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Comment History
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

This is outrageous... 75 for a 100 transfer? WTF is this. Cant you make like a paypal account and link it to a donation banner in the mod description, so the money go directly into your account without a third party money grabbing, bloodsucking a$$hole$?

I realy dont know exactly how does those things work, but still this looks like a huge transfer tax. Just saying.

Good karma+2 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Just setup a donation page without a goal and anyone willing to support you can do it. No need for refunds then. I am sure we all know how hard is to both work on a full time job and doing something as time consuming as this extra project.
I am in a process of changing both my job and living place into another town, but will definitely support you when things settle down.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

To be honest never tried playing without it, but most other X3 modders reccomend using it. So in general I keep one copy of the game in the Steam folder and using NoSteam into another, where I put mods and stuff. So I always have a fresh copy if I mess up something.

In general its like rule of thumb for me. The last thing that comes in mind is to delete the entire game folder and redownload the mod and try again on fresh.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Dude if you are using the Steam version then you MUST use the NoSteam.exe from egosoft if you want to play with mods. Steam is replacing modded files with vannila ones when it starts. So you NEED the modified exe.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Make sure your game is updated and 04.cat/04.dat are in the "addon" folder. There was old versions of the game before it was available through Steam and GOG with files up to 03.cat/0.3.dat. Pre version 3.1 I think, but not sure. The mod starts with 05.cat/05.dat. So either rename all files in "addon" folder with name 05+ to a lower number, or update your game and then install the mod again. If your game is old version and files are up to 03.cat/03.dat then mod files (which start at 05.cat/05.dat) wont load.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Yes... Press "SPACE" to get out of flight mode press on the top icon of the left menu-> Advanced -> Encyclopedia -> Ships. Downside is you can see only ships you have met already. If you are looking something like Litcube's ship comprehendum, then no. There is not.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

The mod files should be pasted into main game folder. Doesnt matter where it is. What matters is where "X3AP.exe" is. For example mine: "D:\Games\Steam\steamapps\common\X3 Terran Conflict\".

The most easy way to locate it is to rightclick on the desktop shortcut -> "Shortcut" subtab -> click on "Open file location". This will open the proper folder where mod files should be pasted.

However it is much better to coppy the whole game in another folder, use the NoSteam.exe from Egosoft.com and modify the coppy.

This way you dont have to download the whole game if you messup something and Steam wont be able to "fix" the "corrupted" files when it doesnt recognise the modified ones.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Yes, you need Albion prelude to play this mod and you need terran conflict to play Albion prelude. What's so complicated? You need both.

Albion prelude is ADDON (Adds on top of the base game, not a game by itself)

"Star Wars Mod Reborn" is a MOD (Modifies and adds files to and of the albion prelude ADDON)

So you need both! Cannot explain it more simple than that sorry.

Good karma+3 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Oh right... One of the "cockpits" for the turret should be "ss_cockpit_r2" probably. Report it in the bugthread in the forum.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

3rd or 4th icon on the left menu (cant remember exactly)-> advanced -> weapons -> install the druid in the turret slot

Good karma+2 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

"Z" - decelerate "X" - accelerate "W,A,S,D" - strafe up, left, down, right "TAB" - booster (if installed) "Q, E" - rotate left, right "SPACE" - mouse follow mode.

You literaly start in front of a ship with a lightbulb icon. Click on it and open communications menu (C) He will teach you the basics.

Good karma+2 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

It is still vanilla in its core. The mod changes just the ships, weapons and storry missions. But in my opinion this is one of the few games that pays back every minute you spend in learning how to play.

Good karma+2 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Albion prelude

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

There is stations that make them. Like one in Argon sector M148. All items must be transferred into equipment docks before they are available for sale there. It is a living economy. Get some traders yourself and boost it. It is automatic with Trade command software mk3.

Good karma+4 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

A small new update: Version 3.3.

Reuses 04.cat/dat.

Changed:

addon\Documents\Changelog_xx.txt

addon\t\0002-****.pck
addon\t\0001-L007.pck

Changed in 04.cat/dat:

addon\director\dirobjdb.xsd

L\x3config.obj
L\X3galedit.obj
L\X3intro.obj
L\x3story.obj

Thats in the egosoft forum about the last update. Also a new nonsteam.exe (ver. 3.3) is available.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

MikSka
Creator
MikSka Dec 3 2017
"0.9.9 Uploading right now.

bugs:

Some ships S-Foils still not fixed.

Some guns not firing still not fixed.

No CODEA update.

Please check which ships explode when docking and un-docking.

Please check if Alliance story line/quest works.

I have bad internet so upload will take a good few hours, I'm going to bed now, hopefully nothing will go wrong.

Ill do a patch that adds stock exchange this week.
I'm freaking exhausted from work."

The creator said that patch is comming so he knows about this issue.

Good karma+2 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Oh I see... Well the script linked above also touches the entire docking procedure, with or without the docking computer, so give it a go. Usually I just repair bailed fighters and send them on autopilot to the closest shipyard.

Good karma+2 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Maybe this will help. Ships was behaving like this in the vanilla game since X3 launch.

Forum.egosoft.com

Also docking computers are mandatory for every fighter assigned to a carrier.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Already voted, yesterday when you said that update is comming. Just wanted to tell you that I almost ********** when I saw the X-70B Phantom... Freaking masterpiece. Too bad it has only 2 weapons and no turrets. Seems verry undegunned for a M6, but I can add more in my game at least.

Also one of the C-70 Consular-class cruisers has main cockpit inside the ship. Like inside of the model and partial bits of textures are seen through the cockpit window, none of its turrets work too. Only main guns.

Good karma+2 votes
koztaz
koztaz - - 24 comments @ Star Wars Mod Reborn

Yes! It's alive! It's alive! *Maniacal laugh*

Good karma+2 votes
koztaz
koztaz - - 24 comments @ X3AP Star Wars Mod 0.9.85B

And one more thing. Most of the sith ships have just a numrerical value instead of a path to their scene file. Spawned a Sith Destroyer and it was very bright pink and transparent Khaak Destroyer, doesn't seem right to me.

Good karma+1 vote
koztaz
koztaz - - 24 comments @ X3AP Star Wars Mod 0.9.85B

Ok after a lot of trial and errors, cause I dont have any modding expirience with X3. I have found severeal things you may look for into next update.

B-Wings have count of 3 in one of their main weapons which causes weird visual glitch with the game. When you shoot at something. First laser properly goes from the weapon to your target, but then out of nowhere (usualy somewhere from bellow) 2 more lasers appear and hit your target. Count of up to 5 I tested on turrets and it works fine, but not on main guns. However creating separate "ships\props\invisible_weapon" with count of "1", using the same scene number ("3" in the case of the B-Wings) works as intended and all lasers shoot fine.

Xenon "I" has 3 "ships\props\invisible_weapon" entries in the rear cockpit, which caused my game to crash few seconds after spawning it. Replacing those entries with "ships\props\bigturret4_dummy" fixed it.

Resurgent-class Star Destroyer has 6 more guns on its right cockpit, 3 turrets with count of 2. One of those uses same ordinal (15) as the rear cockipt. Not sure if this may cause trouble, but I red in a guide that ordinals must be unique. Just letting you know on this one.

Some ships like the destroyer above doesn't have "Compatible guns" entries. This causes turrets to refuse to fire even with autopilot command set to "Attack enemies", unless ship is directly fired upon, only then they return fire and even then not allways... This particullar one made me almost pull my hair off.

Thats it for now. But I have a question. I set all of the XL weapons to have a range of 20km. The problem is untill the ship closes to 10 and I hear the "beep" for enemy proximity not a single turret fires. Is this a game limitation or it can be tweaked too?

Good karma+1 vote
koztaz
koztaz - - 24 comments @ X3AP Star Wars Mod 0.9.85B

I don't see the "Edit" button to edit my post for a second time so... After checking ships and weapon stats in Tship.pck, Tlaser.pck and Tbullets.pck seems like a lot of stuff is compleetly random. Going to tweak it for my needs, but thanks for the compilation.

Good karma+2 votes
koztaz
koztaz - - 24 comments @ X3AP Star Wars Mod 0.9.85B

Ok same here some Xwing pirate fighter has 2x25 Mj shields... Way too much for a M5. Not 1 but 2 MEDIUM shields is too much for a ship as big and anoying as a fly. This is more shielding than even most M4s. Which is wrong.

EDIT: Got destroyed by another pirate in M5 with 16k shields... Balance is out of the window with this mod. Sorry but unplayable atm. Nice work on the ship model though. Even amazing if I may add, but even simplest missions turn out to be real chores with those stats.

Good karma0 votes