WingC3 wrote:I think I know what you're talking about with the fake patch files: renaming the files to the numerical .cat and .dat files?
Exactly. The largest file should be the first to go into the TC folder, follwed by the 6 meg basis patch 52. The 'ITS_X3TC_Full_CP' is a micropatch that goes into the main TC folder after the first 2. It's counterpart, 'ITS_X3AP_Full_CP' goes into the AP (addon)folder.
The last file...the no radar info is an optional file to remove the radar and shield/hull info from the screen since the cockpit mods have that integrated already, but it is not a requirement. It has to go into both the TC and AP folders.
If you want a different perspective, stand on your head.
Yeah, the other part that wasn't clear was that you needed both the X3TC full AND the X3AP full. Just an FYI for Imp on the english instruction page: make this a bit clearer to the users that they must install BOTH if they have AP.
So, the readme file for the patch contradicts our earlier conversation in one way: Imp says the patch in the basis 6 folder should go in the addon folder not the main one. thoughts?
WingC3 wrote:So, the readme file for the patch contradicts our earlier conversation in one way: Imp says the patch in the basis 6 folder should go in the addon folder not the main one. thoughts?
Ok...the problem is that I am still using a slightly older version.
I just checked his page and now two of the files are packed as one. The basis mod and patch are merged...so installation is actually a bit easier now. My apologies.
The procedure should still be very similar though. I'll need to download the new files to make sure. The only thing is that the large 150+ meg file and the 6 meg file are merged as one package. That still goes into the TC main folder I think.
Then the micropatches go to their respective folders and the no info radar is optional.
If you want a different perspective, stand on your head.
Hey Slashman, yes, the installation was pretty simple actually, all the files could go in the add-on folder for use in AP only.
I decided to try what one person had suggested: start a new game. It worked. So that got me to thinking that something about the existing game just needed to be reset. So I decided to try the space walk strategy.
The astronaut part DID make the difference for me. I bought some salvage insurance, jumped out of my ship and saved. After reloading the game ONCE with the astronaut, I was able to get into my ship and dock. It has worked nicely ever since then.
So, it is NOT necessary to start a new game. All you need is some salvage assurance and some spacewalking.
this mod looks great but i think i'm doing something wrong.
I'm using albion prelude and for some reason my katana has a centaur cockpit and my maccana has a mammoth cockpit. oh and the cutlass cockpit looks like it isnt right also
the cockpits look great, but they are a little out of place on the wrong ships. Any idea what i am doing wrong?
EDIT: just noticed the patch, but im not getting how to install it
Good work. A really nice mod, great cockpits. Just wanted to say thank you!
By the way I noticed a very minor issue. In the cutlass cockpit, the target icon is always mirrored. For example, if you target a fighter the triangle will point downward or if you target the east gate of a sector the "E" is not open to the right but to the left.
Hey ITS, very nice cockpits. I love the terrans and Boron ones, the argons are also unique, other i don't play much but just one question: Can you make a patch or something to make this one compatible with XRM?... i don't really know how much work is involved, but your cockpits are superior by far IMHO.
The basis-mod runs with every other mod. And the some bigger mods using my Full_CP patch. For example the XTM. XRM I don't know.
At the moment I have a full-time-job in real life. There is no time to play, no time to look at ohter mod and no time to patch the vanilla Full_CP version. So patching for a mod is a total "no go". Many player play with many mods. Please have a look on my readme and the X2-Editor. It's a simple way to give your favorite ship the right CP.
alkeiser wrote:I would really like to use this mod, but it makes X3AP crash on save load
Hmm.. maybe its something you're doing wrong, or another mod that is creating a conflict... i tried this cockpit mod on AP with a lot of other scripts and worked very well on AP.
And thanks for the reply IMP, i'll try to see if it works on XRM w/o modifications. If not, then i'll see what i can do.
alkeiser wrote:I would really like to use this mod, but it makes X3AP crash on save load
Hmm.. maybe its something you're doing wrong, or another mod that is creating a conflict... i tried this cockpit mod on AP with a lot of other scripts and worked very well on AP.
And thanks for the reply IMP, i'll try to see if it works on XRM w/o modifications. If not, then i'll see what i can do.
XRM has a basic cockpit mod based on PSCO1's original cockpits. It might be helpful to request that the Basis mod be included or replace what is currently being used as the cockpit option for XRM. Paulwheeler might be able to tell you if it is feasible or something he has looked at before.
If you want a different perspective, stand on your head.
alkeiser wrote:I would really like to use this mod, but it makes X3AP crash on save load
Hmm.. maybe its something you're doing wrong, or another mod that is creating a conflict... i tried this cockpit mod on AP with a lot of other scripts and worked very well on AP.
I tried a new game and the mod worked perfectly together with all my existing mods.
As soon as I tried to load any of my saves it crashes, however.
Remove this mod and loading the saves works.
Its strange, a mainly graphical mod should not cause save loading to crash the game.
alkeiser wrote:I would really like to use this mod, but it makes X3AP crash on save load
Hmm.. maybe its something you're doing wrong, or another mod that is creating a conflict... i tried this cockpit mod on AP with a lot of other scripts and worked very well on AP.
I tried a new game and the mod worked perfectly together with all my existing mods.
As soon as I tried to load any of my saves it crashes, however.
Remove this mod and loading the saves works.
Its strange, a mainly graphical mod should not cause save loading to crash the game.
If you want it to work with a loaded save game, then you need to load the save game without the mod installed and find a relatively empty sector. Then eject from your ship and do a save in your spacesuit. Exit, reapply the mod and load your spacesuit save. The mod should now work with your save when you get back in your ship.
If you want a different perspective, stand on your head.