[software] X3 Editor 2.0.23.0 [10.1.2012]

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apricotslice
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Re: X3 editor not saving stats

Post by apricotslice »

captcurt21 wrote:Sorry, first post in the forums, I believe this is the right spot. I am using the X3 Editor 2 to change some ship stats. The modified stats don't stay modified after I save them. I have "saved as" and "saved". This is first time I have tried changing any of the vanilla X games beyond scripting. My only modding experience comes from EAW back years ago. Any help would be appreciated.
Which files are you changing and saving ?

The way X works is that a file can exist in any of the numbered patch files, as well as a mod as well as in the actual folder structure. The next highest number patch overwrites the previous one, the mod overwrites all patches, and the folders override mods.

The best way to do it is to extract the files you want from the highest patch you can find them, and put them in the folder structure. eg. tships goes into types in TC and addon/types in AP. Then you edit that file, and the changes should show up in the game.

Some changes dont show up until you create a new entity. So if you already have a ship of the type you just changed, you may need to move out of it, destroy it and recreate it using the cheat pack.
captcurt21
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Post by captcurt21 »

I was trying to change some xsp files from the downloads page, but I was trying to do it from inside the .pck. So I just removed the ships from the plugin manager, and opened them outside the .pck. I am going to try messing with some vanilla ships today. Thanks for the help!

I think I also had ships of the type I was working on in sector space, but I would start a new game, and it still wouldn't show up right. But I had a great time self destructing my ships by blowing up half of paranid prime, which is a story for another time!
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swatti
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Post by swatti »

QUESTION: N00b wanting to edit stuff...

Im trying to add certain things to "built in components" of ships and ive found the ware-lists containing such but how do i add things to the "ware list #4"

I want all cap-ships to have jumpdrive, lifesupport and fight 1 & 2 softwares...
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X2-Illuminatus
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Post by X2-Illuminatus »

Extract the warelists.txt from its respective cat/dat file and use a text editor.
When adding wares to an existing ware list, remember to adjust the first number of the respective list, as it represents the number of wares of that list.
When adding own lists, remember to adjust the number at the very top of the warelists.txt, as it represents the number of ware lists.
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Post by drunkmonk »

i cant find albion prelude files at all to modify i want to change missiles damage
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apricotslice
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Post by apricotslice »

AP files are under the addon folder.
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Post by drunkmonk »

what are they under what folder as i cant find the missiles one
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apricotslice
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Post by apricotslice »

drunkmonk wrote:what are they under what folder as i cant find the missiles one
Where are you looking ?

missiles is under the types folder under addon.

But you find it in the numbered cat/dat's in addon.

If your going to mod, unpack all the cat/dat's into their own modding folders, then modify what you want, and either create a mod for it (recommended) or place in the types folder under addon (creating it if you need to.)

The file folders override mods, which override the numbered cat/dat's.
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Post by drunkmonk »

i have no folder called types just the letter t is that it
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apricotslice
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Post by apricotslice »

drunkmonk wrote:i have no folder called types just the letter t is that it
No. t folder is where all the text files go. The spec files are in types.

A default instal of the game does not create a types folder. You have to look INSIDE the cat/dat files.

Before you go any further, it would seem you need to read the guides on basic modding.
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Post by drunkmonk »

ah ok ive found the types with the editor opened with vfs and can see missiles do i just change them there and its done?
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apricotslice
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Post by apricotslice »

drunkmonk wrote:ah ok ive found the types with the editor opened with vfs and can see missiles do i just change them there and its done?
Not recommended. If the file is overwritten later in an update, you lose your changes.

Better to extract the file, edit it, and then either make a mod, or put it in the file structure.
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Post by drunkmonk »

ok ive extracted the missiles file its now a text document is that right so far?
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vukica
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Post by vukica »

drunkmonk wrote:ok ive extracted the missiles file its now a text document is that right so far?
yup, just make sure it's .txt and not .pck.txt

if you're not seing the file extension do this http://windows.microsoft.com/en-us/wind ... =windows-7
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drunkmonk
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Post by drunkmonk »

right ok after ive changed it what do i do then?
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jack775544
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Post by jack775544 »

Make a folder called types in the adding directory and save it there.
Load the game and enjoy the missiles.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
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vukica
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Post by vukica »

drunkmonk wrote:right ok after ive changed it what do i do then?
nothin, load game (old will do) and see if whatever you've changed is changed.
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Post by drunkmonk »

tyvm got it in te end :)
Reaper507
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Post by Reaper507 »

Hello guys,

how to change weapon for combat drones? I edit parameters of drones in TShips (like speed, acceleration, e.t.c.) and I see changes in the game, so it works, but what do I need to do to change Particle Accelerator Cannon used by drones to Phased Reapeater Gun?

For ships exists "Compatible Guns" tab where is possible to change or append weapon subclasses but simple replacement SG_LASER_IRE (it contains PAC) to SG_LASER_ARGON_LIGHT (it contains PRG) isn't enough. As I understand somewhere else exists a setting of specific weapon from the available weapon subclasses selected in "Compatible Guns" tab. But where?

The same is about shields. Tab "Performance" is used for setting available shield type and maximum amount, but where to set shields up?
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X2-Illuminatus
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Post by X2-Illuminatus »

Lasers are defined in the file TLaser.pck and Shields in the file TShields.pck. Both files can be found in the types folder as well. The Laser group or class is the Subtype value in the TLaser.pck file.
For ships exists "Compatible Guns" tab where is possible to change or append weapon subclasses but simple replacement SG_LASER_IRE (it contains PAC) to SG_LASER_ARGON_LIGHT (it contains PRG) isn't enough.
Actually, what you described is enough. When deployed, Fighter drones aren't different than normal ships. The problem with fighter drones, however, is that they are automatically equipped, when deployed. It might well be the case that the standard equipment is hardcoded somewhere. So that even, if you change their weapons to PRGs, they still get IREs equipped. I don't know, if that can be changed. (Maybe try to create a Ware list, which contains the necessary lasers, and add it to the Fighter drone?)
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