[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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unit757
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Post by unit757 »

Awesome Mod!

Any chance there is a mod out there that stops this stupid ware destruction when your hull takes damage? Or at least reduces it? Or if there's any modders out there who could tell me how I could go in and change it (just what file I need to open, I can figure out most of the rest).

I realize it's a normal part of the game, and the only reason I ask this is because playing with the high hull pack, 90% of my ships equipment and weapons are gone by the time I've only gone 5% into hull, meanwhile the enemy capital ship I'm facing is almost dead and still has most of it's equipment.
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DrBullwinkle
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Post by DrBullwinkle »

paulwheeler wrote:Those two dummys are the internal hanger and launchers
Oops, yeah... I read too fast. I fixed my post, but yours is better.

Thanks for keeping me honest. :)
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Post by paulwheeler »

@unit757

Nope - thats hard coded into the game engine.
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Post by paulwheeler »

DrBullwinkle wrote:
paulwheeler wrote:Those two dummys are the internal hanger and launchers
Oops, yeah... I read too fast. I fixed my post, but yours is better.

Thanks for keeping me honest. :)
No probs! :wink:
unity100
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Post by unity100 »

paulwheeler wrote:Dont do that! Those two dummys are the internal hanger and launchers - youll end up with holes in the model!

You need to add two new external docking dummies that accept M6s. Copy them from the Panther scene file (find the BSD entries at the end of the scene file).

(the internal m6 hanger from the Kyoto is too big for the existing hole in the Elephant.)
but Elephant already accepts m6 ? im not trying to modify elephant, im trying to modify Ryu, to make one of its docking bays to accept m6s.

Do i still have to add a docking bay to Ryu ? cant i just change the flags on one of Ryu's docking bays to a flag to the one whichever docking bay allows m6 docking on Elephant ?
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Post by paulwheeler »

Nope, no TLs have m6 docks. Most M7 carriers and M1s have M6 docks.

Off the top of my head i cant remember if the Ryu has external docks. If it does, these dummys in the scene file can simply be changed to the same dummy as you see on a ship that has an external m6 dock (keep the node the same, just rename the dummy path).
Last edited by paulwheeler on Fri, 21. Feb 14, 21:43, edited 1 time in total.
unity100
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Post by unity100 »

im at a loss, paul.

I am able to dock into the Elephant with advanced heavy osprey in the game. It just docks and undocks it without any problems.

moreover the script that was recommended to check ship stats shows Elephant as allowing M6 docking. Along with Goner Ozias.

I tested both, both allow M6 docking and docking works without issues.
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DrBullwinkle
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Post by DrBullwinkle »

unity100 wrote:Do i still have to add a docking bay to Ryu ?
If the Ryu has no external docks then yes. Of course.

One of the Ship Tricks tutorials shows you exactly how to do what Paul suggested.
  • (Fine Print Department: If you change one of the internal docks to a different dock type, then it will work, but you may have to use Docking Lockup Fix and Safe Undocking to dock and undock larger ships.

    If you change the *flag* on the internal docks, then that will change them for *all* ships. Not just your Ryu, but every carrier that uses 19026/19027 docks.

    Adding external docks is cooler. It looks better and has fewer side effect.)
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Post by paulwheeler »

Does the Elephant dock internally or externally? I will have to have a proper look at the scene file myself - I can do that tomorrow. What you posted was not all of the Elephant's scene file. I think you missed off the end.
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Post by unity100 »

Elephant docks Advanced Heavy Osprey externally, under one of its wings. It landed under left wing, neatly tucked under the wing quite nice.
unit757
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Post by unit757 »

paulwheeler wrote:@unit757

Nope - thats hard coded into the game engine.
Damn, thanks though! If I went back to the vanilla hull strength, or the low multiplier, would it help at all? I'm going to take a wild guess and assume it's coded so that every x amount of damage recieved, destroy 1 ware, so a vanilla or low multiplier wouldn't still have 80% of it's hull left and no guns to speak of?

What about the marine limits on ships, I know one of the OTAS ones in vanilla could hold 30, so I'm guessing it's somewhat changeable...

Sorry for the questions, I'm bad @ google
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Post by unity100 »

The split elephant scene file i posted was named split_TL_scene.pbd and it ends at #15, exactly as i posted.

There are other parts in the virtual file system for elephant, these are :

split_TL.pbb with content :

BOB1INFO$PATH: F:\SRC\X3.5\X3\objects\ships\split\split_TL.bob SRC: \\Ego2008\f_old\SRC\X3\x3\objects\ships\split\split_TL_restored.max VERS: 3.53 TIME: Jul 31 2007 12:17:29 Copyright 1 2003 by EGOSOFT$

split_TL_wreck.pbb with content :

BOB1INFO$PATH: X:\objects\ships\split\split_TL_wreck.BOD SRC: X:\objects\ships\split\split_TL.max VERS: 3.51 TIME: Sep 12 2005 21:00:48 Copyright 1 2003 by EGOSOFT$

Other than that there is nothing.


Im looking from virtual file sytem from under objects - ships - split
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DrBullwinkle
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Post by DrBullwinkle »

unity100 wrote:Im looking from virtual file sytem from under objects - ships - split
Don't do that... use the scene path specified in TShips instead.
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DrBullwinkle
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Post by DrBullwinkle »

unit757 wrote:If I went back to the vanilla hull strength, or the low multiplier, would it help at all?
Nope. Equipment damage is based on the number of hits to the hull when shields are down. Nothing you can mod will change it.


What about the marine limits on ships, I know one of the OTAS ones in vanilla could hold 30, so I'm guessing it's somewhat changeable...
Nope. All marine limits are hard-coded. Including the Sirokos.
unity100
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Post by unity100 »

DrBullwinkle wrote:
unity100 wrote:Im looking from virtual file sytem from under objects - ships - split
Don't do that... use the scene path specified in TShips instead.
The scene path specified is this one :

ships\split\split_TL_scene

I get here by opening ships.pck from virtual filesystem, going to elephant, and checking its model tab, the 'ship scene' entry.

And to get the scene, i go to virtual filesystem, go to objects, ships, split and then split_TL_scene.pbd
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DrBullwinkle
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Post by DrBullwinkle »

Yep.
unity100
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Post by unity100 »

DrBullwinkle wrote:Yep.
Then it is correct. so ONE thing in the below text allows M6 docking. but i cant tell what is that.

Im including dummies.txt below too. Im sure there is a link in between the docking types shown in the split elephant scene file with one of these here, but i still wasnt able to find which one. :

(i reincluded split elephant scene file under the dummies txt too)
//dummy bodies to be substituted
//body type;max num states;max num parts;num bodies;
//body id/name;body flags;[num states;[type;cut id/name;]][num parts;[body id/name;flags;]]

SDTYPE_ANIMATED;20;
19990;NULL;1;NULL;990;
19023;ANIMATEDF_DOCKPORT_STANDARD|ANIMATEDF_DOCKPORT_UDDOWN|ANIMATEDF_DOCKPORT_BELOW60;1;NULL;9010;
19040;ANIMATEDF_DOCKPORT_HUGESHIP|ANIMATEDF_DOCKPORT_UDFWD|ANIMATEDF_DOCKPORT_UDDOWN;0;
19026;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_QUICKLAUNCH|ANIMATEDF_DOCKPORT_STARTONLY;1;NULL;9013;
19027;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_HANGAR|ANIMATEDF_DOCKPORT_LANDONLY;1;NULL;9014;
19044;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_UDDOWN|ANIMATEDF_DOCKPORT_BELOW60;0;
19145;ANIMATEDF_DOCKPORT_HUGESHIP|ANIMATEDF_DOCKPORT_UDDOWN|ANIMATEDF_DOCKPORT_UDBACK;0;
19096;ANIMATEDF_DOCKPORT_STANDARD|ANIMATEDF_DOCKPORT_QUICKLAUNCH|ANIMATEDF_DOCKPORT_STARTONLY;1;NULL;9096;
19097;ANIMATEDF_DOCKPORT_STANDARD|ANIMATEDF_DOCKPORT_QUICKLAUNCH|ANIMATEDF_DOCKPORT_STARTONLY;1;NULL;9097;
19098;ANIMATEDF_DOCKPORT_STANDARD|ANIMATEDF_DOCKPORT_QUICKLAUNCH|ANIMATEDF_DOCKPORT_STARTONLY;1;NULL;9098;
19099;ANIMATEDF_DOCKPORT_STANDARD|ANIMATEDF_DOCKPORT_HANGAR|ANIMATEDF_DOCKPORT_LANDONLY;1;NULL;9099;
ships\props\extern_M4_dock;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_FWDPUSH;0;
ships\props\extern_M6_dock;ANIMATEDF_DOCKPORT_M6|ANIMATEDF_DOCKPORT_UDFWD;0;
ships\props\extern_M62_dock;ANIMATEDF_DOCKPORT_M6|ANIMATEDF_DOCKPORT_UDDOWN|ANIMATEDF_DOCKPORT_BELOW30;0;
ships\props\extern_TS_dock;ANIMATEDF_DOCKPORT_TRANSPORT|ANIMATEDF_DOCKPORT_UDDOWN|ANIMATEDF_DOCKPORT_BELOW30;0;
ships\props\extern_TS2_dock;ANIMATEDF_DOCKPORT_TRANSPORT|ANIMATEDF_DOCKPORT_UDFWD;0;
19102;ANIMATEDF_DOCKPORT_STANDARD|ANIMATEDF_DOCKPORT_QUICKLAUNCH|ANIMATEDF_DOCKPORT_STARTONLY;1;NULL;9101;
19101;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_HANGAR|ANIMATEDF_DOCKPORT_LANDONLY;1;NULL;9102;
19103;ANIMATEDF_DOCKPORT_BIGSHIP|ANIMATEDF_DOCKPORT_TRANSPORT|ANIMATEDF_DOCKPORT_UDBACK;0;
19244;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_BELOW60|ANIMATEDF_DOCKPORT_UDBACK;0;

SDTYPE_DOCK;8;
19022;NULL;1;NULL;9008;
71;NULL;1;NULL;9009;
79;NULL;1;NULL;9009;
77;NULL;1;NULL;9009;
10213;NULL;1;NULL;9009;
10216;NULL;1;NULL;9009;
19024;NULL;1;NULL;9011;
19100;NULL;1;NULL;9100;


SDTYPE_DOORWAY;12;
//71;DWF_OUTERDOCK;4;DOORSTATUS_OPENING;600;DOORSTATUS_CLOSING;601;DOORSTATUS_OPEN;602;DOORSTATUS_CLOSED;603;
//79;DWF_OUTERDOCK;4;DOORSTATUS_OPENING;604;DOORSTATUS_CLOSING;605;DOORSTATUS_OPEN;606;DOORSTATUS_CLOSED;607;
//77;DWF_OUTERDOCK;4;DOORSTATUS_OPENING;608;DOORSTATUS_CLOSING;609;DOORSTATUS_OPEN;610;DOORSTATUS_CLOSED;611;
//10213;DWF_OUTERDOCK;4;DOORSTATUS_OPENING;650;DOORSTATUS_CLOSING;651;DOORSTATUS_OPEN;652;DOORSTATUS_CLOSED;653;
//10216;DWF_OUTERDOCK;4;DOORSTATUS_OPENING;654;DOORSTATUS_CLOSING;655;DOORSTATUS_OPEN;656;DOORSTATUS_CLOSED;657;
320;DWF_OUTERDOCK|DWF_CARRIER;0;
367;DWF_OUTERDOCK|DWF_CARRIER;0;
371;DWF_OUTERDOCK|DWF_CARRIER;0;
370;DWF_OUTERDOCK|DWF_CARRIER;0;
369;DWF_OUTERDOCK|DWF_CARRIER;0;
368;DWF_OUTERDOCK|DWF_CARRIER;0;
372;DWF_OUTERDOCK|DWF_CARRIER;0;
19017;DWF_OUTERDOCK|DWF_CARRIER;0;
875;DWF_INNERDOCK;4;DOORSTATUS_OPENING;639;DOORSTATUS_CLOSING;640;DOORSTATUS_OPEN;642;DOORSTATUS_CLOSED;641;
10224;DWF_INNERDOCK;4;DOORSTATUS_OPENING;658;DOORSTATUS_CLOSING;659;DOORSTATUS_OPEN;660;DOORSTATUS_CLOSED;661;
10226;DWF_INNERDOCK;4;DOORSTATUS_OPENING;662;DOORSTATUS_CLOSING;663;DOORSTATUS_OPEN;664;DOORSTATUS_CLOSED;665;
874;DWF_PLATFORM;0;


SDTYPE_GUN;20;
106;GUNF_FIXED;2;GUNSTATUS_INITIAL;4291;GUNSTATUS_FIRING;4292;0;
107;GUNF_FIXED;2;GUNSTATUS_INITIAL;4293;GUNSTATUS_FIRING;4294;0;
91;GUNF_ROTATE;1;GUNSTATUS_INITIAL;4290;2;90;GUNPARTF_ROTATEALPHA;89;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
708;GUNF_ROTATE;1;GUNSTATUS_INITIAL;4295;2;980;GUNPARTF_ROTATEGAMMA;981;GUNPARTF_ROTATEBETA|GUNPARTF_ROTATEGAMMA;
19018;GUNF_FIXED;0;0;
19019;GUNF_FIXED;0;0;
19080;GUNF_FIXED;0;0;
19081;GUNF_FIXED;0;0;
19082;GUNF_FIXED;0;0;
19083;GUNF_FIXED;0;0;
ships\props\bigturret_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\bigturret_scene;3;ships\props\bigturret_body;GUNPARTF_ROTATEALPHA;ships\props\bigturret_leftweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;ships\props\bigturret_rightweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\bigturret2_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\bigturret2_scene;3;ships\props\bigturret_body;GUNPARTF_ROTATEALPHA;ships\props\bigturret_leftweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;ships\props\bigturret_rightweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\m6maingun_static;GUNF_FIXED;2;GUNSTATUS_INITIAL;ships\props\m6maingun_scene_static;GUNSTATUS_FIRING;ships\props\m6maingun_scene_moving;0;
ships\props\m3gun1d_static;GUNF_FIXED;2;GUNSTATUS_INITIAL;ships\props\m3gun1d_scene_static;GUNSTATUS_FIRING;ships\props\m3gun1d_scene_moving;0;
ships\props\m3turret1d_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\m3turret1d_scene;2;ships\props\m3turret1d_body;GUNPARTF_ROTATEALPHA;ships\props\m3turret1d_weapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\m6turret4_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\m6turret4_scene;3;ships\props\m6turret4_body;GUNPARTF_ROTATEALPHA;ships\props\m6turret4_leftweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;ships\props\m6turret4_rightweapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\gatlingf_body;GUNF_FIXED;2;GUNSTATUS_INITIAL;ships\props\gatlingf_scene_static;GUNSTATUS_FIRING;ships\props\gatlingf_scene_moving;0;
ships\props\gatlingf_body_right;GUNF_FIXED;2;GUNSTATUS_INITIAL;ships\props\gatlingf_right_scene_static;GUNSTATUS_FIRING;ships\props\gatlingf_right_scene_moving;0;
ships\props\bigturret4_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\bigturret4_scene;2;ships\props\bigturret4_body;GUNPARTF_ROTATEALPHA;ships\props\bigturret4_weapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;
ships\props\bigturret5_dummy;GUNF_ROTATE;1;GUNSTATUS_INITIAL;ships\props\bigturret5_scene;2;ships\props\bigturret4_body;GUNPARTF_ROTATEALPHA;ships\props\bigturret4_weapon;GUNPARTF_ROTATEALPHA|GUNPARTF_ROTATEBETA;



SDTYPE_CONNECTION;1;
dummy_connection;NULL;1;NULL;0;
Here is split elephant scene file :
/===============================================================
/ 3D Scene Information file F:\SRC\X3\x3\objects\ships\split\split_TL_scene.bod
/ Automatically generated from F:\SRC\X3\x3\objects\ships\split\split_TL_scene.max
/===============================================================
/ EGOSOFT Bodyfile exporter version 3.51 [Sep 12 2005 21:00:48]
VER: 3;

/ Elephant : Turrets redone by Gazz 13.12.08

P 0; B 19026; C 6; N B19026_6; b
{ 0x2002; 21674; 51865; 21032; 0.254696; -0.081587; -0.981495; -0.173238; -1; -1; } // -1
P 1; B 19027; N B19027a; b
{ 0x2002; -73; -48400; -204305; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 2; B 19026; C 2; N B19026_2; b
{ 0x2002; -21687; 54011; -1921; 0.250942; -0.089031; 0.981057; 0.172050; -1; -1; } // -1
P 3; B 19026; C 3; N B19026_3; b
{ 0x2002; -21668; 56048; -24758; 0.250942; -0.089031; 0.981057; 0.172050; -1; -1; } // -1
P 4; B 19026; C 7; N B19026_7; b
{ 0x2002; 21674; 54011; -1921; 0.254696; -0.081587; -0.981495; -0.173238; -1; -1; } // -1
P 5; B 19026; C 8; N B19026_8; b
{ 0x2002; 21656; 56048; -24758; 0.254696; -0.081587; -0.981495; -0.173238; -1; -1; } // -1
P 6; B 19026; C 1; N B19026_1; b
{ 0x2002; -21687; 51865; 21032; 0.250942; -0.089031; 0.981057; 0.172050; -1; -1; } // -1

/Rear
P 7; B ships\props\bigturret_dummy; C 4; N Bships\props\bigturret_dummy_4b; b
{ 0x2002; 205; 81013; -480000; 0.500; 0.000; 1.000; 0.000; -1; -1; } // -1
/Front
P 8; B ships\props\bigturret_dummy; C 2; N Bships\props\bigturret_dummy_2b; b
{ 0x2002; -0; 83189; 355000; 0.000; 0.000; 0.000; 0.000; -1; -1; } // -1
/Right
P 9; B ships\props\bigturret_dummy; C 3; N Bships\props\bigturret_dummy_3b; b
{ 0x2002; 69500; 38500; -71500; 0.270; 0.000; 1.000; 0.000; -1; -1; } // -1
/Left
P 10; B ships\props\bigturret_dummy; C 5; N Bships\props\bigturret_dummy_5b; b
{ 0x2002; -69500; 38500; -71500; 0.270; 0.000; -1.000; -0.000; -1; -1; } // -1

P 11; B ships\split\split_TL; C 1; N Bships\split\split_TL_1b; b
{ 0x2002; -6; 135; 11; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -6; 135; 11; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
/Fr Ri Re Le
P 12; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2b; b
{ 0x2002; 0; 116000; 400000; 0.000; 0.000; 0.000; 0.000; -1; -1; } // -1
P 13; B ships\props\cameradummy; C 3; N Bships\props\cameradummy_3b01; b
{ 0x2002; 83500; 58500; -116500; 0.270; 0.000; 1.000; 0.000; -1; -1; } // -1
P 14; B ships\props\cameradummy; C 4; N Bships\props\cameradummy_4b02; b
{ 0x2002; 0; 95000; -552000; 0.500; 0.000; 1.000; 0.000; -1; -1; } // -1
P 15; B ships\props\cameradummy; C 5; N Bships\props\cameradummy_5b03; b
{ 0x2002; -83500; 58500; -116500; 0.270; 0.000; -1.000; 0.000; -1; -1; } // -1
edit : i included same file twice. i corrected split scene file.
unit757
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Post by unit757 »

DrBullwinkle wrote:
unit757 wrote:If I went back to the vanilla hull strength, or the low multiplier, would it help at all?
Nope. Equipment damage is based on the number of hits to the hull when shields are down. Nothing you can mod will change it.


What about the marine limits on ships, I know one of the OTAS ones in vanilla could hold 30, so I'm guessing it's somewhat changeable...
Nope. All marine limits are hard-coded. Including the Sirokos.
That's what I needed to know, thanks mate.

I'll just go back to vanilla hull strength, at least that way those hits will hurt the ship more so I don't end up with half my fleet at 90% hull with no weapons or equipment to speak of. Alternatively my other option is to build and field more ships so they never get a chance to drop my shields :)
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Post by DrBullwinkle »

unity100 wrote:Here is split elephant scene file
I do not see an external dock in the scene you posted. Just follow Paul's original advice to use an external dock from another ship (Panther).

Or, you know... follow the tutorial. ;)

How to add Docking Bays to Any Ship (Part 2, External Docks)
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Post by paulwheeler »

@unity757

As far as I recall, the Elephant in the XRM cannot dock an M6, and the scene file backs that up - the only docks in that scene are the internal hanger for fighters. That said, it should at least have an external TS dock.

So i suspect you are looking at the wrong scene file - probably the vanilla one. You want the scene file inside the xrm part 1 cat/dat that the xrm tships points to.

In fact im certain that's the wrong scene file as the xrm Elephant has Cadius's turret dummys. That scene file is loading vanilla turrets.

Just open the part 1 cat/dat in the x3 editor and find the Elephant's scene file - then just open that in Notepad.

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