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

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Megalos
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Post by Megalos »

killerog wrote: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).
Ah no, sorry complete noob here! How would I go about selecting it in the window?


EDIT: NM I've found it on the launcher! cheers man!
DaMuncha
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Post by DaMuncha »

Is there any more work being done on this mod?
Slashman
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Post by Slashman »

DaMuncha wrote:Is there any more work being done on this mod?
I haven't heard from the author for a while now...
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Kvalyr
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Post by Kvalyr »

I would advise against using this mod (either as a Mod package or fakepatch) with AP until/unless it gets an update from the author, as it uses older TC files (such as TShips) to make some of its changes, which means that any changes that AP made to the same files are likely to be overwritten (and downgraded) to their TC state.
This means that any ships created in-game (either by the player or the game itself) will have about half the hull values they should have and so on.

If you're comfortable with Doubleshadow's editors it's easy enough to modify the AP files for use with this mod; or alternatively use Shawn's Cockpit mod, which is simpler and doesn't rely on changes to TShips.
Xydonus
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Post by Xydonus »

Using this mod with XTC 1.2a at the moment, loving it and it will be hard to play XTC 2.0 without it...

You got any plans to make it compatible with 2.0 or should it run fine with 2.0 as the version it is now?
Slashman
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Post by Slashman »

Zurechial wrote:I would advise against using this mod (either as a Mod package or fakepatch) with AP until/unless it gets an update from the author, as it uses older TC files (such as TShips) to make some of its changes, which means that any changes that AP made to the same files are likely to be overwritten (and downgraded) to their TC state.
This means that any ships created in-game (either by the player or the game itself) will have about half the hull values they should have and so on.

If you're comfortable with Doubleshadow's editors it's easy enough to modify the AP files for use with this mod; or alternatively use Shawn's Cockpit mod, which is simpler and doesn't rely on changes to TShips.
Gonna be hard to do that because this mod is just so cool!

It really breathes life into the game for me and makes the ships seem to have some diversity...
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Lise
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Post by Lise »

Curious if anyone could confirm that this mod is a bad fit for Albion Prelude.

I just bought TC and AB together, and am wondering if I should stick to TC for now.

Zurechial advises using Shawn's 'pits instead, but I'm partial to the looks of PSC01's

I see there's also a merged mod? Some Shawns some PSC01s and some IPSs?

What's the advantage there? Does each individual mod have gaps in its cockpit roster?
Xydonus
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Post by Xydonus »

PSC01 non-merged version works just fine with AP, no issues whatsoever. You just need to add the files into your addon folder and not the main TC directory.

If you really want to go down the road of using a merge file, be prepared for potential issues, and also there is a bit more work involved in getting the two mods to work together.

I'm not playing AP anymore, back to TC, but when I was, it was working just fine.
Lise
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Post by Lise »

So what Zurechial mentioned about this mod's Tship file conflicting with AP is incorrect?
Xydonus
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Post by Xydonus »

Lise wrote:So what Zurechial mentioned about this mod's Tship file conflicting with AP is incorrect?
The hull values on the ships have remained in their AP state for me, plus I wasn't required to replace any files when installing. If your unsure, just backup your Tship file and install it, find out for yourself.

Not saying hes incorrect, fact it may indeed turn the ships back to their default state. But from playing experience, I've noticed the improved hulls with the mod installed so really I've not noticed any TC default state for the ships.
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Imp.-
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Post by Imp.- »

Hi all

I don't know what PSCO1 doing now but I was in contact with him some months ago. I have his OK to use his CP in my mod. At the moment my mod only missing his split CP.

The ITS-CP Basis-mod is ready for AP and I will fix my FULL_CP_mod and the little no-HUD-mod for AP in the next days.

When someone have problems with this mod here, maybe test my mod. Easily install the basis-mod in the X3TC Mainfolder as fakepatch and it work automaticly in X3AP.

For more infos look in my thread here: http://forum.egosoft.com/viewtopic.php?t=262446
Slashman
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Post by Slashman »

Thanks Imp! I'll take a look.

Still got a lot of games to play before I get around to Prelude though. Darned Christmas sales on Steam.
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Kvalyr
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Post by Kvalyr »

Xydonus wrote:
Lise wrote:So what Zurechial mentioned about this mod's Tship file conflicting with AP is incorrect?
The hull values on the ships have remained in their AP state for me, plus I wasn't required to replace any files when installing. If your unsure, just backup your Tship file and install it, find out for yourself.

Not saying hes incorrect, fact it may indeed turn the ships back to their default state. But from playing experience, I've noticed the improved hulls with the mod installed so really I've not noticed any TC default state for the ships.
I may have been incorrect. :) But it requires some clarification. Someone with more modding experience than I could provide further corrections.

TC loads its TShips file from types\TShips (the same path as this mod stores its TShips) while AP loads TShips from addon\types\TShips.
This mod uses TShips to assign different cockpit scenes to certain ships (such as the M4+ ships and the Eclipse) instead of using a smaller set of cockpit scenes.
In addition to TShips it includes the modified X2 cockpit scenes, many of which work without any changes to the T files (such as the way Shawn's cockpit mod works) due to the stock Egosoft TShips files containing entries for cockpit scenes already.

I'm not sure what the reasoning for the custom entries and scenes in this mod is is, unless there are significant differences in the models that I didn't notice, but when I tested it with AP I found that ships that had been left with the original egosoft cockpit scene value in their TShips entry worked fine, but any of them with custom entries specific to this mod lost their cockpit or reverted to the standard cockpits.

The fact that AP loads the TC files first, then its own files from the addon folder (both the 'real' addon folder and the addon\* folder inside archives) means that it's actually probably more likely that this mod's changes to TShips will be overwritten by AP, rather than the other way around.
Either way though, there are likely to be conflicts of some kind due to the mod's usage of the TC TShips file as its basis.

Personally I prefer Cockpit mods that don't touch the T files at all, since it avoids these kinds of issues and conflicts with other mods or patches, etc.
Slashman
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Post by Slashman »

Hey Zurechial,

I'm wondering if the difference in the mods is that PSC01's mod completely removes some of the hud elements that are default in all the ships and replaces them with its own. In all the screenshots of the Shawn Cockpit mod, I can see exactly what I would see if I was running vanilla. In PSC01's mod...things like the status bar of targeted ships and your own at the bottom center of the screen are gone. Replaced by only the ones he's added in the cockpits.

I'm no modder or expert, but maybe removing those things requires that the Tships file be altered.
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Imp.-
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Post by Imp.- »

Slashman wrote:Hey Zurechial,

I'm wondering if the difference in the mods is that PSC01's mod completely removes some of the hud elements that are default in all the ships and replaces them with its own. In all the screenshots of the Shawn Cockpit mod, I can see exactly what I would see if I was running vanilla. In PSC01's mod...things like the status bar of targeted ships and your own at the bottom center of the screen are gone. Replaced by only the ones he's added in the cockpits.

I'm no modder or expert, but maybe removing those things requires that the Tships file be altered.
The main HUD in the game has nothing to do with the TShip. Many of this is hard coded and can't change. The only thing what modder can do is complete elements to delete from the "screen" like radar or infobars or reskin optical elements.
On my homepage I hostet the "PSCO1_no_Info_Radar" -mod. They do the same like the original and it work with X3AP too ;-)

It's important to understand that this are 3 different parts of the game:
The game HUD and the Cockpitscene can use same hardcoded menuparts but there are two different elements of the game. Sadly we can't switch one of this on or off. There is only one option to activate or deactivate both.
The TShip is a catalog for all ships and have nothing to do with the HUD. The HUD only read out informations. But in the Tship is written what a CP-scene a Ship is using.


Shawns mod is really old and is no more supportet. I know him and we combine our 2 mods. Many material from him goes over in my ITS_Basis_mod and was completly overworked. My actual Mod have complete CP-displays in each ship. And many of the displays have an own racestyle.
Slashman
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Post by Slashman »

Imp.- wrote:
Slashman wrote:Hey Zurechial,

I'm wondering if the difference in the mods is that PSC01's mod completely removes some of the hud elements that are default in all the ships and replaces them with its own. In all the screenshots of the Shawn Cockpit mod, I can see exactly what I would see if I was running vanilla. In PSC01's mod...things like the status bar of targeted ships and your own at the bottom center of the screen are gone. Replaced by only the ones he's added in the cockpits.

I'm no modder or expert, but maybe removing those things requires that the Tships file be altered.
The main HUD in the game has nothing to do with the TShip. Many of this is hard coded and can't change. The only thing what modder can do is complete elements to delete from the "screen" like radar or infobars or reskin optical elements.
On my homepage I hostet the "PSCO1_no_Info_Radar" -mod. They do the same like the original and it work with X3AP too ;-)

It's important to understand that this are 3 different parts of the game:
The game HUD and the Cockpitscene can use same hardcoded menuparts but there are two different elements of the game. Sadly we can't switch one of this on or off. There is only one option to activate or deactivate both.
The TShip is a catalog for all ships and have nothing to do with the HUD. The HUD only read out informations. But in the Tship is written what a CP-scene a Ship is using.


Shawns mod is really old and is no more supportet. I know him and we combine our 2 mods. Many material from him goes over in my ITS_Basis_mod and was completly overworked. My actual Mod have complete CP-displays in each ship. And many of the displays have an own racestyle.
Thanks for the reply. I've been looking at your ITS CP mod and I'd like to give it a try. Once you confirm that it's working with AP...I'll try it there also. :D

Edit: Well I tried the ITS Basis mod and it crashed my game when I try to load a savegame.

I extracted the files to my X3:TC folder and renamed them to the next highest cat/dat numbers. The game loads but when I load a save, it crashes and says Terran Conflict has stopped working.

I deleted the files, put PSC01's mod files back and I'm back to normal.

Any idea on what's happening?
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boogieman335
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Post by boogieman335 »

I am using Imp's and PSC01's mods together in AP. It takes a little editing and making a custom tships file for it to work. The way I do it is I added Imps Basic and patch as fake patches numbered 14 and 15 or in otherwords right after the main game cats and dats and then I added a PSC01 no radar cat and dat that I had opened with cat manger and deleted all the ship scenes that I wanted from Imp's mod. Basicaly I wanted Imps Boron and Capital ship scenes and the USC fighters. Thus I have Imps Capital ship,USC fighters,and Boron cockpits, and all the PSC01 Teladi,Split,Xenon ones. This way I have unique cockpits for all the races. But like I said it also requires editing the Tship file to get the cockpits you want and I also edit the Tcockpits to use scenes in the gun turrets.
garrry34
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Post by garrry34 »

boogieman will you be making the tships publicly available?
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boogieman335
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Post by boogieman335 »

The Tships and Tcockpits can cause your game to crash to the desktop if you use one that doesn't have your ships listed. I have several custom ships I have added with plugin manager. The best bet is to edit your Tships and Tcockpits files yourself. The original one is located in the 01 CAT DAT set in the addon folder for Albion. Just remember when you save them save them to a "types" folder in that directory so you don't mess up your original file. Then if you use the plugin manager like I do then make a backup of that types folder cause when you use the plugin manager it will change the tcockpits file back to the original.That way if you make custom turrets you can add them back by simply copy the backup into the types folder in game.
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Imp.-
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Post by Imp.- »

There is one other way to change the cockpits without changes in the TShip.

The best and cleanest way is to use my mod with the FULL_CP_Mod. This mod create a matrix with one CP for each ship. Now you must never change the TShip and risk a crash.

You change the scenefiles directly. Change it by editing or swap with an other. So you can copy the CP-scenefiles from PSCO1, rename it and place it on the new position like write it in the TShip.

That is what I do when I'm patch or add new CP in my mod. The FULL_CP will never touch and change from me and work with each version of my basismod.

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