Nope, not dead yet....

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

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ShadowTek
Posts: 480
Joined: Sat, 20. Dec 03, 19:05
x2

Nope, not dead yet....

Post by ShadowTek »

Hi all, been gone a while, I decided to quite X2 til the run on patches was done, otherwise theres not much point on building a large new mod (like I was doing) just to have it invalidated by the next patch.

Any new Ship moddles come out?
Any new big mods? I saw the Massive war addon mod, congrate's to the author's, seems very cool, they apparently from what I read managed to add NEW sectors (PS is there a tutorial on how to do this?)

Ive been modding for Morrowind (Makeing a Drow Race) in the meantime.

Any new breakthrough scripts come out, any new discoverys on new stuff we can now mod?

Thanks for any replys.
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kryptyk
Posts: 483
Joined: Fri, 5. Dec 03, 20:19
x4

Post by kryptyk »

well it's good to hear from ya! ;)

what ideas for mods did you have in mind anyway?
RedXIII
Posts: 316
Joined: Wed, 24. Mar 04, 00:25
x2

Post by RedXIII »

Given, Shadowtech, admittingly one of the things im most looking for is something that will fix some of the NPC Ships, such as the AP Gunner, Xenon Capital ships, and others.

I also gave a suggestion for an Earth M1, theres already a slot-file in the shiplist file for an Earth M1.
Dimensional Navigator Nanaki, Terran Empire
The_Rock
Posts: 4088
Joined: Wed, 6. Nov 02, 20:31
x2

Post by The_Rock »

Good to hear from you dude.

don't get too engrossed in Morrowind will ya? :wink:
"How very touching his meaningless death was. But this fight was never for mortals".

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