[MOD] PSCO1's CockpitMod v1.33 for X3TC v3.1 (update: 13.09.2014)

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

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PSCO1
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Joined: Thu, 4. Jun 09, 17:08
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Post by PSCO1 »

Hi

Tutorial on OP, good luck :D
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danoakland
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Post by danoakland »

Joshua the Bear wrote:I have also tried to let the game stay 'unmodified' (which I assume means that the word ***modified*** does not show up in the player profile) with your latest 1.32 version you posted 2 posts back. However, it did not work. I did, however, enabled it trough the mod manager, instead of using it as a fake patch.
After looking into things for a while, I just wanted to clarify some things about the modified tag and this mod.

The whole 'unmodified' thing above intrigued me, too, so I gave it a whirl (and yeah - that 1.32 one you posted earlier still comes up **modified**, PSCO1). Here's the thing...as far as I can tell, anyway: you can't modify the gravidar, hud info, Components.pck or TShips.pck. By deleting all that out, you can indeed get the mod to run without the modified tag, but the problem is that it's not even close to the actual mod. Gone are all the cool new cockpits that PSCO1 has spent so much time on. Someone please correct me if I'm wrong, but this is just what I've found after playing around with things last night.

It would be great to not have a modified tag since this mod is in no way changing the game's balance. But at the end of the day, I'd rather have awesome cockpits.

As always, PSCO1 - you do great things. Thanks again for all your hard work!
Mr_Blastman
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Joined: Fri, 2. Oct 09, 06:40
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Post by Mr_Blastman »

Does this mod include bump-mapping support for the cockpits and also work in Reunion + X-Tended?

the bump-mapping I refer to is similar to this thread here:

http://forum.egosoft.com/viewtopic.php?t=165380
Slashman
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Joined: Tue, 12. Oct 10, 03:31
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Post by Slashman »

Hey PSC01,

I was wondering if your mod is compatible with the Transcend II mod.

If it is...I'd like to try out Transcend II with your mod along for the ride.
If you want a different perspective, stand on your head.
Khaak_Slayer
Posts: 403
Joined: Sun, 18. Apr 04, 17:04
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Post by Khaak_Slayer »

Hey PSCO1, thanks for continuing to work on this fantastic mod. I wouldn't play the game without it.

Unfortunately whenever I try to update to this new version from 1.30, the game freezes a few seconds after I load a save game. If I revert back to 1.30 it works fine.

I would give you a list of mods I'm using in conjunction but I have a very large list, I've not had issues with them all before, though.

Edit: Actually it's not working with the old version now either :S I did update to 3.1 at the same time as updating this mod, perhaps something else has gone wonky. It did work at least once with 1.30 of this mod, though.
Rawr.
Hellblazer
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Joined: Fri, 7. May 04, 22:56
x3ap

Post by Hellblazer »

Hum I read the first post on how to run this thing, but with 54 pages in this thread I admit I haven't read everything.

SO I created a folder in the x3 main folder, called it mods. I copied the two files in it, didn't work.

What am I missing?
i64man
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x3tc

Post by i64man »

Nice looking cockpits, I do have one question. Is this compatible with the X3 rebalance mod?

Thanks.
Slashman
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Post by Slashman »

Hellblazer wrote:Hum I read the first post on how to run this thing, but with 54 pages in this thread I admit I haven't read everything.

SO I created a folder in the x3 main folder, called it mods. I copied the two files in it, didn't work.

What am I missing?
Did you select the mod package from the launcher window? That has to be done for the mod to take effect.
If you want a different perspective, stand on your head.
Hellblazer
Posts: 126
Joined: Fri, 7. May 04, 22:56
x3ap

Post by Hellblazer »

yeah I did. it's the merging part of the post that I was referring too.
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danoakland
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Post by danoakland »

Hellblazer wrote:yeah I did. it's the merging part of the post that I was referring too.
This might be a long shot, but did you try flying into another sector after activating your new merged mod? I've noticed whenever I update this mod to a newer version, it seems like visual changes in the cockpits don't take effect until I enter a new sector. Apologies if you've already tried that...
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
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Post by boogieman335 »

You can also install it as a fake patch. Thats naming it as a higher # cat and dat in the main folder. If it still is not showing up then download Xeditor2 and check the tships file in the types folder, and compare the scene listed to the ones in the mod.
Joshkidd
Posts: 1
Joined: Thu, 27. Oct 11, 17:20

Post by Joshkidd »

Help! I place the two files into a folder called "mods" in my X3 : TC directory which is patched to 3.1 and it crashes before the egosoft logo!
ariell
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Joined: Tue, 21. Sep 10, 19:20
x4

Turn on/off temporaly...

Post by ariell »

Is possible to add Turn on/off key for certain combat scenarios? (and with XTC compatibility).

Thanks... This mod gives new immersion levels to the game. Awesome MOD!!!! :wink:
ariell
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Joined: Tue, 21. Sep 10, 19:20
x4

One more suggestion or idea...

Post by ariell »

OK...ok... I know that I'm not the guy that put his fingers in the code :wink: (I'm only at the enjoy side); but I think that an "station docked view", like a room window, with a comm computer on a desk, and looking to your docked ship could add even more inmersion to the game.

Is possible to code that?

Thanks...
Slashman
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Joined: Tue, 12. Oct 10, 03:31
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Post by Slashman »

OK PSCO1,

Please tell me that you're planning on porting your cockpit mod over for Albion Prelude!

Give us an official word on it so we can breathe and sleep easier. :)
If you want a different perspective, stand on your head.
RGanB
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xr

Post by RGanB »

you can use the mod as is for AP.
At least it works for me.
Chaos reigns within.
Reflect, repent, and reboot.
Order shall return.
Slashman
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Joined: Tue, 12. Oct 10, 03:31
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Post by Slashman »

RGanB wrote:you can use the mod as is for AP.
At least it works for me.
Cool! Thanks!
If you want a different perspective, stand on your head.
russbo
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Post by russbo »

Are you adding the cat/dat files to the addon folder where AP lives, or still using the base x3tc directory? I guess it doesn't matter....
Megalos
Posts: 64
Joined: Fri, 16. Dec 11, 22:48

Post by Megalos »

Could someone help me getting this going for AP please?

I've downloaded the files, created a "mods" folder in my main X:TC root folder and after that in the "addon" folder, extracted the 2 downloaded files into them, and each time i've loaded up the game, nothing has happened.
killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
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Post by killerog »

You are selecting the mod on the mod selection window ?

If its still is nto working try making it a fake patch by renaming the files to the next highest number (.cat/.dat number + 1).
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