ERH_MWM_Redux

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

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E.R.Hyland
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ERH_MWM_Redux

Post by E.R.Hyland » Sat, 4. Mar 06, 08:20

Ok:

This is the ERH_MWM_Redux_v1.5b mod update.

I am E.R.Hyland, and this is a expanded version of my old ERH_RA_Xenon_GO mod on the Massive War Mod map.

This mod update is not compatible with my old mod and you will need to start an new game.

This mod has many enhancements over my old mod, and many more ships, new re- tunings, but remains true to the main goal of my old mod which is to enhance combat challenge for the player, and to make system forces capable of securing the systems they are there to protect, so you don't have to stop fighting to go rescue your TS or factory all the time.

This mod uses the MWM map, but changes all names to something that can talk, but does not use the missions, the scripts are there and I did mess with them a little, but I didn't like them, and I don't see any reason to fix them.

This mod has been a long time in the works, and the reworks and I feel that it is finally ready for release.

I tweaked the ships performance.
I tweaked the guns performance.
I tweaked the missiles performance.
I tweaked the shield performance.
I tweaked some of the scrips.
I added spawning Xenon jump attacks.
I added Xenon M0 mobile shipyard attacks.
I added Xenon LSC attacks.

Look in the "t" folder for all the original read me's. I think I have them all if not I apologize.

Installing:

Make sure X2 is at V1.04.

Make a back up folder put your scripts, svs, t, and your game saves in it.

Put the ERH_MWM_Redux scripts, svs, t, in your X2 The Threat folder.

DO NOT copy over, or merge folders. Backup, and REPLACE ONLY.
If you want to add scripts make sure you know what you are doing!!!

Put the ERH_MWM_Redux cat/dat in your mod folder if you don't have one copy the mod folder over to your X2 The Threat folder.

Backup your loadscr folder, copy new loading screen pictures to your loadscr folder overwrite old pictures. (Yes this folder you can merge)

Put one of the 3 StartUP scripts in the scripts folder:

init.megamod.No.Plot.xml
init.megamod.Plot.xml
init.megamod.TEST.xml

You should use Plot set to hard, and note that geting out of the Argon One is a little difficult as the ship starts moving before your clear.

Running:

Start X2 The Threat select the mod ERH_MWM_Redux_v1.4b then start the game.

Start new game.

Type Thereshallbewings when you are in your ship use the shift key for the capital T. (you must open the script editor or the mod will not work right.)

Now press s key, c key, s key to enter the editor press enter key, enter key, and then the esc key to exit.

Now I suggest you press Shift O and turn off auto save, and subtitles.
(subtitles will not look right in my mod.)

Rescue the TS pilot.

Now go to the Equipment Dock , and save your game then load it, and save it again.

You should note that your new TS has many things that you need to make your Discoverer all it can be, and a load of Hornet missiles to sell.

Space Suite enhancements: 15 EMC's, 15 E-cells, jump drive, and a transporter.You can now transport to your ship in a emergency, or jump to safety.

Note Space Suits, Nav Sat's, Fighter Drones, and Laser Towers now benefit form being made of Dwarf Star Alloy which gives them high hull levels. (Long term exposure can be bad for living things)

It's a big bad X-Universe, and I suggest you look around before you pick a fight, and get some EMC's, O' and if you doubt me look out side that's a Xenon LSC attack, you may want to get your but to Home of Light, and don't forget to take your new TS with you.

O' and note your TS has an auto trading AI, but you should wait a little wile before using it (and only make changes to it's orders when the cargo hull is empty).

And the Goner will let you have access to the Experimental Shuttle when the time is right it will eventually be docked at the Temple.

Hornet's now can knock 4 125mw shields to 28% have a range of 40km, and a speed of 86. Use them like bombs on M1/M2's, or 17 of them on Laser Towers.

Silkworm= MWM Hornet.at Silkworm speed.
Dragonfly= Silkworm at Dragonfly speed.
Wasp= Silkworm at Wasp speed.
Mosquito is a little stronger can now blow up a squash mine with 1.

HEPT are now PPC's with less range.
PPC's have less range, but are triple strong.
G(PPC) now big blue ball of death.
PAC's stronger new look.
IRE's stronger faster new look.
All guns have a new look to there shot, and matching impact color.

Teladi ships are really cool and expensive.

There is a place where you can buy Khaak guns, and the Endgame, and another where you can buy captured ship, and pirate ships don't Save your game there.



What's new in 1.5b:

Script safeguards:

You can now use the simulator as scripts now check for the MWM map, as needed (note my MWM map is not the same as the originals. Do not use the old MWM maps.)

Simulator gantlet notes. You have 2 A HEPT, and 2 A IRE you need to load the A IRE's you should make front guns #1 A HEPT #2 A IRE #3 A IRE #4 A HEPT, set back tutrret to missile defence, go back to the cockit press the " K " key so you have 2 ( \\ ) marks on the bottom left of the target HUD. Now go kill the enemys!!! (note combat is easier because you have help, but it's still good practice.)

Cockpits:

All races have new cockpits, only the Boron use the old M5,M4,M3 cockpits.

TGM bridges with people on them and variants of the original bridges.

Cockpits, and bridges are from TGM, and RA, and variants from me.

Ships:

Many ships have had small updates, more guns, texture swaps, outer cockpit changes, and some new old TGM ships too.

All ships now have exploding bodies, with shadows (note Goner, and Xenon K don't have shadows do to frame rate problems.)

Scripts:

Guncrews, and droid have had my weapons add, but not all of them, and now flips between ION Type 32, and main guns.

Guncrews AI stuff interferes with the MWM, so I wrote a add guns script which will add type 32 guns to ships, this will cause a small shudder when you jump to a new sector, and you can now order Military Personnel from there HQ this is a small mod of the BlackMarketOrder script.

BBS mission fix script This will give bbs enemies full guns, and shields. No more easy BBS kills.



FX changes:

Explosions are now blue, and red. Org blue mixed with TGM red this changes missile, M6, and TL to M0 explosion FX.

Used missile explosion Def to do double duty, missile Def, and Fighterdrone explosion.

Made new M5 to TP ring explosion using type 40 FX with delayed missile explosion.

Used impact FX 15 for old explosion FX 35 M5 to TP ship, using as heavy guns impact, and Nav Sat, and Lasertower explosion.

End of FX file changes.

New Jump FX do to TGM mining laser reduced its size, and used 00203.txt vbody.

My dark blue eciptic projector.

Organic Mod Shields, and comet.


Weapons:

Incorporated type 32 bullet guns (bullets that impact the hull, and shields at the same time like a Mass Driver ,and a Ion disrupter combo) in to the main gun lineup.

The normal type 32 guns are good for capture, and the military ones are for kills.

All IRE's are type 32 bullet.

A IRE red shot, fastes fire rate, less range, Fighterdrone Wep.
B IRE green Shot, lesser fire rate, better range. 3= 2G IRE hits.
G IRE purple shot, lesser fire rate, same range. Argon M5 guns.

PAC's loud high speed burst fire weapons.

A PAC Small
B PAC medium
G PAC large

All PAC's shots look alike, and that causes confusion.

HEPT's AAA type guns.

A HEPT red TGM A PPC
B HEPT green Bigger Org.
G HEPT blue TGM G PPC

PPC's Cap ship, and M6 guns.

A PPC Blinking red
B PPC yellowgreen
G PPC Big blue ball now stays round.

Mass Driver new tuning
Ion Disrupter little more shield dran.
Mining Laser TGM smaller, different sound

PSG's theres now only one. power is in between the A and B PSG

B PSG now ION Mass Driver GPAC type 32 for small ships
G PSG NOW ION Mass Driver BPAC type 32 for cap ships

New Xenon M0 terror gun in the Endgame slot.

Khaak guns now have Laser add to there names

The Alpha is red (TGM bullet)

My previous Endgame laser is the first new gun.

All new guns are hybrids and are for the military. (You need to get them from the Black Market.)

A hybrid gun red 9 shot type 32 gun
B hybrid gun blue 9 shot type 32 gun
G hybrid gun yellow 3 shot type 32 gun

G PPC type hybrid (TGM 2.7 bullet)

^ These are kill type guns ^

Missiles now use cargo type as a limiter.

S yellow
M red
L blue
XL purple

Missile color FX is from TGM mod, but the long rang FX is the original X2 FX do to not wanting to lose the normal cap ship explosion.

Normal missiles all have a better turning speed.

Khakk missles now mach there discriptions. (TGM torpedoes)

M red
L blue
XL purple


New Missles

Alpha missle: Military faster Sting with 2 Dragonfly missile warheads
Baluga missle: " " Needlle with 2 Sillkworm " "

Shields:

5000 Watts 5X1 MW Shield
10000 Watts 2X5 MW Shield
25000 Watts 1X25 MW Shild
125000 Watts 1X125 MW Shild

Note: the watts are added as plane text do to the ship info page max shields, and max missle not using paging like the boxes in the map.

You will need ECM's

New Ships:

New for 1.5b The aging Argon Titan had a design defect that made it easy to disable, a hot fix was done, but the Titan needs a redesign, and the Argon are debating whether to do it, or if the future should be the new Colossus LSC with a updated Colossus.


Note " * " this means some type of update.


Martin Balog:

Argon:

Centaur: * 4 main guns, 4 double gun turrets. (Covered docking port DeadlyDA)
Mercury XL 2 main guns 2 double gun turrets (modded RA 9.0 Mercury)
Express: 3 main guns 1 single gun turret.
Discoverer SE: Elite M5 fighter.
Blue Arrow: M6 cargo loader.

Boron:

Hydre Sting: Elite M3/M6 fighter. (Moded from RA 9.0 mod).

Teladi:

Vulture: 2 main guns, 1 double gun turret.
Toucan: 3 main guns, 1 single gun turret.
Harrier: * 4 main guns, 1 single gun turret (modded Falcon)

Split:

Dragon * 2 main guns 4 double gun turrets.
Dragon SE * (G(PPC) 1 main gun) 4 double gun turrets.
Caiman 1 main gun 1 single gun turret, smaller faster.
Jaguar * "4 main guns bottom" (modded Scorpion)

Paranid:

Hercules Ore Collector: 1 main gun 6 single gun turrets.

Pirate:

Pirate Ship Ochi: * 4 main guns 2 quadruple gun turrets (modded RA9.0 Pirate Ship).
Pirate Ship Ochimu * 2 main guns 2 double gun turrets (modded RA9.0 Vulture)

Xenon:

Xenon J: New engine look.
Xenon I: (Modded from the Xenon J)

DeadlyDA: (Ships from his full gun mod)

Note: DeadlyDA first made a M2 version of the ship I use in my mod as the Colossus I asked him to make the M1 version you see in his, and my mod, but my mod version has the older textures and I have added a TL docking port, and have done some texture swaping, and add TGM front guns.

Why is this important? Well I wanted a Star Trek type ship in my mod, but I don't like to put ships in my mod that are well known, so the Colossus is like a galaxy class, and the LSC version is like a NX class, and yes they use a gray scaled, self illuminated, marbled floored version of the TGM Star Trek bridge.

The Colossus LSC is a new Elite class ship it is only made by one shipyard, and being tested in one sector.

Argon:

Colossus LSC: New * 28 Elite guns. (* TGM front guns, new redesign)
Colossus: * 28 guns. (added lights, added TGM front guns)
Titan Xrho: 28 Elite guns (LW Gamma Kyon PPC)
Centaur XL: 3 main guns 3 double gun turrets.
Mercury: * 2 main guns 1 double gun turret.

Teladi:

Condoreta: * 28 guns.
Phoenixtaunu: * 28 guns.
Albatross XL: 25 guns.
Osprey: 4 main guns 6 double gun turrets.
Falcon: * 3 main guns 1 double gun turret.
Phoenix BAT * Elite M5/M3 4 main guns.

Paranid:

Zeuse: * 28 guns. (Added new Paranid docking port)
Odysseus: 28 guns.
Nemesis: 3 main guns 3 double gun turrets.
XAAR: * Elite fighter 3 main guns (gamma kyon"Endgame")

Pirate:

Bayamon: 6 main guns.

Xenon:

Unknown Ship 37 guns Xenon mobile ship yard M0.
Xenon K 28 guns.
Xenon HSF: * TP/TS 0 main guns 2 quad gun turrets. (Millennium Falcon) (M2 dock-caution)
Xenon LSC New 21 guns Light Strike Carrier.

All race:

Military Personnel TP New 3 main guns 1 singel gun turret.

RA ships mod:

Argon:

Mammoth XL: (RA9.0 Colossus)
Nova (RA9.0 Supper Nova)

Nova SE (RA8.1 Supper Nova)

Boron:

Dolphin: (RA9.0).
Manta: (RA9.0).
Rayph (RA9.0) Elite Fighter
Barracuda: (RA9.0 Swardfish).
Barracuda SE: (RA8.1 Swardfish).
Mako: (RA8.1 Hammer Fish).

Teladi:

Osprey XL: (RA9.0)
Falcon Thorn: * (RA8.1 Warbird) 8 guns

Split:

Scorpion (RA8.1 Linx)
Scorpion SE (RA9.0 Linx)

Paranid:

Hercules Star Liner: (RA8.1)
Hermes: (RA9.0)
Ganymedetau: (RA9.0) Elite fighter.


Goner Mod:

Teladi:

Buzzard SE * Elite M4 6 main guns.

Split:

Elephant: 28 guns.

Paranid:

Demeter: 2 main guns 1 double gun turret.
Perseus: 4 main guns.
Ganymedrho: 3 main guns. Elite M4

Top Gun Mod

Teladi:
Condor New 12 guns (* blue docking bay shield, Org. port) (v2.0) Phoenix New 25 guns (* blue docking bay Shield) (v2.0)
Star Base HQ New 24 Elite guns (* M6 dock to 3x TL cargo pod) (v3.0)

Split:

Mamba: 2 main guns 1 single gun turret. (v1)
Raptor New 34 guns (2.7)
Python New 38 guns (2.7)

Pirate:

Orinoco: * 4 main guns 1 single gun turret (v1)
Mandalay: * 4 main guns (Wings modded by me)

Peranid:

Pegasus: New 2 main guns (v2.7)

Khaak:

M1 New 18 guns (v2.7)
M2 New * 21 guns (v2.7)


Flag Ship mod:


Argon:

Colossus TS:

Pirate:

Ochieta: TL 26 guns (* new Vbody for less flicker, and gun re-aliment)

Beam mod V1:

Split:

Mamba XP: 2 main guns1 single gun bottom turret.(LW Gamma Kyon)


Lexx mod:

Boron:

Hydre: 2 main guns 5 single gun turrets.

Teladi:

Osprey XP: 2 main guns 2 double gun turrets (gamma kyon"Endgame").

Old Xenon Mod:

Xenon:

Xenon L * 2 main guns 1 double gun turret.
Xenon M * 2 main guns.
Xenon N * 2 main guns.

Player:

Experimental Shuttle * 2 main guns (LW Gamma kyon)


X2:

Boron:

Hydre Needle: (G(PPC) 1 main gun) (G(PPC) 1 singal gun turret.) (Org. Hydre)


Paranid:

Pericles: * 4 main guns (Org. Perseus)

Note that all ship stats have been changed, so you will have to look around to find the ships that you will like the best.

You should also note that no ship is an island even a ship with 2 125mw shields can be killed by a khaak Cluster(tip: take out the M3 first), and your Discoverer is a powerful ship with an IonD (tip: fly 20 clicks from your enemy off the main grid like you would in X-Tension, and friendly's will usually not try to help you, so you can fire your IonD at will.).

Lastly enemy ships have there own type of turbo, so switch your tracking aim frequently when fighting multiple enemies.

Script info:

Pilot Universal/Trade SLA, is the Universal trader.
Pilot Factory/Trade SLA is the BHP trader
Pilot Combat/Patrol SLA is the simple patrol.


The Xia Factory/Trade AI now works right you set the max jumps independently of the factory jumps which fixes the script and lets you have different ships operating at different ranges. This AI is a good alternative to the BHP which needs training, but it wont use the jump drive.

The Teladi Auto Trade AI is available at all Teladi EQ docks, and unlike the Universal Trader there is no training time but it wont use the jump drive.

Gunnery Crews are up and running, and this makes combat with cap ships harder the AI stuff needed to go so Military Personal can be ordered from Military Personnel HQ, or bought on the Black Market.

Gunnery Droids are a cheaper option for your own cap ships.

Half Scan Will Travel is in so you will have more reasons to go EVA.

The Salvage mod now can scan for ships with Derelict Citations

And hack chips make things friendly.

And there's lots more have fun playing with things, and if your going to use the cheat scripts try not to do it to much it's more fun that way.

Ok get out there, and have fun.


Get At: "For now":

http://rapidshare.com/files/456364909/E ... _v1_5b.zip

And Now Here: Thank you Chris Gi :)

http://www.sjcklug.de/chris/x2/ERH_MWM_Redux_v1_5b.zip



8)
Last edited by E.R.Hyland on Fri, 8. Apr 11, 18:55, edited 6 times in total.

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DeadlyDa
Posts: 1882
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x4

Post by DeadlyDa » Mon, 6. Mar 06, 05:16

Wow! Quite the Mod :D

You really did the whole nine yards this time! I have only just taken a quick look, but once I'm done beta testing on the 1.4 X3 patch, I'll come back and play some more.

It's good to see X2 mods still coming out, since I know there are plenty of playes still out there.

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Kustom_Mayd
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Post by Kustom_Mayd » Mon, 6. Mar 06, 06:10

heya mate, this mod sounds awesome, cant wait to get it going on my pc.

E.R.Hyland
Posts: 277
Joined: Sun, 4. Apr 04, 00:08
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Post by E.R.Hyland » Wed, 8. Mar 06, 07:03

It's nice to see people liking my work.

I noticed that I omitted 2 ships:

Argon Centaur JSF (RA9.0 Avrora)
Split Dragon JSF (RA8.1 T_Rex)

Hope I didn't miss any others.

And the SETA Boost is my mod of the old EngineTuning MK1 it uses 30 E-Cells, or 2 E-Cellsx30, and the Transdimensional Compressor will compress 30 E-Cells in to 1 E-Cell x30, or decompress 1 E-Cellx30, Note:
that decompressing will fill all available cargo unites say 24 cargo units you get 25 E-Cells the rest are dumped to the ships buffer this was done for smaller ships it's not a bug, and there is a safety to stop if cargo units =0. This is a good way to store lots jump fuel on a small ship, and still have room for spoils form your kills.

Ok now go have some fun.

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Kustom_Mayd
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Post by Kustom_Mayd » Thu, 9. Mar 06, 07:43

heya, iv noticed a few problems unfortunatly, i did abit of testing and found that the problem is somewhere in the the "mod" folder of the package. there are a few things that hapn to me; one, the second i shot, it crashes with an error message. two at ranodm times, even with out shooting, it will crash, yet to be able to leave argon prime.

but i have tested all the scripts with another mod, and just the normal X2 game, they work fine, so what ever is making this problem its somewhere encoded in the mod files.

That ot ofcorse the promblem is on my end, but i dono, cause i have fresh installed the game 4 times testing, and only using ur packaged files, so im not to sure.

cheers

E.R.Hyland
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Post by E.R.Hyland » Sun, 12. Mar 06, 07:07

Kustom.Mayd

First off your X2 is at version 1.4 right?

If so this may be an audio problem is anyone else having this problem?

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Kustom_Mayd
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Post by Kustom_Mayd » Wed, 15. Mar 06, 08:06

yeah its 1.4. and if it is audio, would you knwo how to fix it?
thanks

E.R.Hyland
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Post by E.R.Hyland » Thu, 16. Mar 06, 11:26

One more thing did you remove, and replace all folders? (not copy over)

Except loadscr (copy over, and replace).

If so then this may be the MWM sound problem. I don't remember what the problem was you may just need the mov\00044.xml, and the map from the MWMSoundPatch from The Commanders Space Station.

http://www.x2thethreat.net/x2scripts.htm


Does anyone remember specifically what the audio problem was?

E.R.Hyland
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ERH_MWM_Redux_Fix

Post by E.R.Hyland » Thu, 30. Mar 06, 07:35

This fixes some problems with with the MWM map that I thought I could script out, as this is a map fix you need to restart sorry.

Install is simple just replace the ERH_MWM_Redux files with ERH_MWM_Redux_Fix ones, and restart.

If you have already downloaded the mod you just need the fix, if not you need both.

Enjoy!

E.R.Hyland
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Joined: Sun, 4. Apr 04, 00:08
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BlackMarketOrdre_Fix

Post by E.R.Hyland » Sat, 15. Apr 06, 11:24

The BlackMarketOrder fix is now out.

Enjoy.

alexfairway
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Joined: Sat, 6. May 06, 00:03
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using ships

Post by alexfairway » Wed, 10. May 06, 23:16

is there a way to take select ships from your mod (new centaur is sweet) and individually add them to a normal game without the whole mod?

E.R.Hyland
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Post by E.R.Hyland » Sat, 13. May 06, 20:38

Yes, but why would you want to, my mod has 50 new ship slots, so you can add even more ships. I would recommend that you rename ERH_MWM_Redux to 05, and 05 to 06 then modify my mod to your liking.

If you dont want the MWM map you will need to unpack my mod, and remove it, and the scripts that need it. (X2Archiver, or X2ModManager.)

Adding new ships is easy, unpack the mod, and open the tships file, the new ship slots are at the top change the first number from -1 to 940 then save.

Now you need the parts look at the body number in the X2Editor this is the file you will find in the cut folder. (numbers that start with a 0 don't show the 0 in the editor.)

Now you need the cockpit, and any other v.bod parts look under turrets the first front turret has the cockpit number get it and all v.bod's in that group.

Now you need to make the tships info match up open the tship file that has the new ships info, then put it on the task bar, and open the tships your working on now flip back and forth till you have made all the entries
mach up.

Now run the game and test to see if the ship is there, and all guns work, if this is a new ship you may want it to be sold at a ship yard you will need a script, or modify one in my mod.

I hope this has been helpful for you, modding is easy when you know what you are doing, and we learn as we go, so backup your game, and give it a try.

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Hatzi [FIS]
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Post by Hatzi [FIS] » Sun, 14. May 06, 17:00

hi together!

i have got a problem with the mod:

everytime when I try to fire the game crashs

can somebody helb me please?

gibbo042
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Post by gibbo042 » Sun, 14. May 06, 18:14

yh same here but only with the ship i start with when i fire it crashes and when i leave it when i start the save the TS pilot comes up twice and the xenon attack comes up twice then it crashes... and i really like the paranid ore collector :)
Ya know...for computers that make themselves...the Xenon are pretty stupid

E.R.Hyland
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Post by E.R.Hyland » Mon, 15. May 06, 18:01

Make sure you have followed all install instructions, and opened the script editor before you save, and reload (Thereshallbewings).

FractalMBrown
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About the salvage script...

Post by FractalMBrown » Sat, 17. Jun 06, 22:58

To E.R.Hyland: (I didn't make this a PM because others might be interested in it too)
Spoiler
Show
Did you modify the salvage script to prevent capital ships from spawning? I remember seeing in the original thread for the salvage script that there was a 10% chance of capital ships spawning, and a 1% chance of a Khaak capital ship spawning. I noticed that in the derelict script, it skips over a "return null" statement if the ship is NOT a "Big Ship" or of "Race: Khaak". Did you change this or was this something that was added in a patch to the original script?

E.R.Hyland
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Post by E.R.Hyland » Sun, 18. Jun 06, 07:13

The only changes I made was to add a derelict citation, and fix the conflict with the old tuning mod mk1 other then that the script is as I found it.

FractalMBrown
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Post by FractalMBrown » Sun, 18. Jun 06, 15:24

E.R.Hyland wrote:The only changes I made was to add a derelict citation, and fix the conflict with the old tuning mod mk1 other then that the script is as I found it.
Ah, ok. I'm not too good with scripting, so maybe there's some syntax that I just didn't see. Maybe what I was looking at was something that prevented an existing capital ship from becoming a derelict. (It mentioned something about choosing a new squad leader if the ship was a squad leader)

E.R.Hyland
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Post by E.R.Hyland » Tue, 20. Jun 06, 21:58

Well if your really curious you should talk to the author that script was re-released awhile back find that thread. I used the one in the MWM it seems to be working ok, so I didn't really mess with it.

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kerDajan
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Post by kerDajan » Wed, 20. Sep 06, 15:06

I may be Being duimb here but when you say in the readme to
Make a back up folder put your scripts, svs, t, (04.cat, 04.dat and up), and your game saves in it.
do you mean remove them completely from the install folder and put them somewhere else? If so do I take it that just pasting across causes some of the dificulties reported?

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