MWM and ERH redux help!!

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vulcanrvn
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Joined: Wed, 5. Sep 07, 09:53

MWM and ERH redux help!!

Post by vulcanrvn »

First of all they both are awesome, but I do have a few question for those who can help.

1. Does ERH_MWM redux use all the new features and re-balances etc. the MWM implements or does it just use the map?

2. If answer to question 1 is just the maps then is there a way to merge the two mods?

3. Ive Updated to 1.4 and installed both of these mods (I did MWM then ERH) along with some other ones (ECON re-balance 1.1) but when I start a new game everything seems fine (I get the NASA comm audio, and the TS mission) I see xenon ships attacking etc. but when I go to see the new ships I get read-text with numbers and in space when I target the a read-text ship and switch camara views this is what it looks like.

Picture of all new Ships

[ external image ]


{Edit: Removed oversized images. Xenon_Slayer}

Picture of General Menu on Command Console

Picture of Ship in Space

Not sure if I just installed incorrectly or what.

Maybe I just need to do this?
Crusader5 wrote:
Admiral Thrawn wrote:1) I got the Texts to work in my German Version by renaming and changing the text files that come with the Mod.
Go into your t Folder and there are all the text files that come with the Mod.
Now Rename them,example rename the file 441111.xml into 491111.xml.
Then open the file,and change the line language id="44" into: language id="49"
Do this with all the other 44 files in the t molder and it will work with the German Version.
I did that and now it works :) . But I got only 6 files in my t folder...

:?
Lastly if the ERH_MWM redux uses all the features from MWM then is that up to current v1.8? if not can someone please, please, please, upload it, it would be greatly appreciated.

And on a long shot if anyone has the M0 mod seen here, could you please upload that as well?
http://forum.egosoft.com/viewtopic.php?t=274310

I think thats it for me and Thanks for any help :)
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Zeron-mk7
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Post by Zeron-mk7 »

I don't know about these mods, but these problems maybe are because (from modding side):
Problem with read-text problem may be - because not correctly defined names and descriptions into the Tfiles, and files who are in the "t" folder, or simply missing description files.
With new ship appearance problem maybe because - there are problems with Tships file (there are maybe wrongly defined ships scenes files) and also maybe missing ships parts, scenes.
If you merge 2 mods together, if each mod contain the same files, then after you merged these mods you will have problems like yours, who you described.
Merged, you can almost all mods together (depending what files used each mod), you only need modding knowledge and experience to do that correctly.
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vulcanrvn
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Post by vulcanrvn »

Thanks you were right the textures where overlapping and causing an error, fixed everything but now when I try to use the ERH_MWM_Redux mod there are no gates in argon prime they are like little electric clouds the lights are there but no gate any help would be appreciated.

No one has the M0 mod they could upload?

http://forum.egosoft.com/viewtopic.php?t=274310
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Zeron-mk7
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Post by Zeron-mk7 »

vulcanrvn wrote:I try to use the ERH_MWM_Redux mod there are no gates in argon prime they are like little electric clouds the lights are there but no gate any help would be appreciated.
If not show up correctly gates in the sectors (in the game), this mean mods replaced original gate parts, scene or Tgate file. Gate ring is 00088 model number, nacelle model number at the moment i don't remember, gate scene number you can see in the Tgates file.
Check if in the mods are Tgates file, gate scene and gate parts, if are these files than deleted they from the mod, and then you will be vanilla gates model in the game.
No one has the M0 mod they could upload?

http://forum.egosoft.com/viewtopic.php?t=274310
Ask about that author, send PM to him.
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vulcanrvn
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Post by vulcanrvn »

what folder are the actual gate parts in? im familiar somewhat with unpacking .cab/dat, I need to delete the mods gate scene, and any textures associated with it, I have a texture pack from someone else and just want to use the new textures instead.
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Zeron-mk7
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Post by Zeron-mk7 »

vulcanrvn wrote:what folder are the actual gate parts in? im familiar somewhat with unpacking .cab/dat, I need to delete the mods gate scene, and any textures associated with it, I have a texture pack from someone else and just want to use the new textures instead.
All models (3D parts) are into the "v" folder, scene files are into the "cut" folder, all T* files are into the "types" folder.
You don't need to delete textures, problem was probably into the gate scene file or gate parts, mod replaced original gate scene file or model parts. Gate scene contains: 2 nacelle models, gate ring model (00088 model number) and gate center effect model.
All gate model parts numbers I can tell you only later (I don't remember all model numbers at the moment), when I will be at home.
Also (just to be sure) you can try delete all new textures from the mod and then tried the mod, if gates works into the game.
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vulcanrvn
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Post by vulcanrvn »

Ok well Ive viewed all the /v and /cut files and I may have seen the nacelle's but no ring, what are you referring to when you say model number? for what?

and the Tgate that came with the mod is as follows


13;5;
728;0;0;0;0;-1;3731;4729;128;10000;25;1;0;SS_WG_NORTH;
728;0;0;0;0;-1;3731;4729;128;10000;25;1;0;SS_WG_SOUTH;
728;0;0;0;0;-1;3731;4729;128;10000;25;1;0;SS_WG_WEST;
728;0;0;0;0;-1;3731;4729;128;10000;25;1;0;SS_WG_EAST;
477;0;0;0;0;-1;3731;4108;128;10000;25;1;0;SS_WG_XENON;


and the stock original is


13;5;
88;0;0;0;0;-1;3731;4107;128;10000;25;1;0;SS_WG_NORTH;
88;0;0;0;0;-1;3731;4107;128;10000;25;1;0;SS_WG_SOUTH;
88;0;0;0;0;-1;3731;4107;128;10000;25;1;0;SS_WG_WEST;
88;0;0;0;0;-1;3731;4107;128;10000;25;1;0;SS_WG_EAST;
477;0;0;0;0;-1;3731;4108;128;10000;25;1;0;SS_WG_XENON;


but when I replace the Moded Tgates.txt with the stock one and re-pack the mod / enable it, I dont make it past the Intro movie without crashing, when I go to start a new game. I also have tried to rename the mod into a 05.cat/dat with new HQ textues over the top (ie. 06.cat/dat, the textures redo everything) but I still get the clouds.

This is a Picture of the Gates, I can travel through them but obviously they dont appear

[ external image ]

And thanks again for your help :)
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Zeron-mk7
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Post by Zeron-mk7 »

At the first delete from your mod Tgates.pck file, if still will be problems with gates in the game, then you need search these files and delete these also (if they has into your mod):
These are standart gates files:
Delete gate scene file - 04107.bob/pbd (file format not matter) in the "cut" folder
Delete gate scenes parts - 00007.pbd (nacelle), 00088.pbd (gate ring), 00097.pbd (gate central effect) in the "v" folder
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vulcanrvn
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Post by vulcanrvn »

Damn Still wont work none of those files aside from the TGates.txt was in the mod.... not sure what to do been working on this thing for 4-5 days trying to get it to work correctly. I deleted Tgates.txt anyway and it crashed when the intro video loaded for the story.
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Chris Gi
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Post by Chris Gi »

I'm not sure it was this mod, but there are mods around that intend the gates to be "electric clouds".

Anyway, apparently the gate model in this mod is 4729. You need to delete the 04729.* file from cut.
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vulcanrvn
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Post by vulcanrvn »

Thanks for the help but no 4729 in the cut folder >.< god I want this fixed been trying for what feels like forever
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Chris Gi
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Post by Chris Gi »

Strange thing: if no TGates is in the mod, then original gate model should show...
it crashed when the intro video loaded for the story.
As far as I remember, no gate scene is seen in the intro. It may be something different.

There's a program named X3ModelViewer around. This also works for X2. You can display all ship and station models with this program. I don't know if it works for gates. But it also gives you detailed information about the files it uses, which catalog they come from... it may help.

I still don't understand your setup: one of the mods is in X2 directory as 06.cat/dat, the other in mods folder?

BTW: which mod manager are you using? I had occasionally issues like this when I used X2ModManager. Most of the time it works, but seldom it doesn't... (that's why I no longer use it except for some rare circumstances).
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vulcanrvn
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Post by vulcanrvn »

Ya I thought the original Tgates would be loaded as opposed to the mods Tgates but no such luck I even tried messing with the numbers and nothing,

When you take it out or edit it (Tgates) then when you click on story right as the first movie plays x2 errors out, but yes there is no gates in the video. I have also looked at all the models in the mod and couldnt find anything that looked like a gate, all I found were ship models.

No I dont have a mod as a 06.cat/dat, what I tried was to put the mod as a 06.dat/cat and new texture replacements at 07.cat/dat thinking the new textures would replace the mods for the gates but no luck so the problem is else where.

I use X2ModManager for the extracting of cat's and use X2 Modder Kit for the packing of the .cats/dats

Thanks for the help
vulcanrvn
Posts: 14
Joined: Wed, 5. Sep 07, 09:53

Post by vulcanrvn »

Thanks for the help everyone Chris Gi you were right I just needed to switch my tools and bam! it works perfect

Thanks again

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