[MOD] SSBM V2.7 & Cmod3-SSBM

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

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Requiemfang
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Post by Requiemfang »

Sure... I'll do it after thanksgiving heh... and it's late got a big day in a few hours... whoooo foood! :lol:
Requiemfang
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Post by Requiemfang »

Right... well here's the list so far... these are just the SPK packs I have... it isn't the total list but it's something to start with don't wanna toss all of them at you now

List -

Accelerators_to_Gates_Conversion
AdvancedHyperDrive(AHD)-EMPFriendly-V2.0-09.04.2009
AdvancedJumpdrive-V1.00-04.06.2009
AdvancedNavigationSoftware-V1.00-16.06.2009
AdvancedThrusterControl-V1.00-02.06.2009
AP Libraries r2
AutomatedSatelliteNetwork_111
Autoprepships-V1.2.1-30.07.2009
carrier.drones.1.0
Claim-Unknown-Sector_v1_02
collectwaresmk2
CommunityPluginConfiguration-V1.20-03.06.2009
Compare_Ships
CSecG-V1-09.08.2009
DPP-1_0_3-X3TC
EmergencyTransporterExtension-V1.00-15.06.2009
EmptySpace
EquipmentResearchandDeveloment-V1.00
ExplorerCommandExtension-DeploySatNetwork V1.12
ExplorerCommandExtension-V1.2.2-11.07.2009
Factory_Complex_Constructor_4.01_X3TC_Plus
FDN-V4.04-31.08.2009
Find_Free_Ships_v2
HotkeyManager-V1.10-10.07.2009
Reduced_Enemy_Missiles
PM-V4.01-15.09.2009
NPCBailingAddon-V1.6.4-11.09.2009
nividium.processing.plant.v.1.0
SalvageCommandsandNPCs-V1.5-20.11.2008
MoveToCoordinates-V1.00-10.05.2009
SCS3.28tc
MilitaryBaseResponseRevamp-V2.3.2-13.09.2009
Invasionwarnings-V1.1-28.11.2008
Low Poly Roids - low quality V2.04
SatelliteEarlyWarningNetwork-V1.22-03.06.2009
ImprovedBoarding-V1.10-28.10.2008
Shipkillednotifications-V1.0.3-16.11.2008
LSDC-V2-19.08.2009
Shipyards_Combined_v.1
medusa.tc.1.2
Improved_Combat_Frame_Rate
MarineRepairs-V1.02-03.03.2009
lv.lib.1.8
SS_T_TC_Performance_boost
ManualTradeExtension-V2.1.1-06.08.2009
WareManager-V1.00-31.05.2009
Universe Explorers 2.4.0
SSDN-V3-29.09.2009
TurboBooster-V1.00-20.10.2008
tc.jdk.1.5
TheTravelingMechanic-v0.2-03.12.2008
tc.dockts.1.0
tc.bountyboost.1.1
StationRepacker_110
Workshop V20

I do have more so expect more to be added to this list. A lot of the mods and scripts I got didn't actually come in SPK pacs and most were RARed files
pepperg
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a few questions

Post by pepperg »

1) is this mod coompatible with any cockpit mods? x3 wouldn't load with this mod when i had a cockpit mod enabled


2) is this mod compatible with apricotslice's merge mod?

3) i did have 2.1 of this mod installed, but deleted it from withhin the x3 plugin manager. installed the 2.5 version spk as per the instrcuctions, and while it installed withi plugin manager, i don't see v2.5 as a mod package i can select from within the X3 start up app. v2.1 is still listed there, though. i did start the game w/ 2.1 and it runs, but i am confused b/c i deleted 2.1 from within plugin manager. is this some sort of bug with the version number not updating? also, when installing the 2.5 spk in the plugin manager, i never recieved this prompt that is explained in the install directions:


"You will then be asked if you wish to 'enable a profile for this package', Click 'yes' then exit from the installer.

Start the game, in the Exe menu go to 'select mod package' and select this mod."

specifically, i wasn't asked to "enable a profile for this package" and within the plugin manager, there doesn't seem to be a command to make this happen. can anyone help me out here?

also, i'd like to remove the V2.1 selection from Select Mod Package in the x3 start up application- or would it dissapear on its own if i delete v2.5?

i am hoping i can run both v2.5 of this and the apricto-merge-modv2.04. seeing as it seems i have to choose from one or the other in the x3 start up Select Mod Package application, i wonder if i can run either as a cat and dat false patch?

4) not to be critical, b/c x3tc looks immensly better with this mod, but in going into a few sectors (heretics end), they seemed pretty barren. i would be itnerested in knowing the following:

a. if there's a way to run this mod without removing civilian traffic


b. if there's a way to run this mod with the billboards still present (i like the way they look, and they don't impact my frame rate)


c. if no to a & b, if i can run all three parts of this mod on their own, and not bundled into this mod- taking the realspace, sector size, and combat mod possibly at cat and dat, or in a way that allows me to run x3tc with civilian traffic, billboards, and hopefully with apricot's merge mod selected as the active mod.


thanks in advance for the feedback.
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pepperg
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Post by pepperg »

according to apricot slice, both the sector size and realspace should work as false patches in cat and dat mode, and since it's really these two things that i'm interested in, does anyone have a link to both of these as cat and dat? this for me would be optimal- civilian traffic and billboards hopefully remaining, but nicer looking and larger sectors. thanks.
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Requiemfang
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Post by Requiemfang »

Just use the plug-in manager... the old one not the new one to extract the files from the SPK pack. The thing comes with the install for the plug-in manager. It's labeled SPK explorer and it allows you to extract the files from SPK packs

simple no?
pepperg
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Post by pepperg »

that sounds doable

running the v2.20 of the x plugin manager...which will hopefully allow me to accomplish this

thanks
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Requiemfang
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Post by Requiemfang »

Right... here is the other half of my list be prepared for it... :o

Apocalypse.1.2 (installed but the AL is turned off)
convoy_control
dma.1.3
dock_lockup_fix
escape.pods.1.1
lv.ff.1.1
NoCivsFull_v3 (installed this after taking the mod off)
Race_Response_Fleets.1.7
Shiploot v1.03
X3TC_FlakVolumeReducer
TradeOverview.2.0.RC1.Hotfix2
Add_Missing_Ware_Selling
ads
align_ecliptic-tc
auto-aim
carrier.drones.1.0
comp_cleaner-tc
EMP
follow_me
gates_no_rep_loss
HKP_Station_Transponder_v3
Invasion_Defence_Mission
jump by gazz (not installed yet)
landing booster
marine.training.manager.v3
mars-tc
missile_safety
MRM v1.1
numeric_ranks_tc
oos_damage_tc
pirate.guild
ResizeAldrinBigRock (not installed)
PSCO1_CockpitMod_v1.20a_woGEwHUD (not installed)
rubber_dinghi (not installed)
safe_undocking
ShipexpansionV1_7b (with the Tfix not installed due to not being able to get it to work and possible conflictions)
Super Tractor Beam
TBackgrounds (removes the fog and nebula)
TC update (unoffical patch)
Enhanced Equipment Docks (not installed due to compatability issues with FDN need to merge the two together)
X3TC_MenuBackGroundDisabler
XTendedGalacticNewSystem
Lucikes script collection (out of this I installed the lib, military transport, codea, mefos, dockware manager, Handelsvertretung_X3TC_V3218, Hangarmanager_X3TC_V3100, Personaltransporter_X3TC_V3206, Reiseantrieb_X3TC_3101 (apparently it is installed though I don't remember doing so.)

suppose that's all of the mods and scripts I have... most of them are already installed in the right places... some as I noted above haven't been installed for several reasons... some me forgetting to do so... and yes... the list is rather long... one I didn't list was yours seeing how I don't wanna run into issues so... it's under the not installed list currently until the issue can be resolved, the issue being stuttering and game freezes... there are probably some other SPK packs I didn't list which were automatically downloaded via the plugin manager most of which were done by Cycrow not positive I listed or didn't list them

I do hope this helps narrow the issue down... cause I'm sick of game crashes when I'm in the middle of doing something... :evil: fortunately I've started to save every 20 minutes to 30 minutes so I don't lose to much progress. Since uninstalling the mod I've had less game freezes but still am getting them so some of the other mods I listed are probably conflicting with each other in some way
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spacefueladdict
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Post by spacefueladdict »

OMG..... You have gotta a hell of alot of stuff in your game. :o

Four are jumping out at me, MilitaryBaseResponseRevamp-V2.3.2, Race_Response_Fleets.1.7, mars-tc and Pirate guild, I have these installed and my game is a little choppy, but i havn't got half the other stuff installed that you have, and that might be why yours is 'Goin over the edge'...

I would start with these four then add other scripts in until something happens.

But i'm feeling that its just a case that your system is slowly gettin bogged down and then 'Wavin a White Flag' :shock:

What are your system spec? just to compare with mine...
pepperg
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Post by pepperg »

pepperg wrote:that sounds doable

running the v2.20 of the x plugin manager...which will hopefully allow me to accomplish this

thanks
forgot to ask- if i do this, and install realspace and the sector size mod, will there a)still be no civilian ships and b) still be no billboards? if there won't be either, could someone explain what process i need to use to mod what i assume is the sector size portion to reenable both?

thanks.
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Requiemfang
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Post by Requiemfang »

Yeah... thought as much... with that... hahaha... ah well...

don't think my system specs will make much difference. I'll just have to cut and shave off some mods I don't need and those I wanna keep... but just in case with my system here is the basic stuff

Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 5000+ 2.60 GHz
Ram: 6 GB
Graphics Card: PNY Verto GeForce 9600 GT 1024 MB
Last edited by Requiemfang on Fri, 27. Nov 09, 22:03, edited 1 time in total.
Tomonor
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Post by Tomonor »

pepperg wrote:
pepperg wrote:that sounds doable

running the v2.20 of the x plugin manager...which will hopefully allow me to accomplish this

thanks
forgot to ask- if i do this, and install realspace and the sector size mod, will there a)still be no civilian ships and b) still be no billboards? if there won't be either, could someone explain what process i need to use to mod what i assume is the sector size portion to reenable both?

thanks.
no, there wont be adboards, since those belongs in the map file's objects. So, open up your x3 directory, cut out SSBM's x3_universe file from the cat/dat, place it into your maps folder, activate galaxy editor, and use it to place the adboards, which are under special objects, with the sub ID of 60-70 or something like that.
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spacefueladdict
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Post by spacefueladdict »

Requiemfang wrote:Yeah... thought as much... with that... hahaha... ah well...

don't think my system specs will make much difference. I'll just have to cut and shave off some mods I don't need and those I wanna keep... but just in case with my system here is the basic stuff

Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 5000+ 2.60 GHz
Ram: 6 GB
Graphics Card: PNY Verto GeForce 9600 GT 1024 MB
That would be a good place to start, there does appear to be too much goin on in your scripts, most definitely trim them down to something like about half what you have now.

your system specs are quite similar to mine:

Intel E4500 Core 2 Duo 2.2GHz O.C'd to 2.95GHz
6 GB 800MHz Ram
Sparkle Geforce 9600 GT 1024 MB
Requiemfang
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Post by Requiemfang »

Okay... time to cut the weeds then... lol gotta choose which ones to take out now... what do you suggest... :? for maximum flexibility and added on stuff =3

I suppose also that even if I merged some scripts together it wouldn't make much of a difference would it?
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spacefueladdict
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Post by spacefueladdict »

I can't tell you what totake out, i would only say that look at what you are most likely to use the most, and what you think would be of very little use.

And try to look for script that do similar things and then choose which of them to use. :)
Requiemfang
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Post by Requiemfang »

Hmm... also... since I wanna use the Tship version of this mod... which of those ones in my list conflict in that way... besides the flags you already noted
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spacefueladdict
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Post by spacefueladdict »

Requiemfang wrote:Hmm... also... since I wanna use the Tship version of this mod... which of those ones in my list conflict in that way... besides the flags you already noted
The only one that jumps out is Ship Expansion V1.7b, But there are a couple of scripts that i've not used. but the don't look like they are tship orientated.
Requiemfang
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Post by Requiemfang »

I see... well then I already avoid that mod since I ran into issues while using it with RRF and expanded ships... One noticeable thing I did note about this mod is that it actually MAKES FPS better seeing how sectors are larger now you don't have so many ships in view while you battle it out with other ships everything isn't confined into small sectors anymore which is probably one of the reasons why this mod was made :wink: though the size of some stations are stupid... the shipyard in Cloudbase Southeast for instants is large compared to the other one at Argon Prime... thus is makes FPS go down drastically... same thing with Terran stations... omg... those are freaking huge... go into a system dominated by them and you got some of the larger stations there that belong to them EVEN with little ships around FPS STILL SUCKS BALLS cause the stations are so humongous

Oh I also wanted to note something that bugs me... in the sectors that have asteroid belts FPS sucks there still... and I'm very picky about that... seeing how I tried to use the remove rocks script with this installed it did nothing to help with that problem. It didn't remove the smaller rocks so just the larger roids remained. That seems to be the only issue in that area I wanna point out
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spacefueladdict
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Post by spacefueladdict »

Those new shipyard, while nice lookin do hit the framerates a tad, though they arn't as bad since 2.1 update, i expanded the sectors to try to make space feel big, whch i felt was lacking.

Those huge terran stations look awesome but they are too big, personally i'd like to see them reduced by about 1/3rd, and the stations of the other races increased in size by 1/2 so that they are all kinda proportionate.

I like roids, but not just scattered about randomly like 2 or 3 in a sector, it has to be a roid field of some substance, which is what i tried ti do as best i could.
Requiemfang
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Post by Requiemfang »

Yeah... lol it makes sense to have roids in belts instead of strewn about everywhere

Here's a question I just saw recently... since you use that Cmod did you take into account the people who have the MARS mod? I heard Cmod and MARS weren't compatible unless you added the files to the Cmod. I just saw a recent post in the MARS thread that made me think of asking this... cause I'm going to use the new Cmod for this mod and I wanna be sure I don't run into any thick steel reinforced concrete walls :lol:

Seems compatable apparently... also... the Cmod... rocks... with this... as i have good news about it so far... NO freezes YET... also I managed to increase my CPU processing by 10% so it might help... an example of what I mean is that I just finished a skirmish with 10 pirates... did my game slow down FPS wise? HELL NO... stayed constant... whooo boy... am I having fun with this or what... took 10 minutes to actually kill those pirates... omg freaking awesome :D
Lancefighter
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Post by Lancefighter »

Right well;

Not entirely sure where this is supposed to be, but ive taken the liberty of updating the MARS file with the proper 'new stuff' Gazz has put in there lately.

You can find the file here:
http://www.filefront.com/15013647/7047-L044.xml

Repost this wherever it is needed, please.. this was the only thread I could find that had 'cmod' in the title.. ... And was too lazy to do a proper search.

This is, for the record, the mars text file -> updated with cmod's lasers -> uploaded to filefront. Did not touch the file otherwise. Only 44 (english) version, sorry. Should be easy enough to change to your own version though.

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