[MOD][05.08.2009] Hangarmod/External-Docking [v. 1.8 BETA]

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

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Walterses
Posts: 201
Joined: Sat, 27. Dec 08, 18:20
x3tc

Post by Walterses »

the other docking mod attached to this thread currently has an option for m8 docking so why not ask them?
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
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Spectre01
Posts: 465
Joined: Tue, 23. Dec 08, 10:15
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Post by Spectre01 »

You didn't add docking point for ATF Odin and Valhalla. I just capped a Odin and find out that it has no TS docking port with this mod installed. Maybe you can make a 1.6 version?
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Krewzur
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Post by Krewzur »

Spectre01 wrote:You didn't add docking point for ATF Odin and Valhalla. I just capped a Odin and find out that it has no TS docking port with this mod installed. Maybe you can make a 1.6 version?
Neither of those two ships are in the list either.
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Duke Leto
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Post by Duke Leto »

Are you going to add TS dock points to the Odin?
xxxHACKERxxx
Posts: 85
Joined: Fri, 7. Mar 08, 08:08

Post by xxxHACKERxxx »

I've a problem: i've installed the mod correctly, but my old ships can dock only TS/M6 and not fighter, only new ships and old M6 can dock fighter.

There is a fix?
Magnabyte
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Post by Magnabyte »

it could be just because of 2.0a, or cos I'm incompitent (sometimes) but I can't seem ot run this and the normandy ship mod at the same time. I really don't want to have to choose, so is it possible ot make a version compatable with the normandy mod, or is it already conpatable, and I've just screwed up?
Magnabyte
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Post by Magnabyte »

fault has actually been found in the normandy mod, I will go ask if he can correct it, apologies for suggesting you had caused a problem
Walterses
Posts: 201
Joined: Sat, 27. Dec 08, 18:20
x3tc

Post by Walterses »

lol im back, hey coffee addict, you are still active? just wondering when/if your going to update this so its compatiable with 2.0a patch? lol or if it already is so..?
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
JumperBR
Posts: 163
Joined: Wed, 6. Nov 02, 20:31
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Post by JumperBR »

hi, is this compatible with the cmod3?
Mai ingrish iz gud?
Walterses
Posts: 201
Joined: Sat, 27. Dec 08, 18:20
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Post by Walterses »

i imagine it is as long as you dont include the improved ships plugin with cmod3.... ask ulfius in his thread
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
Coffee-Man
Posts: 792
Joined: Sat, 29. Dec 07, 03:05
x3tc

Post by Coffee-Man »

Hello again,

the mod is now updated to X3TC 2.0a.

@Spectre + Duke Leto:

I will and can not add anything to the Odin-Shipscene, everytime I open it an errormessage tells me something is missing, if I mod it anyway and spawn one in the game, the body won't show up (so you just see flying gunturrets in empty space...looks weird). Seems to me like Egosoft decided to use the exact same shipscene from X3R for X3TC and my plugins for Gmax don't like them.
The Valhalla is a lame-ass ship, won't even fit through a jumpgate and is considered to be a planet-destroyer but has no weapons to do so. Won't touch this piece of crap :P.

@Others:
Please read the readme or the first post in this thread. My mod is not compatible to any mod which changes the Tships. Every new ship added to the game needs a change of the Tships -> won't run with my mod.
And xxxxHackerxxxxx: this mod only works with new spawned ships, every pre-existing ship in the savegame won't use the added external dockingslots. That's not my fault, it's egosofts fault!
JumperBR, what is cmod3? Never heard of it.

Sorry for keeping you waiting so long.
Lodger
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Joined: Mon, 27. Oct 08, 09:16
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Post by Lodger »

Great mod,
Is there any way you can tweak it so it does not conflict with normandy ship? Having to chose between the two is the only thing bothering me at the moment.
Thanks
Coffee-Man
Posts: 792
Joined: Sat, 29. Dec 07, 03:05
x3tc

Post by Coffee-Man »

There is no simple way to run the Normandy-Mod or any other Shipmods with my Hangarmod at the same time. The only option is to integrate one mod into the other. I will ask Tenk if he would be Ok with it.
Coffee-Man
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Joined: Sat, 29. Dec 07, 03:05
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Post by Coffee-Man »

Good news: Axeface and Tenk allowed me to put their great ships into my mod. After some trouble in the first place, I finally managed to get it done. Thanks again for your astonishing work and your genorosity, Axeface and Tenk!
unknown1
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Joined: Mon, 10. Dec 07, 12:12
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Post by unknown1 »

how can i uninstal it?i followed the uninstal instructions but doesen't work ,,,,,keeps telling me save game is corrupt.help me please,i had some nice empire,5 months of gameplay.I don't want to lose it because of this f...ing wrong made mod.Sorry but it is pissing me of.It doesent even work
:evil:
Coffee-Man
Posts: 792
Joined: Sat, 29. Dec 07, 03:05
x3tc

Post by Coffee-Man »

I'm sorry to hear that, maybe you can tell me what doesn't work, so I may fix it???
Uninstalling is not much more than deleting the Cat/Dat File and in the new version deleting the Scripts by Axeface and Tenk from the Scriptsfolder (they all have the Name Axeface or Tenk in their name, it's 5 of them).
Seriously, I did a lot of testing on this mod before I brought it up and it never led to any severe bugs or even corruption of Gamefiles as long as it was installed correctly and my suggested methods were followed exactly.
Have you saved your game in an unknown sector without any of the modded ships in it, befor uninstalling it? I'd really like to help you, but I need some more infromation than "it doesn't even work".
unknown1
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Joined: Mon, 10. Dec 07, 12:12
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Post by unknown1 »

when i said "it doesent work" i meant that after i instaled it i received no message>when i tell a ts to dock at my deimos it founds it at the sector dockable places,fly's to the deimos but then it stops.So i tryed to uninstal it ,FOLOWING the intructions{pericles in empty unknown sector} and after deleting the scripts and CAT DAT it says save corrupt.i really want to keep the mod but only if it works
Coffee-Man
Posts: 792
Joined: Sat, 29. Dec 07, 03:05
x3tc

Post by Coffee-Man »

The Hangars won't work with any preexisting ship, only with those which are created after installing the mod. That's egosofts fault, not mine.
But your savegame in the unknown sector shouldn't be corrupted by uninstalling, did the freighters still have the command to dock at the deimos when you saved? (might be a cause)
Do you have any other scripts/mods running? It may be that the messages won't come if the scripteditor isn't activated, I can't proof that, because I use Lucikes Scripts, which are somehow a workaround for this (external scripts start even if the scripteditor is not activated). May some of the other 22 users of the english version confirm/deny any of this?
unknown1
Posts: 626
Joined: Mon, 10. Dec 07, 12:12
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Post by unknown1 »

oooooo.so thats the problem....i must buy a new ship...Darn :evil: A new fleet....OMG...but still great mod.oh and i use xenon shypyard and marauder shipyard and MARS fire control
Coffee-Man
Posts: 792
Joined: Sat, 29. Dec 07, 03:05
x3tc

Post by Coffee-Man »

Shipyards and MARS work fine with my mod, strange though that you didn't get a message, is any of the new ships available at a terran/boron/paranid shipyard?
To get a new fleet I would suggest to script it in the game instead of buying a whole new fleet. Seems like the shipscene is only loaded once by the game, when the ship is created, and every change to it can't affect this existing ship anymore (though changes of Positions seem to be no problem, just anything added to it won't work) =/.

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