[MOD] SKUNK OVERHAUL - Player Ships:Hayabusa / Triath Gladius - GOG/STEAM

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dertien
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[MOD] SKUNK OVERHAUL - Player Ships:Hayabusa / Triath Gladius - GOG/STEAM

Post by dertien » Wed, 29. Jun 16, 04:23

WARNING FOR STEAM USERS:

Do not use the downloads on this page. They will not work correctly. These are only for the GOG or standalone version of X-Rebirth.


STEAM users go here:

Gladius:
http://steamcommunity.com/sharedfiles/f ... =917179314

Hayabusa:

soon...



CREDITS and THANK YOU'S:

-This mod is based completely on the Skunk Overhaul mod by Miguel (Xrook) that swapped the Pride of Albion for a Foltor Raider fighter. This mod would have been impossible without the framework of Miguel's mod. Thank you Miguel. Link to original Mod below:

http://www.nexusmods.com/xrebirth/mods/456/?

- I have also included the option of two different Yisha replacements which were based upon Yorrick's Yisha mod. All credits for the original code go to him.
- Thank the maker that roguey has a good website that is useful for modding X3 Rebirth (http://roguey.co.uk/) where tons of technical details about ships and stations can be found.
- NodusCursorius created a spotlight that I still found too weak, so I changed his values.
- And last but not least, a thank you to BlackRain and to Unitrader for clarifying where to look for files and how to change out some textures, providing the option to have different paint jobs on the Hayabusa now. See details and screenshots below.


ISSUES WITH THIS MOD:

1) When playing in sandbox mode, I have found that trying to buy stuff for your ship (engines, weapons, shields) at any mechanic near your spawnpoint immediately after starting a new game (on any station there) will make the UI unresponsive. This happens on the Foltor Raider mod as well.
You can avoid this issue by flying to another zone using a highway or free flight (if you use the no highway mod) before doing any business with mechanics and other ship services and so forth. Also as an extra measure I strongly recommend the mod below that saves your progress BEFORE you dock. In the unlikely case something goes wrong, frustration is kept to a minimum.

http://www.nexusmods.com/xrebirth/mods/191/?

2) The cockpit configurator (to change cockpits) has been removed from the Mechanic's menu. A necessary feature inherited from the original Skunk Overhaul mod. Should you wish to have a different cockpit than the one that comes with the ship (e.g. the Trapeze), visit the original Skunk_Overhaul mod and download the necessary files there.

INTRODUCTION:

When talking about multiple ships to fly there are three possibilities:

1) You have a number of ships you can buy and fly ingame using the same gamestart.
OR
2) You have a number of ships you can swap and fly ingame using the same gamestart
OR
3) You have a number of ships you can choose from before starting a new game and you are stuck with that ship for the rest of that game.

If you were hoping for option one or two, I have to disappoint you this mod does nothing of the sort (yet). However, the first ship on offer replaces the 'Pride Of Albion' with a 'Hayabusa Corvette' and you are 'stuck' with that ship now for the rest of your game instead. If you're not into mining, the second ship (which still has some minor glitches) is the Gladius. A modular PMC fighter.

The Hayabusa is not the overpowered 'god' ship that the original Skunk is, so bear that in mind when attacking targets. As it should be, your shields are your primary line of defense. Unless you are a pacifist, upgrade your shields to a Mk2 or a Mk3 preferably before engaging in dogfights. Your hull has been brought back from 100.000 to 31.000 (http://roguey.co.uk/xrebirth/ships/hayabusa/)

The weapons in this mod are 'renames' of the original Skunk Overhaul mod by Miguel (Xrook) and give them a more 'commercial mining' type feel you would naturally find on such a vessel. I have not changed the values except for the Impact Hammers which I thought were a bit too overpowered.

Enjoy !

ALL DOWNLOADS AVAILABLE AT THE BOTTOM:


Hayabusa Corvette MSV - (final bugfree version)

Although initially developed and built by the Republic of Cantera, the factory finished Mining Survey Vessel originally fitted with a Plasma Repeater Mk2 only has been modified with no less than 2 extra slots to be compatible with all sold weapons and tools to date. She is now thus quite a feisty girl that can be used for good or bad depending on your career choice. The Hayabusa comes with 3 slots to accommodate various lasers, lances and blasters.

FILE NAME: Skunk_Overhaul.zip (unpack and drop the Skunk_Overhaul folder in your extensions folder)

Name: Hayabusa MSV
Hull: 31000 (identical to the NPC Hayabusas)
Weapons slots: 3
Engines special: FURY's FATE (Fast Acceleration Turbo Engine)

- Weapon names of the original Foltor Mod between brackets (where applicable)
- Custom (non vanilla) weapons **

SLOT 1

- Mining Lance Mk 1 **
- Mining Lance Mk 3 (REMOVED-SWAPPED for the Heavy Laser) **
- Rail Gun (Vanilla weapon not available - use the BB-Bass which is the same kind of weapon - No charge is required though)

SLOT 2 - CHIN PODS

- B0-LTR - Bolter Mk1 (2GMk#-Vulcan Repeater Mk1) **
- NA-LRR - Nailer Mk2 (2GMk#-Vulcan Repeater Mk2) **
- 'Mincer' Flak Mk1 (Sunblast Flak PPC Mk1) **
- 'Macer' Flak Mk2 (Sunblast Flak PPC Mk2) ** (REMOVED-SWAPPED for the Pulsed Maser MK 3 that was somehow not available previously)
- 'Mauler' Flak Mk3 (Sunblast Flak PPC Mk3) **
- Particle Repeaters (MK 1, MK2, MK3)
- Pulsed Maser (MK 1, MK2)
- Missile Launcher

SLOT 3 - HEAVY WEAPONS

- Weldarc Cutlass (Lightning Surge Mk1) **
- Weldarc Reaper (Lightning Surge Mk2) **
- Weldarc Shredder (Lightning Surge Mk3) **
- BB - BASS (CPHIVI/MA Cannon) **
- PMC Mk1 - Plasma Mining Cannon Mk1 - Astroblade **
- PMC Mk2 - Plasma Mining Cannon Mk2 - Astroblast **
- Plasma Cannon MK 3 (REMOVED-SWAPPED custom for vanilla PCMk3)
- Plasma Repeaters (MK1, Mk2)

POWERTRAIN

All vanilla engines and a special engine (FURY) enhances the primary and secondary engines of the Hayabusa, trading in maneuverability for speed in regards to the Mk5's.

DEFENSE
All commercially available shields are supported on the Hayabusa MSV.

OPTIONAL FILES (drag and drop these files to your extensions folder after unzipping)

COPILOT ELEISE

Swaps out Yisha for the blonde ELEISE wearing a Canteran clothing style.

Image

COPILOT MEGAN

Image

Swaps out Yisha for the brunette MEGAN wearing a Canteran clothing style.

BETTER SPOTLIGHT

This will make the spotlight useful around space stations with dark corners.


PAINTJOBS Do NOT drag and Drop these files into the extension folder !!!

The hayabusa comes with a number of primary and secondary color schemes. These files are NOT going to work sitting in their separate extensions folder unfortunately. They need to reside in the root of the Skunk_Overhaul folder. this means you will have to unpack them there instead of in the extensions folder. A screenshot on how that looks in windows can be seen below:

Image

The main colors (ext1.cat + ext1.dat) and/or trims (ext2.cat + ext2.dat) MUST be copied into the Skunk_Overhaul folder. You can combine ext1 and ext2 files at your leisure. For the vanilla paint job, remove both files. Creating a Skunk_Overhaul_Custom_Color folder and copy pasting the cat/dat combinations there will not work AFAIK.

COMBINATIONS
main color names: BLUE MAX, DESERT STORM, GENERAL PATTON, GREEN MACHINE, PURPLE PRINCESS, RED BARON, TANGERINE QUEEN, YELLOW SUBMARINE
trim color names: CYAN, GREEN, ORANGE, RED, TEAL

SCREENSHOTS
Image Image Image Image Image

- in order of appearance: Blue Max (with red trim), Tangerine Queen (with FURY engine), Red Baron (with green trim), Tangerine Queen with regular engines, Yellow Submarine.

RESOLVED ISSUES HAYABUSA

- Walking around in the crew quarters is possible again.(TESTED!)
- All weapon positions have been added and gun models and blast effects show at their correct positions now.(TESTED!)
- The FURY engine is implemented and should show and work as advertised. (TESTED!)
- Engine animations now work correctly depending on thrust settings.(TESTED!)
- Fury engine is now available for sale.(TESTED!)
- A combination of vanilla and custom weapons are now for sale at DLC's mechanics too. Just remember to fly to a different zone before making your first purchase.(TESTED!)

PMCF GLADIUS - (beta version)

Name: Pluto's Principle.
Possible Engine Configurations:

- Standard: (Mk1-Mk5 - Sid/Over/Equal)
- Special: (HADES Mk1 - High Acceleration Dual Engine Setup)
- Drone Slots: 4 instead of 8, its a fighter after all.
- Weapon slots: 3 - identical to the Hayabusa.
- Vanilla Inertial Hammers Mk 1 and Mk2 are back.

As a trusted member of the PMC's inner circle, you have been chosen to test the Pluto's Principle, the latest Triath prototype in its class. The PMCF with its modular configuration combines the three mainstay PMC fighters ( the Triath Raider, Sentinel and Vanguard) into one succesful design making it not only smaller, but more versatile. The weapons for the Hayabusa and the Gladius are more or less the same, however the vanilla Impact Hammer in both versions has made a comeback.
This ship needs a little overhaul, but is otherwise completely functional.

DOWNLOADS

HAYABUSA: https://app.box.com/s/tzf22iwjl84rvp53hdnucykllo2j0rmq
COPILOT ELEISE: https://app.box.com/s/chh99luvzs0bes73zyun62c8z28ldjk2
COPILOT MEGAN: https://app.box.com/s/et3i97y6364nefr2xw24ivh7dh4eundt
HAYABUSA PAINT JOBS - requires HAYABUSA: https://app.box.com/s/egtyk31r9an9pml71s0w3tcbsop6mzk4
BETTER FLOODLIGHT (longer range): https://app.box.com/s/2g2fnykxj2xksbyywwjd0o7edm6f2nmn


Mirrors Mediafire: (for those who do not wish to login to box.)

HAYABUSA: http://www.mediafire.com/file/8wwzzeq13 ... erhaul.zip
HAYABUSA PAINT JOBS - requires HAYABUSA: http://www.mediafire.com/file/6ma96epkt ... ptions.zip


GLADIUS: https://app.box.com/s/4m0lkf3lpkwn20w3dpy9ywgse1k7in54

GLADIUS SCREENSHOTS

Exterior:
Image
Image
Cockpit:
Image
Image



ISSUES/BUGS PENDING

- purchasing weapons makes the UI unresponsive when starting a new game in the sector you spawn. So fly to the next sector before upgrading your ship.
Last edited by dertien on Mon, 1. May 17, 17:48, edited 27 times in total.

dertien
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Post by dertien » Wed, 29. Jun 16, 22:50

CHANGELOG:

EDIT:

- Problem with vanilla engines now solved. You should be able to upgrade/purchase them now.
- Special engine renamed and tweaked for speed instead of manoevrability.
works !
- Corrected position of the BB BASS so it doesn't "float" in midspace.

July 19 2016

- With help from Unitrader custom weapons can now be purchased from mechanics in both DLC's (Home of Light and Teladi Outpost). Fly to new sector before purchasing weapons though, whether vanilla or custom.

- Macer Removed and swapped for Pulsed Maser Mk 3
- Vanilla Mining Laser Mk 2 (mining lance) swapped for Heavy Beam Mk1
- Plasma Cannon Mk3 custom swapped for Plasma Cannon Mk3 vanilla

- Since Skunk Overhaul already came with a gauss gun (renamed to BB-Bass in my mod), I left that one in there, so the vanilla gauss is not available for purchase. sorry 'bout that.


TECHNICAL STUFF to make the mod DLC (HOL and TO) compatible:

The double extension method was indeed necessary (as unitrader suggested) to mod files that change the DLC's, so I made two new folders in the Skunk_Overhaul folder called extensions/ego_dlc_2/md and ego_dlc_teladi_outpost/extensions/md/ where both setup files of each DLC reside.

Then I added the lines he suggested to the content.xml file which resides in the root of the mod, like so:

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<content id="" name="Skunk Overhaul" description="Player ship mod overhaul" author="Miguel, dertien" version="83015" date="8/30/2015" sync="false" lastupdate="9/28/2015">
  <text language="44" name="Skunk Overhaul" description="Player ship mod overhaul" author="Miguel, dertien"/>
  <dependency id="ego_dlc_2" optional="true"/>
  <dependency id="ego_dlc_teladi_outpost" optional="true"/>
</content>
Finally I ammended the startup code in both files that deals with the traders and added that to both startup files:

- for Home Of Light: Skunk_Overhaul/extensions/ego_dlc_2/md/Setup_DLC2.xml
- for Teladi Outpost: Skunk_Overhaul/ego_dlc_teladi_outpost/extensions/md/Setup_Teladi_Outpost.xml

The steps above will make all weapons available in the DLC sectors, however the new weapons will not show up. below is a work around on how to do that. At least for three of them.

1) - The Vanilla Mining Laser Mk 2 was removed and replaced by the Heavy Beam.
Ammended files:

- Skunk_Overhaul\assets\props\WeaponSystems\macros\weapon_player_mining_mk2_macro.xml
- Skunk_Overhaul\t\0001.xml

2) - The Custom 'Macer' weapon (Skunk_Overhaul\assets\props\WeaponSystems\macros\weapon_player_bs_mk2_macro) was renamed/removed and swapped for the vanilla Pulsed Maser Mk3

Ammended files:

- Skunk_Overhaul\libraries\wares.xml

3) - Finally the author of Skunk_Overhaul mod (xrook) already implemented a Plasma Cannon Mk 3, it was however an upgraded version of the PC Mk 2 vanilla. I changed the values, to the new Vanillla Plasma Cannon Mk3 by Egosoft.
It is now a charging weapon instead of a slow repeater.

Ammended files:

- Skunk_Overhaul\assets\props\WeaponSystems\macros\weapon_player_plasma_mk3_macro.xml

Voila!

dertien
Last edited by dertien on Tue, 19. Jul 16, 14:22, edited 4 times in total.

dertien
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Post by dertien » Sat, 9. Jul 16, 23:25

New player ship available to fly, the Gladius. Check out first post for screenshots and download link.

Have fun!

Kittens David
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Joined: Mon, 26. Aug 13, 17:48

Post by Kittens David » Thu, 14. Jul 16, 10:39

Nice work. But I have a question Is this just a visual replacement for the exterior view or is it a true ship with different interior/cockpit and when docked at a station seen as a different ship or still the stinky skunk ?

dertien
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Post by dertien » Fri, 15. Jul 16, 14:08

Flying different ships in previous X3 games was also just a 'visual replacement', but to answer your question fully here goes:

Regarding Cockpits:
So far there are only 4 small ship cockpits in game at the moment which were all made by Egosoft, and those are the ones we can choose from. The Haya has the Builder cockpit ( the yellow one) and the Gladius has the original Mk1 cockpit. So if you were expecting a new interior cockpit (a new 3d model) I have to disappoint you.

However, the exterior parts of the Hayabusa and the Gladius that can be seen from the cockpit are of course visible, and will also be added or removed visually when bought or sold.

The Hayabusa adds the custom and vanilla weapons effects and 3d models to external positions and on the craft. Some of these weapons are visible from within the cockpit.

In short, the Haya will not change much visually, A bigger barrel replaces the smaller one if you buy the BB Bass weapon which will be seen from the cockpit, and the shots will look different for example.

The Gladius is a different matter, as I took the experiment a bit further. It uses parts of the Triath Fighters' line of ships and as it was aptly named (PMCF), purchasing modules (weapons) will make the ship look quite different.

Both ships come with a number of non vanilla custom weapons that were inherited from the Skunk Overhaul mod by Xrook on which this mod is based.

Both models replace the Skunk in space only (interior and 3d view), so you will still see it on the platforms as you land. A mod that removes the skunk on all platforms is on the back burner since I need to tinker a little more to remove all instances of the skunk (the ramp, the skunk 3d model, the door switch and the corridor), and then replace it with the Gladius or the Hayabusa. The door switch model is particularly painful to remove from the scene since Egosoft put more than one door switch somehow at the same spot in a number of 'station templates'. So removing the one door switch reference from the xml files that I knew of removed all but the duplicate one that kept floating in midair.

I am still trying to find a way to make the Hayabusa and Gladius show to float in midair at the Skunk spot. The boarding and de-boarding cut scene will need to be suppressed as well. Again a number of mods already solve this problem and if you don't want to see the skunk, Install NESA and the no de-boarding cut scene mod both found on the nexus. Since one spends more time in space flying the thing than actually on platforms, this was a low priority.

This mod has quite a few wrinkles and they haven't been ironed out yet, but if you're playing sandbox mode (not the plot) nothing game breaking or CTD should happen.

Oh yes, and to eliminate all confusion, only one ship can be flown at one time, so you cannot install both mods and fly the Haya and the Gladius in one game setting.

dertien
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Post by dertien » Sat, 16. Jul 16, 21:47

New updated final version of the Hayabusa online. Next up PMCF Gladius. Release: Soon (tm)

Kittens David
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Post by Kittens David » Mon, 18. Jul 16, 13:58

I wonder if it is possible to drop the player into a bigger ship or at least one with turrets ?

dertien
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Post by dertien » Tue, 19. Jul 16, 14:11

Sure is! AFAIK there is a Katana mod out there who adds a katana with a choice of a number of turrets. This should be a good starting point to create your own. Finding a suitable candidate might be a challenge though.

http://forum.egosoft.com/viewtopic.php?t=377888

So if you're up to it here are some tips:

If you have the Steam version of X-Rebirth you can download the tool to extract all Cat/Dat files. I recommend to extract each cat/dat to its seperate folder. So make a folder XrebirthUnpacked and in there create 9 folders (Cat 1 - Cat 9) and unpack each cat/dat to its seperate folder. That way you have ALL files and none are overwritten by later cats/dats, which will be the case when you unpack all in one directory.

Use notepad++, (it's free) to alter xml files. not notepad.

the 3d models for the ships are all found in the assets/units/ folders

XrebirthUnpacked/cat9/assets/units/size_m

This would be the folder for medium ships for example. All 3d files (that make the model show in game) are situated in the folders that end in _data.

If you want to know the folder of each different ship check out roguey's site:

Here is an example of the katana:

http://roguey.co.uk/xrebirth/ships/katana/

You will notice that the 3d files are all situated in the folder: 'units_size_m_canteran_01_data' as it is listed on that page.

After unpacking the cat/dat files with the tool and opening up 'units_size_m_canteran_01_data' you will see these files:

part_main-lod0.xmf
part_main-lod1.xmf
part_main-lod2.xmf
part_main-lod3.xmf

These are the model files of the katana. (you will notice that all files have the same name, so 3d models are easily swappable to show them ingame which is a real bonus). You can also alter their names to something else, make sure you keep the lod0 part at the end (or collision depending on what file you rename).

So for example you can rename

part_main-lod0.xmf to katana-lod0.xmf for example.

If you copy these into the HAYABUSA's folder Skunk_Overhaul\assets\units\player\unit_player_ship_data and overwrite the existing files, you should get the Katana's model loaded and visible ingame. The weapon and engine positions are of course not at their correct spots, so you will need to set the coordinates of them appropriately.

The important references to note when adding 3d file references to xml files is the 'part_main' or 'part_xs_detail' or 'part_s_detail' lines in the xml files, alongside the correct source geometry folder that needs to be set to the correct folder (so for instance in the unit_player_ship.xml file you will find at the top:

Code: Select all

<replace sel="/components/component[@name='unit_player_ship']/source">
		<source geometry="extensions\Skunk_Overhaul\assets\units\player\unit_player_ship_data"/>
	</replace>
All xmf files in the case of the Katana must thus be copied to this folder. (yes you could the source geometry to the original in game reference - assets\units\size_m\units_size_m_canteran_01_data) but that will give you less flexibility, plus it will break the ability to walk around in the crew quarters, since the NPC ships don't have them.

The file X Rebirth\extensions\Skunk_Overhaul\assets\units\player\unit_player_ship.xml has all necessary comments in there to create your own ship.

- Change the engines in the same fashion using the assets\props\EngineSystems files of the same ship
- Put the xyz coordinates of all the guns to position them correctly ingame (offset values) by trial and error in each weapon file. First set the xyz correct in the' unit_player_ship.xml' file before changing any values in the actual gun xml file.

As an example

The lines

Code: Select all

<replace sel="/components/component[@name='unit_player_ship']/connections/connection[@name='conn_primaryweapon_beam']/offset/position">
		<position x="6.491928" y="-6.508161" z="44.26415"/>
</replace>
change the position of the Beam weapon. If you change positions of weapons, change them first in the file of the ship: Skunk_Overhaul\assets\units\player\unit_player_ship.xml and THEN add positions for extra weapons in the relevant weapon file (should you want more than one laser per weapon one one each wing for example). The weapon files can all be found in

Skunk_Overhaul\assets\props\WeaponSystems

This is for example the file 'props_wps_hept_player.xml'

Code: Select all

<diff>
	<remove sel="/components/component[@name='props_wps_hept_player']/connections/connection[@name='Connection03']/parts/part[@name='part_main']">
	</remove>
	<replace sel="/components/component[@name='props_wps_hept_player']/connections/connection[@name='Connection02']/offset/position">
					<position x="3.50" y="0.2634494" z="1.354777"/>
	</replace>
	<replace sel="/components/component[@name='props_wps_hept_player']/connections/connection[@name='Connection01']/offset/position">
					<position x="-0.5" y="0.1227288" z="0.9261672"/>
	</replace>
</diff>
I don't need to tell you that this takes a lot of time and dedication, as positioning the guns correctly is a matter of trial and error and loading the game up again and again to check if the positions are correct. It helps to run the game in a window. No need to restart the game from scratch, when you adjust a position a 'new game' will suffice. DO not work from savegames to save time, since it will not always work for all changes. Use simooms lantern to get easy cash and use the Aspiring Merchant start since a shipyard is close by.

When that is all done you have your ship with the guns (or even turrets, haven't looked into that) and you can release it :)

Beliskner
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Post by Beliskner » Sun, 2. Oct 16, 18:29

Hi, I'm Italian and I apologize in advance for my english (google translate).
I wanted to download this mod but I have a problem, I can not download the two files larger (Skunk_Overhaul_Hayabusa_Paintjob_options.zip & Skunk_Overhaul.zip).
the downloads are offline or just me having problems downloading it?

dertien
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Post by dertien » Fri, 21. Apr 17, 22:34

The Hayabusa and its paintjobs have 2 download locations. One on Box.com and one on Mediafire. I checked both and they both work. Use either to obtain the files.

Thank you.

Koritnaciino
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Post by Koritnaciino » Sat, 22. Apr 17, 23:14

Very nice mode. Do is a chance to rework for steam users as well please?

dertien
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Post by dertien » Sun, 23. Apr 17, 14:13

Would love to, but I can't. Here's why:

The cockpit position in X-Rebirth Non-Steam version can be set by changing the corresponding X, Y or Z -values in the file:

Extensions/Skunk_Overhaul/assets/units/player/unit_player_ship.xml

Code: Select all

<add sel="/components/component[@name='unit_player_ship']/connections/connection[@name='cockpit']/offset">
	<position x="7" y="8.2" z="-13"/>
</add>
For those who have a Non-Steam version of X-Rebirth and wish to test this, you can enter different figures for X,Y and Z, and after reloading your game you will see that the cockpit has shifted to the new position.

Changing the same values in X-R Steam version does nothing at all, and the cockpit stays at the same spot regardless of what the figures are.

There is not much I can do if the modding rules in the Steam version are different from the GOG/Standalone version, meaning X-Rebirth Steam is different under the hood from its GOG / standalone counterpart.

UniTrader
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Post by UniTrader » Sun, 23. Apr 17, 15:25

dertien wrote:Would love to, but I can't. Here's why:

The cockpit position in X-Rebirth Non-Steam version can be set by changing the corresponding X, Y or Z -values in the file:

Extensions/Skunk_Overhaul/assets/units/player/unit_player_ship.xml

Code: Select all

<add sel="/components/component[@name='unit_player_ship']/connections/connection[@name='cockpit']/offset">
	<position x="7" y="8.2" z="-13"/>
</add>
For those who have a Non-Steam version of X-Rebirth and wish to test this, you can enter different figures for X,Y and Z, and after reloading your game you will see that the cockpit has shifted to the new position.

Changing the same values in X-R Steam version does nothing at all, and the cockpit stays at the same spot regardless of what the figures are.

There is not much I can do if the modding rules in the Steam version are different from the GOG/Standalone version, meaning X-Rebirth Steam is different under the hood from its GOG / standalone counterpart.
This kind of change requires a nes Game or a Savegame-edit because this Value is only applied on gamestart and from then on read from the savegame. Also the save-edit has to be repeated on every CP-change because then it defaults to 0/0/0...
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

dertien
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Post by dertien » Sun, 23. Apr 17, 17:24

UniTrader wrote: This kind of change requires a nes Game or a Savegame-edit because this Value is only applied on gamestart and from then on read from the savegame. Also the save-edit has to be repeated on every CP-change because then it defaults to 0/0/0...
Hi UniTrader.

Thanks for the quick response, not sure what you mean by nes Game. Even with a new gamestart, the cockpit stays put.

I always use a new game to test after changing the CP xyz values, but here it simply won't work.

UniTrader
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Post by UniTrader » Sun, 23. Apr 17, 18:56

was a typo - i meant a new game. and changing the Position of the Player CP has worked for me in the past, but that was many Versions ago (i think it was 2.51 back then) so maybe something has changed.. but modding rules should be equal to all game versions..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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