Search found 449 matches

by Spectre01
Thu, 17. Dec 15, 21:35
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3191272

So... I found out that for some reason, the Argon Swarm Missile Production Complex (13000 ST size) crashes my game now. And for the record, I only modded Tships, Tbullets, Tlaser(made a copy in a higher order .cat with only those files). Never touched any station files. And the funny thing is, it di...
by Spectre01
Tue, 15. Dec 15, 18:16
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Accuracy
Replies: 12
Views: 633

One way to increase accuracy is increase the bullet speed in Tbullet.
by Spectre01
Tue, 15. Dec 15, 06:48
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Remove rocks based on size/type? [Someone did this!]
Replies: 1
Views: 293

Your best bet is to modify that remove rock script, to scan the yell first, if it's not nvidium, then delete. Just need to add couple lines I think.
by Spectre01
Sun, 13. Dec 15, 16:57
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3191272

Thanks Illuminatus for the in depth explanation. I will see what I can do with those information to achieve what I want to do.
by Spectre01
Sat, 12. Dec 15, 23:42
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3191272

Another question. I have my heavily modded XRM AP from 2 years ago and now just start playing X3 again since I got a better CPU (so no more 10FPS yeah!). I'm trying to "fix up" my AP so I can zip it and send it to a friend who is "too lazy to mod". On top of the base AP, I have XRM, TC plot for XRM ...
by Spectre01
Tue, 8. Dec 15, 15:21
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [SCRIPT] X3TC Cheat Package : v1.70 : Updated: 20/03/2021 (TC/AP/FL Compatible)
Replies: 1603
Views: 1071570

Wow, didn't know you have that kind of script. Thanks!
by Spectre01
Tue, 8. Dec 15, 03:57
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] IEX - AP/TC Sector Visual Enhancement - IEX 1.5b (27/07/2014)
Replies: 624
Views: 213321

Kinda have problem with the mod on AP. I'm using XRM+TC plot for AP. By following your instruction, I installed IE's cat file (right after the official 4 cat files), follow by your IEX, then XRM 1 and XRM 2 cats, and TC-AP plot cat, and finally XRMi-TCAP cat. Everything seems ok so far, but in Terra...
by Spectre01
Tue, 8. Dec 15, 01:59
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [SCRIPT] X3TC Cheat Package : v1.70 : Updated: 20/03/2021 (TC/AP/FL Compatible)
Replies: 1603
Views: 1071570

Cycrow, say if I wrote a script that create a custom equipment dock for myself, and I want the station has the "keep unlimited stock" cheat on by itself when it's spawned, how should I call your z.cheat.cycrow.keepstock script? I've went through your scripts and couldn't get a gasp of how you did it...
by Spectre01
Mon, 7. Dec 15, 18:08
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3191272

X2-Illuminatus wrote: You should spawn the shipyard and add the ships once.
Then on further gamestarts, you check wether the shipyard is still there. If it is, you do nothing. If it isn't, you re-create the shipyard and add the ships again.
Thanks for the pointer! I haven't thought like that before.
by Spectre01
Sun, 6. Dec 15, 21:37
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3191272

Paul, I gotta ask you something. What kind of name does a custom script needs so that it will be automatically run once only on a "start new game"(any game start) without enable the script editor? I just start learning scripting after all these years play X3. I made some custom ships. And my first s...
by Spectre01
Sun, 14. Jun 15, 19:00
Forum: Off Topic English
Topic: Does anyone play X3AP w/ XRM on a 4790k?
Replies: 3
Views: 564

Does anyone play X3AP w/ XRM on a 4790k?

Well, after much saving, I finally have enough to overhaul my entire system. I was running on Phenom ii x4 980, with a 4gig ram and a 6870. The framerate in AP was quite jarring. I've tired the game (running XRM mod) on my firend's i5 4590 (default at 3.3Ghz un-turbo'd) and R9 290, and the framerate...
by Spectre01
Mon, 10. Feb 14, 08:43
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [SCR] Ship Browser v1.2 - In Game Ship Comparison Tool [UPDATED: 11/2/2014]
Replies: 72
Views: 46937

I'd fraking kiss ya. This really saves tons of time moving around in the ingame encyclopedia when compare bunch of ships.

One more question before I actually try this. I'm running XRM with a modded Tships since I've added some ships that didn't come with XRM. Will this script still works?
by Spectre01
Fri, 7. Feb 14, 22:13
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
Replies: 822
Views: 114630

3ds max 9+service pack 2, as I've heard that Dbox2 works best with that version. From some further testing, it seems that some texture/material patch didn't get saved with the model. For example, I import the head part along, save it to a 3dmax scene, rename the dds and texture folder and load the s...
by Spectre01
Fri, 7. Feb 14, 21:23
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
Replies: 822
Views: 114630

Sorry to bother you again. Ran into a minor problem when importing Pegasus. http://puu.sh/6Nv1r.png This is before scaling. I just imported all the parts and rearrange them into correct positions (part details and arms took me like an hour to import...). It says all the needed texture files are ther...
by Spectre01
Thu, 6. Feb 14, 00:12
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
Replies: 822
Views: 114630

Well frak me! Finally found out why the runway texture doesn't apply properly. I tried to use PolygonCrusher to reduce the poly count. Somehow 3dmax considers the reduced mesh as a new object even when I undo the change, thus won't apply the old texture... EDIT: not feel like to post a new reply so ...
by Spectre01
Wed, 5. Feb 14, 21:05
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
Replies: 822
Views: 114630

@MilesRS Well, because I mostly play XRM AP, and I just start learning how to merge ship mods (did Cadius' mass effect Normandy before). The reason I want to scale Galactica (and pegasus, valkyrie later) is because of my play style. I don't like huge ship that is hard to maneuver in the X universe (...
by Spectre01
Tue, 4. Feb 14, 23:53
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
Replies: 822
Views: 114630

@MilesRS This is the camera dummies in 3dmax. This is the entries in generated scene file (cam 3 and 5 is entry #19 #20 because I added them a bit late). This is in tship. The first set of "left and right" is the front set of turrets (angled in the 3dmax pic), 2nd set is the top turrets, and the las...
by Spectre01
Tue, 4. Feb 14, 21:13
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
Replies: 822
Views: 114630

@MileRS Sorry to bother you again. I ran into some frustrated problems that I just don't know how to fix... http://steamcommunity.com/sharedfiles/filedetails/?id=224461855 Don't know why the armor and rib gives me this white textures, and the flight pod runway doesn't have any textures/lights. Reapp...
by Spectre01
Mon, 3. Feb 14, 21:08
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: X3 AP...XRM..Cadius Ship Pack..adding back ship(s)
Replies: 4
Views: 2844

-Open the tship in xtra mod -go to both longsword's entry (should be under usc) -switch to model tab, write down the location of the ship's scene file -go to xtra mod .cat's objects/ships folder, find those scene files and their model folder (the scene file is usually 1 folder above the model folder...
by Spectre01
Sun, 2. Feb 14, 19:08
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: 3ds Max - Pivot's
Replies: 6
Views: 405

Hierarchy->Affect pivot only, then just use select and move to move the pivot around like an normal object.

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