question about installing mods for x2

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

pepperg
Posts: 869
Joined: Sun, 7. Dec 03, 21:13
x3tc

question about installing mods for x2

Post by pepperg »

http://www.x2source.com/database/index. ... egory&id=4
http://www.x2source.com/database/index. ... egory&id=1

from famine to feast! there are so many mods here that i am sure that some of them will either conflict w/ one another or be redundant, i was wondering if there is a clear or popular consensus on which mods are 'the best'? among other things, i want to improve the combat in x2, which would apply to laser & missile speed, ship ai, and ship handling. there are multiple mods at the above links which achieve this, so i wanted to get an idea if there are any popular favorites. there are so many other good sounding mods here that i'm not sure where to start, and what protocol to follow as far as not overdoing it w/ mod conflicts.

just curious if there is a 'right' and a 'wrong' way to install these mods. some of the more expansive mods, like the 'combatzone' mod seem to bring with them a lot of changes, including shot speed, while there are other mods that focus solely on specific details, details that may well be included in bigger mods like the above.

i greatly appreciate any good advice.

thanks
:)
User avatar
mrbadger
Posts: 14228
Joined: Fri, 28. Oct 05, 17:27
x3tc

Post by mrbadger »

wrong forum, you want scripts and modding.

pm a mod to get your post moved.
If an injury has to be done to a man it should be so severe that his vengeance need not be feared. ... Niccolò Machiavelli
pepperg
Posts: 869
Joined: Sun, 7. Dec 03, 21:13
x3tc

Post by pepperg »

oops- my bad
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

firstly you need to understand the difference between mods and scripts.
in general, you can install as many scripts as you like, but only run one mod at a time.

modding weapons like speed power, etc, will be a mod, as it effects the game files.

whereas stuff like improved AI will be a script.

the scripts are run dynamically in the game by adding new script files to use.
Mods edit the existing game files to make changes at run time.

one way to tell the difference is to check the files that will be installed, if theres .cat/.dat files then it will be a mod.

to install them can vary but theres usually instructions on how to for each mod, but in general you need to unpack the files to the correct directories

Return to “X²: The Threat - Scripts and Modding”