[MOD] More Missiles Mod

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Requiemfang
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Post by Requiemfang » Tue, 22. Mar 16, 03:54

:lol: save editing isn't that hard now :P

Requiemfang
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Post by Requiemfang » Tue, 22. Mar 16, 19:20

guess it's easier to add those missiles back than it is to make new ones that have a similar function eh?

NovaCameron
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Post by NovaCameron » Tue, 22. Mar 16, 22:47

Actually I am thinking I will add the function to Cruise missiles. As well as doubling their max speed. Again.

Requiemfang
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Post by Requiemfang » Tue, 22. Mar 16, 22:55

Sounds like a good idea I guess this way it makes the mod still game save safe?

NovaCameron
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Post by NovaCameron » Tue, 22. Mar 16, 23:37

Ya. still trying to get the light missiles to not jitter all over the place.

DeadMor0z
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Post by DeadMor0z » Tue, 21. Jun 16, 10:29

You can also put game on pause (Pause key by default) and have as much time as you want selecting needed target.

JDamien
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Update

Post by JDamien » Thu, 27. Apr 17, 17:06

Anyone happen to have any idea when/if this mod will get a 4.10 update?

Reaperxvii
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Post by Reaperxvii » Mon, 10. Jul 17, 05:45

This mod works fine with 4.10, though currently Im trying to make it work with the ablionskunk2 mods :) Nova do you have any advice on how to make your mod work with that mod? xD

*edit* nevermind I got it :)
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Requiemfang
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Post by Requiemfang » Sun, 24. Dec 17, 19:24

Mod works but I can't buy or sell missiles, all merchants are empty :(

iforgotmysocks
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Post by iforgotmysocks » Sun, 24. Dec 17, 23:21

An update recently moved Inventory item lists from setup.xml to libraries/parameters.xml. Changing a few lines will fix it, but i'm pretty drunk currently so i i'm not gonna look it up today. xD

Requiemfang
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Post by Requiemfang » Tue, 26. Dec 17, 05:36

Understandable, take your time :D

iforgotmysocks
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Post by iforgotmysocks » Wed, 27. Dec 17, 00:18

Requiemfang wrote:Understandable, take your time :D
Turns out that the way the author added missiles breaks alot more. Even before the patch changed the location for the itemlists he used a pretty messy way to add his missiles that basicly killed every other mod adding missiles aswell.

It's not my mod so i'm not allowed to change and reupload his files, but if u were to unpack his mod (i don't get why ppl pack their mods if uploaded somewhere else than steam), delete everything in the /md/ folder and copy this file in, then u should be good.

https://mega.nz/#%21JMgxwZTA%21OpLwA4H- ... CXKn59FwUE

If u don't know how to unpack his mod, lemme know. :)

Requiemfang
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Post by Requiemfang » Wed, 27. Dec 17, 19:00

iforgotmysocks wrote:
Requiemfang wrote:Understandable, take your time :D
Turns out that the way the author added missiles breaks alot more. Even before the patch changed the location for the itemlists he used a pretty messy way to add his missiles that basicly killed every other mod adding missiles aswell.

It's not my mod so i'm not allowed to change and reupload his files, but if u were to unpack his mod (i don't get why ppl pack their mods if uploaded somewhere else than steam), delete everything in the /md/ folder and copy this file in, then u should be good.

https://mega.nz/#%21JMgxwZTA%21OpLwA4H- ... CXKn59FwUE

If u don't know how to unpack his mod, lemme know. :)
cool and no worries, I can manage extracting the files from the cat/dat files. It was just trying to narrow down the issue. I thought it better to see if anyone with more experience would be able to track it down so long as I gave the correct type of info and the issue I was running into.

Edit: turns out the mod author sort of basically took it upon himself to expand on a mod you did once upon a time.

iforgotmysocks
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Post by iforgotmysocks » Wed, 27. Dec 17, 21:16

Requiemfang wrote: Edit: turns out the mod author sort of basically took it upon himself to expand on a mod you did once upon a time.
I was glad actually. :)

I'm always hoping to inspire more ppl to get creative, and one thing i was always pretty bad at is actually balancing things.

He seemed to have invested a lot of time to bring lots of new missiletypes into the game, so i took my mod down some years ago knowing that there's a better balanced one available.

I'm sure Nova will get back here eventually to update it properly.

Requiemfang
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Post by Requiemfang » Wed, 27. Dec 17, 21:30

yeah either way that little fix you did worked perfectly. Won't work for games already in progress but it works for new games.

iforgotmysocks
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Post by iforgotmysocks » Wed, 27. Dec 17, 23:22

Requiemfang wrote:yeah either way that little fix you did worked perfectly. Won't work for games already in progress but it works for new games.
Hmm.. can't say for sure without taking a look at the code again, but it should also work for ur current savegames, just switch some zones or sectors, it should update rather quickly after that.

Requiemfang
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Post by Requiemfang » Sat, 20. Jan 18, 07:07

Noticed something and I think I brought the discussion up earlier with the author of the mod and I made a good point about it. The constrictor missile or EMP missile that disables engines. The mod persay doesn't remove them since I pointed out to the author that removing them was a bad idea due to the fact that having them to disable ships boosting would be a missile type to keep.

Now I noticed while I was in FoO that arms wares sell these but every time I try to buy them they poof disappear on me. What line do I need to alter in order for them to not disappear on me?

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Nosscar
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Post by Nosscar » Fri, 1. Jun 18, 16:35

hi guys, i liked the look of this mod, subscribed before realising it wasn't working, now my save was broke, unpacked it, added file link to md folder (deleted everything else as instructed) and now i have missiles in shops again, problem is, no missiles are showing up for use in the skunk, any ideas what to do now. thanks in advance, i know its an old thread, just doing a rerun of xr before x4 comes later in the year. I did delete the old cat files, was this a mistake.
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JDamien
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Post by JDamien » Fri, 1. Jun 18, 20:17

I wound up having to use a save editor to remove all the More Missiles flags from my save game files, then a day later I restarted again anyway lol. Look for an editor called "XRSaveeditor" it will more or less allow a one click edit or extensions, you start the editor, load your save file then click the extensions tab and it should show all the mods currently flagged in that particular saved game then you can just delete the More Missiles flag from extensions and the save will load. I wouldn't use it for much more than this as the editor is a very old one and way out of date. It works sufficiently for this purpose though.

https://www.nexusmods.com/xrebirth/mods/21

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Nosscar
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Post by Nosscar » Sun, 3. Jun 18, 11:45

ok thanks, will try that now.

edit: ok so i removed the mod with the save editor, and now my save still loads ok, moremissiles mod is gone, i bought some more missiles, (normal ones now again), but they are still not appearing in my weapons to select and use.
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