if there will be a small fix next time for the texture issues on ATF turrets etc or do we have to wait until the next big Update?
paz3r wrote:Aegir. Others look fine.
Thanks in advance!
paulwheeler
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Post by paulwheeler »

I didn't realise there was a texture issue with atf turrets... can you elaborate?

I'm planning to get a smallish update out next week with a few fixes, plus new khaak engine sounds if I get time. Please let me know of any bugs ASAP.

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