Hello everyone !
I dedided to play X3:TC again some time ago and also decided to add a few mods.
I found an old Star Wars mod i was using with AP and added it to TC. It was working well the first time (no problem at all) then i added a few others scripts and mods (like XRM and Apricot's mapping mod). The star wars ships were now named as "ReadText xxxxx" They still can be seen in game but the name seems to have disappear for some reason. Is there a way to get the original names back ? By editing the mod itself or adding "t" files or something ?
Thanks
Problem with modded ships' names
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- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
You should be more specific about which mod(s) you installed, and ask how to add ships to XRM in the XRM thread.
If your added ships have .xsp files, then you might have a chance at an automated installation. If not, then you will have to learn how to merge TShips files and add the models and scenes separately. If your mod has Components or Dummy files, then you will have to dig a bit to get them merged properly with XRM.
There is a beta update for PM which may help with merging .xsp's with XRM. Whether or not the update works, the problem (and several solutions) are discussed in that thread.
In any case, XRM should be your starting point.
If your added ships have .xsp files, then you might have a chance at an automated installation. If not, then you will have to learn how to merge TShips files and add the models and scenes separately. If your mod has Components or Dummy files, then you will have to dig a bit to get them merged properly with XRM.
There is a beta update for PM which may help with merging .xsp's with XRM. Whether or not the update works, the problem (and several solutions) are discussed in that thread.
In any case, XRM should be your starting point.
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Thanks for the answer
Exactly, i added this mod to XRM : http://forum.egosoft.com/viewtopic.php? ... ff&start=0, they are not xsp ships since they are not compatible with XRM.
The mod installed are :
- XRM
- The Star Wars one
- Apricot Mapping Services (but deactivated, causes a CTD right on launch)
- I think there is also Multi Galaxy Mod that has been overwritten by XRM because i had it before.
The problem may be coming by the mods overlapping each other. How many .cat and .dat files are there in vanilla TC ?
Exactly, i added this mod to XRM : http://forum.egosoft.com/viewtopic.php? ... ff&start=0, they are not xsp ships since they are not compatible with XRM.
The mod installed are :
- XRM
- The Star Wars one
- Apricot Mapping Services (but deactivated, causes a CTD right on launch)
- I think there is also Multi Galaxy Mod that has been overwritten by XRM because i had it before.
The problem may be coming by the mods overlapping each other. How many .cat and .dat files are there in vanilla TC ?
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
I have not tested it myself, but I do not think that is true. See the link that I posted above about .xsp's in XRM.Xenogray wrote:they are not xsp ships since they are not compatible with XRM.
Yes, probably.The problem may be coming by the mods overlapping each other.
13 the last time I checked, but that was a couple of years ago.How many .cat and .dat files are there in vanilla TC ?
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
I am quite sure you're right but it was stated in the XRM topic that they are not compatible.DrBullwinkle wrote:I have not tested it myself, but I do not think that is true. See the link that I posted above about .xsp's in XRM.
Alright, i'll try that. I'll delete all the fake patchs i made and try with only what i need.13 the last time I checked, but that was a couple of years ago.