[MOD] A New Dawn v07-10-2013 for X-Tended -Terran Conflict v2.1

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MadMan983
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Post by MadMan983 »

loving this mod so far dispite the new ships not being avilable in shipyards.

however the AI using them means some piracy is iminant.

is it just on my game that turrets use fighter cockpits?
When ever people agree with me i always feel i must be wrong.
Anubitus
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Post by Anubitus »

is it just on my game that turrets use fighter cockpits?
no, it isnt, it is a little experiment of mine.. i know some of the cockpits are not very handy due to vision constrictions, i will change them to another cockpit, but tbh, you gotta sit somewhere if you want to shoot right..? it seemed a little weird to be in open space when shooting guns.. tell me if you dissagree..
loving this mod so far dispite the new ships not being avilable in shipyards.
thanks.. good to hear you are having fun with the mod.. :D and dont you worry, they will be available in the shipyards in the next release..

i will release a version whitout cockpits in the future if you dont like them..

i havent been able to work on the mod this week due to sickness.. i ve been in bed all week.. :( i will continue from the moment i can..
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MadMan983
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Post by MadMan983 »

its not the idea of cockpits i oject to its the cockpits them selves, a more open design would be better with a less restricted FOV would be nice.

i didnt have a problem with a lack of turret cockpits as i assumed that the actual gunner would be behind several meters of hull and armour controling the turret through a camera.

also i cant find any marines, not 1, not in a millitary outpost and i havnt seen a marine training station anywhere.

keep up the good work
When ever people agree with me i always feel i must be wrong.
Anubitus
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Post by Anubitus »

MadMan983 wrote:its not the idea of cockpits i oject to its the cockpits them selves, a more open design would be better with a less restricted FOV would be nice.

i didnt have a problem with a lack of turret cockpits as i assumed that the actual gunner would be behind several meters of hull and armour controling the turret through a camera.

also i cant find any marines, not 1, not in a millitary outpost and i havnt seen a marine training station anywhere.

keep up the good work
hmm.. i'll change the cockpits so you can see more.. :p the camera idea would be ok aswell i guess but i like to be in a cockpit.. :)

the issue with the marines is XTC related, you better ask in their topic..
Thraxwhirl
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Post by Thraxwhirl »

Hi, Anubitus.

Can you help me please.

I've Installed all the components that you link to in your first post, but I am having a crash that occurs frequently.

As it happens I began a thread on it here: http://forum.egosoft.com/viewtopic.php?p=4030531

But it seems that my problem is a missing file.

To reiterate what I wrote in THAT thread:
Thraxwhirl wrote:My game keeps crashing back to the desktop after just a few moments of running. Indeed the other day it even did it whilst generating the universe at the start of a New Game.

The error message I'm getting is this:

"(objects\ships\props\extern_m4_dock)"

Any ideas? Do you think it's trying to render a vessel but unable to find a particular file that's called "extern_m4_dock"?
Now TrixX says he believes that external m4 docking port is missing. But of course, since a New Dawn uses multiple components, I don't know WHICH mod contains - or SHOULD contain - that file, nor why it would be missing from my mods and not everyone else's?

For starters, do you recognise which file I'm talking about, and secondly, how might I get hold of it and plop it back in?

Game won't run without it. :(

Can you help?
Anubitus
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Post by Anubitus »

i can help, and i will help..

basacly the file you are talking about is from the vanilla game if i remember correcly.. it is listed in the dummies.pck file and is used to refer to a external m4 class docking spot in a ship scene file (as says the name :) ).. "extern_m4_dock" should be located at the path "objects\ships\props\".. im not sure if one of the mods does indeed change anything about this file.. i will take a look at it tomorrow..

i do need you to tell me exacly what you have installed.. did you install anything else..? scripts..? other mods then the ones listed in the mods-to-be-installed-list..? did you follow installation instructions..? have you installed the scripts from the mods (wich you shouldnt have btw)..? did it work at any time or is this the first time you have tried it..? do you get a title screen or does it crash when you start the game even before you get a title screen..?

need the info to check what went wrong and to recreate the problem if needed/possible..
Thraxwhirl
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Post by Thraxwhirl »

Hi, Anubitus.

Thanks for offering to help.

Yes I do think I got the files installed in the correct order and I didn't install scripts from them (except for XTC of course but that's part of its installation process).

No other MODS istalled except the ones listed here in the thread. However I've added scripts since, and only began playing once they were already added, so this bug has been there since I first set sail, as it were.

I think, rather than go through a list of scripts at this PRECISE POINT, what I will do is create a completely clean installation and build a fresh New Dawn mod 'library' within it and try it out for a bit. The bug usually occurs very rapidly, within like the first few minutes of playing, probably because it's a very common docking port that's not being correctly addressed.

As for title screen etc. questions, well it simply throws me out to the desktop whilst flying, so there's no titel screen or anything, but just a quick exit. One second I'm in space, the next I'm lookin' at me desktop and an error message.

I'll build a new install with no added scripts first and trial that for a few hours and see if the bug is still there.

Just one question though.

I've done a wee bit of scripting in my time. Nothing momentous like the work done by LV or anything like that, but I've dabbled a bit and have some ideas about what can and can't be done with scripts.

Well, maybe I'm missing something, but is there any conceivable way AT ALL that someone could've written a script that tells the game to ignore a default docking port that's contained in one of the .Cats released by Egosoft as part of the vanilla game?

Nevertheless I do appreciate the need to rebuild the false patch library in a completely clean Terran Conflict installation and see what shakes.

I'll let you know.
Thraxwhirl
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Post by Thraxwhirl »

Ok, I got it working fine now. :)

For whatever reason one of the mod files must've been corurpted somehow.

I have a new question for you now though.

Did you put a bunch of enemies called the Skulls into this mod, or was that done in one of the other components?
Anubitus
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Post by Anubitus »

im sorry for the delay.. i tried to recreate the first problem you had with the dock file, but i was unable to do so.. im happy to hear that you have solved the problem yourself.. as far as i know, there is a list of scripts that are compatible with XTC somewhere on this forum, those scripts should be compatible with this pack aswell since i didnt actually change anything to XTC, i just added stuff..

"Well, maybe I'm missing something, but is there any conceivable way AT ALL that someone could've written a script that tells the game to ignore a default docking port that's contained in one of the .Cats released by Egosoft as part of the vanilla game? "

i believe that this is possible, but i wouldnt know what purpose this would serve so i think that this is very unlikely.. im very sure its not in XTC or in any of the packs that i combine..

"I've done a wee bit of scripting in my time. Nothing momentous like the work done by LV or anything like that, but I've dabbled a bit and have some ideas about what can and can't be done with scripts. "

this might come in handy sometime.. i may call upon your services some time in the future should you chose to accept it.. :p

"Did you put a bunch of enemies called the Skulls into this mod, or was that done in one of the other components?"

the Skulls are a clan of pirates added by XTC.. there are many pirate clans..
Thraxwhirl
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Post by Thraxwhirl »

Hi again, Anubitus.

The reason I was asking about the Red Skulls is that I am wondering if some change in the compilation of mods(now job file perhaps) is causing them to spawn incorrectly/inappropriately.

I'll explain how I came into contact with them.

That bug with the game crashing because of a missing dock file would always occur when I entered a particular system, and it would also prevent me from EVER STARTING a game using the 'Sharp Dealer' start.

So, since rebuilding the mod ensemble, Sharp Dealer is the start I've been running, and the bug hasn't presented itself at all.

HOWEVER, about 30-45 minutes into the game, a pack of 8 fighters (Red Skulls) will spawn directly on top of you and blow you to hell.

There is nothing you can do to stop 'em. You can't outrun them in your starting playership - the Mercury has a top speed of 54(72 IF during that first half hour you've bought Engine tunings), nor can make any serious attempt to fight them - the mercury simply is not a combat vessel and would struggle to tackle even TWO of these fellas, let alone eight.

In the second game I was playing, I was thankfully close enough to a station when they spawned, and I hastily used my Docking Computer to beam aboard.

"I'll be safe in here," I thought, "and the Argon Police outside will soon deal with these Pirates".

Wrong. After a little bit, I noticed that no combat was taking place outside. Whatever these Red Skulls are, they are viewed as mutually inoffensive by EVERY vessel except the Playership. It's like LV's Death Match Arena, where they are interested in killing you and ONLY you, and nobody else out there gives a damn about it.

Eight of them versus your ponderously slow Mercury, with no assistance from anyone else in the universe, hounding you remorselessly, stopping for nothing, and loaded for Bear with missiles and everything, until you ARE dead.

Seems a bit... excessive for the first half-to-three-quarters-of-an-hour of a new game IMHO.

Now the Red Skulls may well be faction that were created as part of XTC, but I can't for the life of me believe that they intended an unprovoked, and unsurvivable, surprise attack to be spawned agains the player like that in your first session surely?

I'm guessing therefore, that between the different mods that make up this collection, there's a line in one of the Jobs files that's being misinterpreted.
LarryBurstyn
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Post by LarryBurstyn »

Install instructions: (make sure you do exacly as instructed, dont install any "t" or "script" folders, just the .cat and .dat files..!)

Make sure you have a clean unmodded X3:Terran Conflict install on your computer to use with this..


= Download and install X-Tended -Terran Conflict V2.0 from
http://forum.egosoft.com/viewtopic.php?t=293490
its very easy, use the .exe file to install the mod..

- after you installed the Xtended mod, grab the two last Dat/Cat (they should be numbered 14.dat/14.cat and 15.dat/15.cat, if not, you probbably dont
have a clean install..) files and cut/past them somewhere safe where you can easly find them again..


= Download and install [MOD] X3TC/AP ITS-PSCO1-Shawn Cockpit MOD V6 - 24.01.2012 from
http://forum.egosoft.com/viewtopic.php? ... sc&start=0

- extract the package somewhere, go in the extracted folder, find and copy the files called "ITS_X3TC_AP_CP_Basis_6.cat"
and "ITS_X3TC_AP_CP_Basis_6.dat" and past them into the main Terran Conflict Directory.. Rename them to the highest number after
the last package.. The last package should be numbered "13" if you have Terran Conflict v3.2 so you should rename the packages to number "14"..


= Download and install Killjaeden's Shipexpansion V1.7d from
http://forum.egosoft.com/viewtopic.php? ... 2ea906a8ee
the link is located on page 9..

- same method as above.. name Shipexpansion_V1_7d.cat and Shipexpansion_V1_7d.dat to the next number.. so if the cockpitpack was renamed to "14",
rename this one to "15".. place them inside the main TC directory..


= Download and install Cadius's X=Tra Ship/Station Pack from
http://forum.egosoft.com/viewtopic.php?t=308762

- same as above and rename them to the next number (in this case "16")..


= Now go back to the two cat/dat files that you safely stored away and rename them to the next number (17.dat/17.cat and 18.dat/18.cat in this case..) and
place them back in the main Terran Conflict directory..


= Rename the Cat and Dat files in this pack to the next number (19.cat and 19.dat in this case) and copy/past them inside the main Terran Conflict directory..
How does this work since the 17.dat/17.cat and 18.dat/18.cat files have TShip files that will overwrite the earlier cat/dat files??
HyperionXL
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Post by HyperionXL »

You should work with the modder managing Eve-X

Would <3 to see Eve ships in X! (Unless you plan on doing this yourself, ofcourse!)

Thanks for this expansion. Loving the new variety!
Thraxwhirl
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Post by Thraxwhirl »

Gotta admit I'm 100% with you there, Hyperion.

It'd be a dream come true to have Thron's EVE ships added to this multi-mod.

Some of the ships would need renaming, because they conflict with/duplicate X ships. The Gallente for example have a ship called the Hyperion.

And it's a case of matching 'em up with the different races.

MY suggestion would be...

Amarr - Paranid(or possibly Goner? there's an interesting slant, eh?)
Caldari - Aldrin
Gallente - Argon
Minmatar - Split
Gurrista - Pirates or Yaki
Sleeper - Xenon

Ideally, with the exception of Sleepers, I think you'd want to have them function as self-contained 'Corporations' if at all possible. So for instance, you'd have a region of Argon space in which Gallente ships and stations were evident, and they'd populate outwards from there.

They could even use the EVE race names as their Corporation names - Caldari Badger, Gallente Obeslisk etc.

Not really sure what the permissions situation is here of course... but then, how many mods, for countless games, make use of Star Wars ships, vehicles, hardware etc.? Or Star Trek, or BSG, or B5 etc.?

Do they ALL get written persmission from Lucas, Roddenberry(jr. ofc), Larson and Straczinski?
Anubitus
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Post by Anubitus »

LarryBurstyn wrote:How does this work since the 17.dat/17.cat and 18.dat/18.cat files have TShip files that will overwrite the earlier cat/dat files??
only the last Tships file is loaded by the game.. wich is the one in this multi-compatibility-pack if you install it correcly.. :)

EVE-ships.. hmm.. i dunno.. its not that i dont like them, not at all, they are very beautiful.. but if i add EVE ships, i might aswell add SW ships and so forth.. where does it end..? :p this dont mean that i havent thought about it and that something like this will never happen.. also, i try to add only ships that "respect the lore and ship design of the game", honor the creators of the XTC mod and add content that fits in perfecly with the rest of the mod..
HyperionXL
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Post by HyperionXL »

Star Wars ships! Yes please!

Maybe an extra expansion for those that want non-lore ships included?

But don't overwork yourself. I love more variety, more ships, more mods, more everything in any game I play. Looking at my Minecraft mods list I have nearly 150.

Anyways, enjoying this mod, and looking forward to any updates you make!
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Tharaphita
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Post by Tharaphita »

Hello!


Thank you for the awesome mod. Xtended was getting boring. This will add the fluff needed.

Just a question. Can i have the mod without cockpit mode somehow? I tried to install without cockpit mode cat/dat-s buty they still there somehow. Now i have all the mods added listed in thread. Is there a way to look in so called vanilla normal view. From pilot seat with normal 1st person view.
LarryBurstyn
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Post by LarryBurstyn »

Hi, love the mod and some of the new ships are great looking but some have REALLY weird built in components. One has Space Weed and the other two illegal items as pre-installed items???? Others have a complete set of pre-installed shields and weapons not computer "programs" like Fight Mk 1 or Trade Mk1. Since these are "pre-installed" they can NOT be removed from the ship and take up no space on the ship. I found that the TShips file point to the built in components list and that list has the items that are on that ship...The ships I want to use I just changed the pointer to the list that I wanted installed on the ship. Example one ship points to list item #86 which is the illegal items--I simply changed this to point to a different list such as 103 which includes Fight Mk 1 and II...I use X3 Editor 2 to do this. I think the built in list is TWareList but that might not be right it might be TComponents--simply don't remember right now?????

EDIT: now if you could only get the shipyards to build and sell them...now I have to cheat to get them and "re-search" them in my shipyards in order to build them. END EDIT
Koritnaciino
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Post by Koritnaciino »

Hi I would like to ask you if the update with ships in shipyards is already done or I have something wrong.

M7 using cockpits from TP. I dont know if this supposed to be like that or not. In some ships looks realy stupid because this type of cockpit is not centered to the midle.

"- For some reason, if you start a game with certain gamestarts, the playership blows up and you get the Game Over screen.. have no idea why this is happening..
if anyone got a idea about this, pls tell me.."
-If I instaled M.A.R.S with Plugin manager this starting happend in all new starts. So after uninstaling was everything ok. Finaly if you want to use M.A.R.S then just copy "T" and "SCRIPT" folder to your TC directory. DO NOT USE mod MARS repair drones!!! Is included alredy.


Anyway great idea and good job.
Anubitus
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Post by Anubitus »

whokay.. to answer your questions..

@Tharaphita: as stated earlier, i will release a version with no cockpits.. but im trying to keep installation as simple as possible, it is already pretty complicated as it is.. if i release a version with cockpits, a version whitout them, a version with compatiblility for a SW or other movie ship based ship mod, with and whitout cockpits.. you get the idea..

@LarryBurstyn: the ships are not in the shipyards yet.. the next version will have them available in the shipyards.. not all ships will be available in the shipyards, they can only be obtained by boarding them.. (thanks for the idea Koritnaciino) there will be ships that require a very high ranking with a race before you can buy them so that not all ships will be available for the player at the start of the game.. these first releases are considered to be alpha's, as you know ships are not available in the shipyards yet and stuff.. also, the build in components havent been changed from what they where in their original mods, but ofc XTC changes a lot of stuff, including the lists of techs to be installed into the ships.. these things will change in future versions, this is just a taster of what it will finally be..

@Koritnachiino: for some ships there are no cockpits available in any cockpit mod so i had to improvise, and i think that a wrong but somewhat fitting cockpit is better then no cockpit at all.. if you have a cockpit that is somehow displayed wrong, please tell me wich one so i can correct it, it is likely a bug.. can you please let me know EXACLY wich M7 ships have a TP class cockpit..? some TP cockpits are neutral (they dont show a class or ship display in the cockpit anywhere) and i sometimes use them as a placeholder for ships up to M7 class until i find a better fitting cockpit..

the blowing up problem, yea well, if you install certain scripts this problem occurs and i wich i could solve it, but im not a scripter and therefor its impossible for me to fix stuff like this.. perhaps ask the author of the script what could be the reason for this problem..

so, status of the mod, been correcting a lot of bugs i found, and did some work on the ships in general.. work is progressing slowly but surely and im waiting for the release of Mechworks X-pantion for Xtended so i can add that great pack aswell..
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Tharaphita
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Post by Tharaphita »

Anubitus: Thank you for the answer and great work so far. =)

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