[MOD] PSCO1's CockpitMod v1.33 for X3TC v3.1 (update: 13.09.2014)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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I have also tried to let the game stay 'unmodified' (which I assume means that the word ***modified*** does not show up in the player profile) with your latest 1.32 version you posted 2 posts back. However, it did not work. I did, however, enabled it trough the mod manager, instead of using it as a fake patch.
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Thanks The Last Communist and Slashman for your support
there is a little problem on the M4+ Asp (about weapons screen) this will be fixed on next update
there is a little problem on the M4+ Asp (about weapons screen) this will be fixed on next update
Have you tried to re-install X3TC 3.1 before ? I can't help you more sorryI have also tried to let the game stay 'unmodified' (which I assume means that the word ***modified*** does not show up in the player profile) with your latest 1.32 version you posted 2 posts back. However, it did not work. I did, however, enabled it trough the mod manager, instead of using it as a fake patch.
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- Posts: 405
- Joined: Sun, 21. Feb 10, 13:51
Greetings PSCO1
Is there a way this can be made compatable with the Multi Galaxy Mod?
http://forum.egosoft.de/viewtopic.php?t=297475
Is there a way this can be made compatable with the Multi Galaxy Mod?
http://forum.egosoft.de/viewtopic.php?t=297475
Another one bites the dust!!
DarthVain
DarthVain
- danoakland
- Posts: 83
- Joined: Fri, 5. Mar 04, 05:38
After looking into things for a while, I just wanted to clarify some things about the modified tag and this mod.Joshua the Bear wrote:I have also tried to let the game stay 'unmodified' (which I assume means that the word ***modified*** does not show up in the player profile) with your latest 1.32 version you posted 2 posts back. However, it did not work. I did, however, enabled it trough the mod manager, instead of using it as a fake patch.
The whole 'unmodified' thing above intrigued me, too, so I gave it a whirl (and yeah - that 1.32 one you posted earlier still comes up **modified**, PSCO1). Here's the thing...as far as I can tell, anyway: you can't modify the gravidar, hud info, Components.pck or TShips.pck. By deleting all that out, you can indeed get the mod to run without the modified tag, but the problem is that it's not even close to the actual mod. Gone are all the cool new cockpits that PSCO1 has spent so much time on. Someone please correct me if I'm wrong, but this is just what I've found after playing around with things last night.
It would be great to not have a modified tag since this mod is in no way changing the game's balance. But at the end of the day, I'd rather have awesome cockpits.
As always, PSCO1 - you do great things. Thanks again for all your hard work!
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- Posts: 55
- Joined: Fri, 2. Oct 09, 06:40
Does this mod include bump-mapping support for the cockpits and also work in Reunion + X-Tended?
the bump-mapping I refer to is similar to this thread here:
http://forum.egosoft.com/viewtopic.php?t=165380
the bump-mapping I refer to is similar to this thread here:
http://forum.egosoft.com/viewtopic.php?t=165380
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Hey PSCO1, thanks for continuing to work on this fantastic mod. I wouldn't play the game without it.
Unfortunately whenever I try to update to this new version from 1.30, the game freezes a few seconds after I load a save game. If I revert back to 1.30 it works fine.
I would give you a list of mods I'm using in conjunction but I have a very large list, I've not had issues with them all before, though.
Edit: Actually it's not working with the old version now either I did update to 3.1 at the same time as updating this mod, perhaps something else has gone wonky. It did work at least once with 1.30 of this mod, though.
Unfortunately whenever I try to update to this new version from 1.30, the game freezes a few seconds after I load a save game. If I revert back to 1.30 it works fine.
I would give you a list of mods I'm using in conjunction but I have a very large list, I've not had issues with them all before, though.
Edit: Actually it's not working with the old version now either I did update to 3.1 at the same time as updating this mod, perhaps something else has gone wonky. It did work at least once with 1.30 of this mod, though.
Rawr.
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- Posts: 126
- Joined: Fri, 7. May 04, 22:56
Did you select the mod package from the launcher window? That has to be done for the mod to take effect.Hellblazer wrote:Hum I read the first post on how to run this thing, but with 54 pages in this thread I admit I haven't read everything.
SO I created a folder in the x3 main folder, called it mods. I copied the two files in it, didn't work.
What am I missing?
If you want a different perspective, stand on your head.
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- danoakland
- Posts: 83
- Joined: Fri, 5. Mar 04, 05:38
This might be a long shot, but did you try flying into another sector after activating your new merged mod? I've noticed whenever I update this mod to a newer version, it seems like visual changes in the cockpits don't take effect until I enter a new sector. Apologies if you've already tried that...Hellblazer wrote:yeah I did. it's the merging part of the post that I was referring too.
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Turn on/off temporaly...
Is possible to add Turn on/off key for certain combat scenarios? (and with XTC compatibility).
Thanks... This mod gives new immersion levels to the game. Awesome MOD!!!! :wink:
Thanks... This mod gives new immersion levels to the game. Awesome MOD!!!! :wink:
One more suggestion or idea...
OK...ok... I know that I'm not the guy that put his fingers in the code :wink: (I'm only at the enjoy side); but I think that an "station docked view", like a room window, with a comm computer on a desk, and looking to your docked ship could add even more inmersion to the game.
Is possible to code that?
Thanks...
Is possible to code that?
Thanks...