[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility

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

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Nemesis_87
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Post by Nemesis_87 » Thu, 15. Sep 11, 18:22

Btw, whats the exact difference with the CIG conversion to APPC? is it just a name change or does it also change its graphics to make it look like the standard PPC? i know its stats r the same seeing i saw it somewere already so just curious :P

paulwheeler
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Post by paulwheeler » Thu, 15. Sep 11, 18:38

It changes the name and the bullet model.

To be honest I'm not sure what the change to the bullet is... it's the same change as the cmod3 APPC pack.

Nemesis_87
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Post by Nemesis_87 » Thu, 15. Sep 11, 18:41

well i think the only difference i had while using CMOD 3 was it never had that sort of flak effect were it exploded once it got to its max range

minime83
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Post by minime83 » Sun, 18. Sep 11, 15:21

I can't download CM4 'This Account Has Been Suspended' maybe somebody can help me :)

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MadMan983
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Post by MadMan983 » Sun, 18. Sep 11, 16:43

yeah i have that too
When ever people agree with me i always feel i must be wrong.

paulwheeler
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Post by paulwheeler » Sun, 18. Sep 11, 16:46

Looks like the XUniverse (where the cmod is hosted) is having problems...

If it's not back up soon, I'll have to find alternative hosters. I'm not able to upload it at the moment, can you hang on till tomorrow?

GrahamSimmons
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Post by GrahamSimmons » Sat, 24. Sep 11, 16:35

Can I get confirmation on the Ion Disruptor? Does it no longer damage equipment? And if no, what should I use to fry the lasers off enemy capitals instead?

paulwheeler
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Post by paulwheeler » Sat, 24. Sep 11, 22:42

To be honest I have no idea. It has the same flags set in tlasers as it has in vanilla, except for the "zig zag" flag. I've no idea if that would change how it damages weapons.

Nemesis_87
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Post by Nemesis_87 » Mon, 26. Sep 11, 14:46

Hi there

im trying to install APPC via plugin manager, but it says it is conflicting with another mod? Do u know any mods which might do this?

My current scripts r mainly Lucikes collection and SPK wise i use several XSP ships, CMOD 4+Factory packs, Tubless complex mod, Improved races and PHQ at shipyard

paulwheeler
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Post by paulwheeler » Mon, 26. Sep 11, 16:53

Nemesis_87 wrote:Hi there

im trying to install APPC via plugin manager, but it says it is conflicting with another mod? Do u know any mods which might do this?

My current scripts r mainly Lucikes collection and SPK wise i use several XSP ships, CMOD 4+Factory packs, Tubless complex mod, Improved races and PHQ at shipyard
The APPC pack will conflict with the base CMOD. This is the way it is designed. Does it give you the option of just continuing anyway?

Nemesis_87
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Post by Nemesis_87 » Mon, 26. Sep 11, 18:00

Il have to double check but im sure it does give me the option to continue anyways, i just never did that incase it broke my game but if its meant to do that then il give it a try

thanks for the quick reply, and again Awsome mod :D

Nemesis_87
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Post by Nemesis_87 » Sun, 2. Oct 11, 19:04

Got another question, does the EMR combatbility also include the FPD pack? if it does it might be worth just adding that on the DL link :)

paulwheeler
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Post by paulwheeler » Sun, 2. Oct 11, 20:09

Yes the emr compatibility pack does add fpd as well.


OP has been updated :wink:

Nemesis_87
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Post by Nemesis_87 » Mon, 3. Oct 11, 14:45

hmmm i copied and pasted the Cat and Dat file and renamed them to the highest number

18
18.dat

No ships ingame can use the FPD, also i use the SPK version for CMOD 4 and factory pack incase that will effect it

Is there any other way to install this?

paulwheeler
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Post by paulwheeler » Mon, 3. Oct 11, 16:12

Nemesis_87 wrote:hmmm i copied and pasted the Cat and Dat file and renamed them to the highest number

18
18.dat

No ships ingame can use the FPD, also i use the SPK version for CMOD 4 and factory pack incase that will effect it

Is there any other way to install this?
Do you have another mod installed in your "mod" folder that alters TShips or TCockpits? If you do these would need to be altered before you would see the EMR or FPD in game. See the bottom of the OP for details.

Nemesis_87
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Post by Nemesis_87 » Mon, 3. Oct 11, 16:16

The only files i have in the Mods folder is Ship - Boron Lusca M7 by Axeface which also contains the paranid thantos

i dont really use these ships anymore so probably best to just delete them?

paulwheeler
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Post by paulwheeler » Mon, 3. Oct 11, 17:35

Nemesis_87 wrote:The only files i have in the Mods folder is Ship - Boron Lusca M7 by Axeface which also contains the paranid thantos

i dont really use these ships anymore so probably best to just delete them?
Those mods are what is blocking the EMR pack. If you remove them it should be fine.

Alternatively, the SRM and XRM include both those ships and EMR/FPD compatibility.

Nemesis_87
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Post by Nemesis_87 » Mon, 3. Oct 11, 17:44

Cheers

Also i have been tempted to use SRM but aint got the heart to start a fresh game atm :P (will prob do it on my nxt game seeing it looks really good but will have to completely delete my game and reinstall it with all my scripts to avoid anything conflicting)

paulwheeler
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Post by paulwheeler » Mon, 3. Oct 11, 18:11

You don't need to restart with the SRM.

You only need to restart with the XRM.




...too many TLAs... :roll:

Nemesis_87
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Post by Nemesis_87 » Mon, 3. Oct 11, 18:13

*Facepalm*

Seems i got mixed up with XRM, im definatly gonna try it out
again thanks!!! :)

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