Search found 449 matches
- 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...
- Tue, 15. Dec 15, 18:16
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Accuracy
- Replies: 12
- Views: 633
- 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
- 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
- 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 ...
- 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
- 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...
- 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...
- 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
Thanks for the pointer! I haven't thought like that before.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.
- 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...
- 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...
- 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
- 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...
- 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...
- 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 ...
- 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 (...
- 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...
- 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...
- 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...
- Sun, 2. Feb 14, 19:08
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: 3ds Max - Pivot's
- Replies: 6
- Views: 405