[software] X3 Editor 2.0.23.0 [10.1.2012]

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

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someone else
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Post by someone else »

yipeee!!!!! Modding will skyrocket after this version! :D
thanks man!
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ezra-r
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Post by ezra-r »

great job! :wink:
DariusMorrokain
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Post by DariusMorrokain »

Thanks all I found it and have actually begun to rebalance the game to make captial ship battles less......err.......bland. Capitals last longer and hull actually means something now. Lasers move faster, fire at a slower rate and do less damage so as to not destroy capital ships in 10 seconds. To compensate fighters so they dont go "pop" by any capital ship they come across, they have had their hull and shield reduced (it should not take me a 3 wingmen with pacs firing entire busrts of laser fire for 6 seconds straight at a M3 to take it down :P) and their laser speed and traveling speed increased for better avoidance of the fast moving projectiles. Im working on modifying missles to balance accordingly.

Right now its actually working pretty great. Capital ship fights are significantly longer (up to several minutes in some cases) and more exciting. Fighters can take out fighters pretty easily, but capital ships still have trouble hitting them. However it takes alot of fighters to take down a capital class since their lasers' damage has been reduced and hull is so much stronger on capital classes now. I've tested it and its still definately possible as long as fighter support isn't nearby and the capital ship does not have too much flak capability.

Its pretty fun getting in a fighter myself and dogfighting now. It feels much more realistic.

Anyway my main focus now is going to be copying the valhalla M0 file and changing its 3D model to the Odin class model and modifying it (adding laser turrets in places etc etc.) The reason im using the valhalla file is for some reason it is allowed more shield slots and can have more than 36 guns which is crucial for my odin mod.

I plan on sifting through the forums for tutorials and the like but any tips or comments are very welcome (such as, this is not possible, dont waste your time..etc :) ). I plan on using the editor for the majority of the editting so thats why im putting this post here.

Any helpful hints on how to add turret hardpoints using the editor, replacing a 3D model in a ship file with another one (not editing the 3D model just swapping it out for another premade one) or other related is very helpful to me. Thank you in advance and thanks for all your help so far :).
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ezra-r
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Post by ezra-r »

***
removed due to stupidity

***

:(((((((
Last edited by ezra-r on Sat, 6. Jun 09, 13:11, edited 1 time in total.
Clock_Work
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Post by Clock_Work »

Either the website is down or this editor is not active anymore (i wish someone would tell me this kind of stuff). I want to download the editor and the links don't work anymore. Can someone give me a right link or upload it somewhere and give me a link please? I really want this editor for a guide. :cry:
killerog
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Post by killerog »

Website is down. Im sure it will be up again soon.
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Clock_Work
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Post by Clock_Work »

oh alright thank you. :lol:
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Sartorie
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Post by Sartorie »

ezra-r wrote:And this is the new JobWing added in JobWings.pck

Code: Select all

121;7300,7301,7302

Code: Select all

121;7300;7301;7302
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ezra-r
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Post by ezra-r »

Sartorie wrote:
ezra-r wrote:And this is the new JobWing added in JobWings.pck

Code: Select all

121;7300,7301,7302

Code: Select all

121;7300;7301;7302
dont tell me... :shock:


:evil:


:roll:


:lol:
xiriod
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Post by xiriod »

Suddenly my Jobeditor stopped working, and says:

Interface function InstanceCreated of plugin Job Editor (DS.X3E.JobEditor.MainWindow) [JobEditor.plugin] threw exception DS.X2Core.X2FD+Exception: File does not exist.

Anyone else have this, or know what is wrong? :?
xiriod
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Post by xiriod »

The above could be helped by opening it first from VFS, then from file. Strange though. But....

Patch 2.1 just hit me, on Steam, and it is very fun to manually find out what values in Tships was changed especially when I am so far in to my editing of it.

So, I wondered and I might be asking for the impossible and then the sky here, is it possible to have a compare-file in the editor with highlight of what changed was affected? I have no skill to write such a plug-in, and as of now I am using WinMerge but that is still a bit like looking for the needle in the haystack :)
habeebafett
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Post by habeebafett »

Heya, 1st off awesome work as ever dude, 2nd appologies if this has been answered elsewhere but have trawled till 3am and no joy lol.

Right Im messing around with the military transport as a player ship, cheated me one in to try out and is great fun with those 6 lil turrets blasting away on such a small nimble ship. Now my next thought was how awesome would it be to have a couple of few lasers to fire from main cockpit.

So open it up in X3 editor 2 Tships, make a duplicate entry and adjust ID, test it, great! I have a duplicate entry in the cheat ships list so any further changes wont affect rest of game (it still comes up with the same name which is unfortunate but meh bigger fish to fry atm)

Next i fiddle with shields/hull etc and double up lasers on the turrest to make sure my changes are registering.. they do, all good so far.

next I make some weapon entrys for the cockpit, give them the dummy model and match up the ordinal (so I assume they`ll fire from the centre of cockpit?) add some lasers into the compatible list, open up the relevant cockpit in Tcockpits match up the laser choices and save.... No joy. Lasers are shown on hud but no response from fire button.... :(

I tried half a dozen blunders and blind stabs to try and rectify but to no avail... Im not sure if its me being a doofus, whether its even possible or if theres a specific way of doing it? I`m sure i`ve seen people mention they have main cockpit guns on cap ships that dont come with them in vanilla, but cant for the life of me find the relevent info to make it happen. :?

Also on a side note i noticed that even though its supposed to be an M6 the gravidar shows it as a fighter, not sure if it relevant or not *shrug

anyways any help appreciated even if its just a *slap and a link to relevant info :roll:
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Post by doubleshadow »

habeebafett wrote:next I make some weapon entrys for the cockpit, give them the dummy model and match up the ordinal (so I assume they`ll fire from the centre of cockpit?) add some lasers into the compatible list, open up the relevant cockpit in Tcockpits match up the laser choices and save.... No joy.
Read this: http://forum.egosoft.com/viewtopic.php?t=249354

In short - if you add new weapon record to TShips, you must modify the ship scene. It's written at the top on Turrets tab... Anyway modifying the ship scene is complex task and you need 3ds Max/gmax or be pretty good with notepad and numbers.

The only easy way to make it will work:
1) modify the "Number of laser parts" in weapon record. Dunno if it will be displayed as additional weapons in the game, but it will make the weapons N times more powerfull.

OR

2) Add new record and use the same "model" and "ordinal" as in the original record. Don't know if this will work though.
i noticed that even though its supposed to be an M6 the gravidar shows it as a fighter, not sure if it relevant or not *shrug

anyways any help appreciated even if its just a *slap and a link to relevant info :roll:
There are two variables which define what the ship is:

Class and Subtype

You've probably modified the Class. You will also need to change Subtype to SH_SG_M6.
draffutt
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Post by draffutt »

bug:

Tships:

pick a ship, attempt to add SG_Laser_kyon (if it doesn't already have it) to the compatible guns list then select another ship. now reselect the ship you attempted to add the kyon and you'll find it is no longer in the compatible list; it is listed as available guns again. also if ship where pre installed with the kyon (I.E. kha'ak destroyer) it is no longer listed under the compatible list but as available. saving doesn't help either.

are you planning on adding the "ship" icons to Tships?
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someone else
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Post by someone else »

a minor annoying thing:

when you delete an entry in Tships the pointer of the current ship (now deleted) "jumps" to the first ship, this is annoying, any time you delete something in the middle of Tships you need to manually return to the position you were before... deleting multiple entries becomes unpratical

is possible to move the pointer, when its current object is deleted, downwards/upwards to the nearest object?

that would be much appreciated... :D
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
xiriod
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Post by xiriod »

I have a question about adding fighter escort to a job. I created a M7, and it showed up and does what it is supposed to do. Then I added a fighter escort, set to wing.protect, and looked at how the other fighter escorts where set up and replicated it.

But, these fighters never show up. Anyone have experience with this?
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ezra-r
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Post by ezra-r »

xiriod wrote:I have a question about adding fighter escort to a job. I created a M7, and it showed up and does what it is supposed to do. Then I added a fighter escort, set to wing.protect, and looked at how the other fighter escorts where set up and replicated it.

But, these fighters never show up. Anyone have experience with this?
Fighter Escorts are assigned in Wingmen (which you probably saw) but the number referenced in there is not a Job entry line but a JobWings entry line, which at the same time references several job entry lines.

So you can, like I did for instance, make a wing in Job Wings, consisting in 4 M6 and several M3's and M4's to escort a Destroyer which I defined earlier in jobs (old fashioned X3:R kill missions).

JobWings cant be edited directly with the Job Editor although it is very easy to read and understand, just extract, uncompress, add necesary lines with job entries and after that add the wing to selected job.

Good luck ;)
xiriod
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Post by xiriod »

ezra-r wrote:Fighter Escorts are assigned in Wingmen (which you probably saw) but the number referenced in there is not a Job entry line but a JobWings entry line, which at the same time references several job entry lines.

So you can, like I did for instance, make a wing in Job Wings, consisting in 4 M6 and several M3's and M4's to escort a Destroyer which I defined earlier in jobs (old fashioned X3:R kill missions).

JobWings cant be edited directly with the Job Editor although it is very easy to read and understand, just extract, uncompress, add necesary lines with job entries and after that add the wing to selected job.

Good luck ;)

Point is, I already knew all that. But there are many other parameters in Jobs that I am not sure of (i.e. Invert Flag and what that means) which I wonder could impact on why the Wingmen don't show up. :)

As I said, I looked at several wings to see how they were set up, and I replicated that. But my wing still doesn't spawn.
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ezra-r
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Post by ezra-r »

xiriod wrote:
ezra-r wrote:Fighter Escorts are assigned in Wingmen (which you probably saw) but the number referenced in there is not a Job entry line but a JobWings entry line, which at the same time references several job entry lines.

So you can, like I did for instance, make a wing in Job Wings, consisting in 4 M6 and several M3's and M4's to escort a Destroyer which I defined earlier in jobs (old fashioned X3:R kill missions).

JobWings cant be edited directly with the Job Editor although it is very easy to read and understand, just extract, uncompress, add necesary lines with job entries and after that add the wing to selected job.

Good luck ;)

Point is, I already knew all that. But there are many other parameters in Jobs that I am not sure of (i.e. Invert Flag and what that means) which I wonder could impact on why the Wingmen don't show up. :)

As I said, I looked at several wings to see how they were set up, and I replicated that. But my wing still doesn't spawn.
Alright, what I did, because as I state in this thread Placement is confusing, is to copy jobs being used as wings for the new wings I wanted to create and use exactly the same flags those standard egosoft jobs and use them, in fact I did a copy paste and then changed the ship type and race and spawn rate and everything else but placement.

I have made a mod that spawns many pirates in pirate sectors but I also created new wings and types of escorts for them, you are welcome to check it out and compare. All those wings I created are spawned correctly.

---

edit:

Screenshot
[ external image ]
As you may partially see in this screenshot I spawned a Reaver (thx to XTM team for letting us import their stuff into our games) with a wing of 4 M6's and several m3's and m4's.
xiriod
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Post by xiriod »

Ok, I will try exactly that! :)

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