Star Wars Mod for the Egosoft X3 series game, specifically Albion Prelude. This mod adds High quality ships, locations and sounds, as close as possible to the original films, something most people seem to loose focus of.

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1.0a bug list (and balance suggestions) (Games : X³: Terran Conflict : Mods : Star Wars Mod Reborn : Forum : Bug Reports : 1.0a bug list (and balance suggestions)) Locked
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Feb 28 2018 Anchor

Going on a Fresh reinstallation of AP, with a few mods to ease AP-based gameplay (OK Trader, Enhanced Briefings, AP Cheat collection for ship testing, etc)

Edit : This also covers 1.0.1a since this version sticks to model/texture/shader changes.


----- Bugs -----

1) In 0.99 Argon One was changed to a Nebulon-B Carrier type. It *WAS* a huge Mon Calamari ship. PLEASE change it back (or to a better Republic/Rebellion ship). ;_;

2) Having the plants in A148/Corellia may help performance, but it's hell trying to go back and fourth to get missions in the sector before they disappear, so I ended up installing the 500k Comms mod. >.<

3) X-foils :

X-Wing (vanilla starter unit) Works fine.

X-wing Vanguard - untested

X-Wing Raider - Says "Not Installed" and does not work.

X-wing T-70 - clones itself when you open X-foils

X-wing Xj5 - untested

X-wing Xj5 Raider - untested

4) Mandorian (Split Race)

Considering how this mod interacts with several mods, I think there is an issue with the Mandalorians race (how races are setup in this game, I'm not sure) but 4 mods related to race have minor issues with this race ONLY,

a - Improved Races - When starting this mod's script, it shows numbers (sectors?) and processes through them one at a time (1/36 Mon Calamari, 2/36 Mon Calamari for example) but when it processes Mandalorians, it gives no numbers, stats, and then just goes to the next race, so I have no clue if it work on that race as of this moment. >,<

b - Numeric Ranks - Shows a numerical value to your rank with each contacted species (so you don't have to look up the rank's details to know your status with them), once again Mandalorian doesn't work, but ALL others do. =/

c - Universal Best Buy/Sell locator - Anything you try to buy directly from Mandalorian facilities with their name at the beginning (Mandalorian Solar Power Plant, Mandalorian Mine, etc) only shows up in the lists as "Mandalorian" and nothing else.

d - AP Cheat Collection - Same as UBBSL, all Mandalorian named items only show up as "Mandalorian" only on the creation list.

I don't know what's wrong with the race, but something is off, might be an easy fix, might not. ;)


----- Experience -----

1) About to do the argon Corvette Escort mission ...... with a Luxury CR90. I shead tears here, Mik. Going from a heavy assault type corvette (hammerhead corvette) to a light anti-fighter corvette (cr90 standard, NOT 90A).... I can only pray you made the argon missions easier. >.<

Update : I was literally doing hit and run against individual imperial customs corvettes, the C90 wasn't mean to fight anything bigger than a fighter. Just one of them was outgunning me, and yes I upgraded the main guns to RH-8's. >.<

Next mission CR90 was completely useless against the Imperial Light Cruisers, and I had better luck ramming the laser towers than shooting them with RH-8's. :( Re-did the mission with a CR90A with 6 PPC's and worked MUCH better. Had to do a lot of dodging against the ILC's, but my PPC's pounded them into space dust. I just noticed earlier that the top and down turrets on the CR90 go straight up and down, and cannot shoot anything near even with the ship, while the CR90A's top and bottom turrents are aimed forwards, and cannot shoot anything past the rear half of the ship. I'll gladly take the 90A's config, since it can actually shoot straight forward. :)


Noticed Fixes :

Bwing raider now uses all 7 guns, presumed other bwing models did the same. Still locks game when I tried S-Foils. ;)

Edited by: vanguardian1

Feb 28 2018 Anchor

You can add the game breaking bug at the military base in Rhonkard's Fire that insta kills your ship when undocking to this list :P The exit point is located to high up so it becomes a collision issue with the base itself.

Mar 1 2018 Anchor
damiengr3y wrote:

You can add the game breaking bug at the military base in Rhonkard's Fire that insta kills your ship when undocking to this list :P The exit point is located to high up so it becomes a collision issue with the base itself.


Which ship? (some ships have more issues in docking than others)

Mar 3 2018 Anchor

When you have more then one raider corvette in a dock the bows cross and they explode upon leaving the station.

Mar 5 2018 Anchor

"1) In 0.99 Argon One was changed to a Nebulon-B Carrier type. It *WAS* a huge Mon Calamari ship. PLEASE change it back (or to a better Republic/Rebellion ship). ;_;"


Thats very odd, I have it as the Home One huge Mon Cal cruiser my side.

"2) Having the plants in A148/Corellia may help performance, but it's hell trying to go back and fourth to get missions in the sector before they disappear, so I ended up installing the 500k Comms mod. >.<"

What do you mean? which plants?


1) About to do the argon Corvette Escort mission ...... with a Luxury CR90. I shead tears here, Mik. Going from a heavy assault type corvette (hammerhead corvette) to a light anti-fighter corvette (cr90 standard, NOT 90A).... I can only pray you made the argon missions easier. >.<"

just changed to the CR90 Assault variant

Regarding Mandelorians im clue less as I havnt really messed with that race at all, just changed its name, so if anyone has any ideas please do share.

small patch upload tomorrow

tonight uploading my addons folder to try fix the crash problem some people are having.

Mik

damiengr3y wrote:

You can add the game breaking bug at the military base in Rhonkard's Fire that insta kills your ship when undocking to this list :P The exit point is located to high up so it becomes a collision issue with the base itself.

Will do but I might just fiddle with the raider corvette scene to fix that


Edited by: MikSka

Mar 7 2018 Anchor

Good day to all pilots.

1. About problem with start game after installing v1.01 core files:

file TShips.txt in 09.cat/dat _OR_ TShips.txt in 14.cat/dat from patch 1.02 have wrong data (I do not know what). If this file is replaced with TShips.txt from v0.9.9 - game will start correctly.

2. About problem with Russian font in menues:

Delete files f\tahoma13.tga _AND_ f\tahoma13.abc from 13.cat/dat and you have normal russian leters

"X3AP Mod 1.0 A. Possible Crash Fix" did not help me.

Thanks for you fantastic Mod and sorry for my bad english.

Mar 7 2018 Anchor
FenderVender wrote:

Good day to all pilots.

1. About problem with start game after installing v1.01 core files:

file TShips.txt in 09.cat/dat _OR_ TShips.txt in 14.cat/dat from patch 1.02 have wrong data (I do not know what). If this file is replaced with TShips.txt from v0.9.9 - game will start correctly.

2. About problem with Russian font in menues:

Delete files f\tahoma13.tga _AND_ f\tahoma13.abc from 13.cat/dat and you have normal russian leters

"X3AP Mod 1.0 A. Possible Crash Fix" did not help me.

Thanks for you fantastic Mod and sorry for my bad english.

Hi there, have you tried the latest patch, although I have not edited TShips much.
This file is working for most people, including me, I cant understand why its not working for some.
Someone needs to try and understand the crash report, what exactly is causing the crash.


"2. About problem with Russian font in menues:

Delete files f\tahoma13.tga _AND_ f\tahoma13.abc from 13.cat/dat and you have normal russian leters"


Thanks for that, im sure the Russian community will appreciate this.

Could you write the same in Russian in the "Russian" thread?

Edited by: MikSka

Mar 8 2018 Anchor

Not sure if these are bugs or intentional, but I feel the need to report them anyways:

YT-1300 - Has no model.

YT-1300 Millennium Falcon Upgrade - Seems to be using the basic YT-1300 model, and is missing certain Millennium Falcon details.

YT-1300 Millennium Falcon Advanced (Force Awakens variant) - Cockpit glass extends beyond the model of the ship by a meter or more.

Edited by: omega1

Mar 8 2018 Anchor
omega1 wrote:

Not sure if these are bugs or intentional, but I feel the need to report them anyways:

YT-1300 - Has no model.

YT-1300 Millennium Falcon Upgrade - Seems to be using the basic YT-1300 model, and is missing certain Millennium Falcon details.

YT-1300 Millennium Falcon Advanced (Force Awakens variant) - Cockpit glass extends beyond the model of the ship by a meter or more.

Ill get on it tonight, patch tomorrow.
I think I should add your engine sfx to

Mar 8 2018 Anchor
MikSka wrote:
omega1 wrote:

Not sure if these are bugs or intentional, but I feel the need to report them anyways:

YT-1300 - Has no model.

YT-1300 Millennium Falcon Upgrade - Seems to be using the basic YT-1300 model, and is missing certain Millennium Falcon details.

YT-1300 Millennium Falcon Advanced (Force Awakens variant) - Cockpit glass extends beyond the model of the ship by a meter or more.

Ill get on it tonight, patch tomorrow.
I think I should add your engine sfx to

Thanks man, yeah if you also manage to incorporate the YT-1300 engine sound effect I handed over to you for the mod then that would be excellent!

Keep up the good work, as always!

Mar 8 2018 Anchor
MikSka wrote:

Someone needs to try and understand the crash report, what exactly is causing the crash.

I found the wrong data in two files, because of which the game (with the latest patch 1.0.3) did not start:

"objects\ships\argon\NeutronADV_scene.bod" in 08.cat/dat

P 24; B ships\props\invisible_weapon; C 1; N ships\props\invisible_weapon_1bRight;; b // idx 24 change to

P 24; B ships\props\invisible_weapon; C 1; N ships\props\invisible_weapon_1bRight; b // idx 24

"objects\ships\argon\NebelonC_scene.pbd" in 06.cat/dat

P 24; B ships\argon\NebulonCDet; N Bships\argon\NebulonCDetb // idx 24 change to

P 24; B ships\argon\NebulonCDet; N Bships\argon\NebulonCDet; b // idx 24

After I made these changes, my game started normally.

Edited by: FenderVender

Mar 8 2018 Anchor
FenderVender wrote:
MikSka wrote:

Someone needs to try and understand the crash report, what exactly is causing the crash.

I found the wrong data in two files, because of which the game (with the latest patch 1.0.3) did not start:

"objects\ships\argon\NeutronADV_scene.bod" in 08.cat/dat

P 24; B ships\props\invisible_weapon; C 1; N ships\props\invisible_weapon_1bRight;; b // idx 24 change to

P 24; B ships\props\invisible_weapon; C 1; N ships\props\invisible_weapon_1bRight; b // idx 24

"objects\ships\argon\NebelonC_scene.pbd" in 06.cat/dat

P 24; B ships\argon\NebulonCDet; N Bships\argon\NebulonCDetb // idx 24 change to

P 24; B ships\argon\NebulonCDet; N Bships\argon\NebulonCDet; b // idx 24

After I made these changes, my game started normally.

WOW, amazing job! Alot of people will be very thankful.

Mar 9 2018 Anchor

I believe I found a bug with the FireSpray. When I attempt to take on personnel transport missions I get the dialogue that I require cargo life support systems. It seems they are already present on the ship, however - when I check in ship stats it says it's a built in system. I DID edit the stats of the FireSpray using X3 Editor 2, but all I did was change the base speed to make it a bit faster than a Jedi Starfighter, as I seem to recall Jango was able to keep up with Obi Wan (though it has been several years since I watched that movie). And if he wasn't he should have upgraded his ship. ;)

Edit: I also just fought a Pirate T-65 Raider, looked like a recon X-Wing. I don't know if they're supposed to spawn in those as I read in patch notes they weren't, but they also spawn in A-wing haulers and such. Pretty easy to take down tbh.

Amazing mod, loads of fun!

Edited by: Aedarin

Mar 9 2018 Anchor
Aedarin wrote:

I believe I found a bug with the FireSpray. When I attempt to take on personnel transport missions I get the dialogue that I require cargo life support systems. It seems they are already present on the ship, however - when I check in ship stats it says it's a built in system. I DID edit the stats of the FireSpray using X3 Editor 2, but all I did was change the base speed to make it a bit faster than a Jedi Starfighter, as I seem to recall Jango was able to keep up with Obi Wan (though it has been several years since I watched that movie). And if he wasn't he should have upgraded his ship. ;)

Edit: I also just fought a Pirate T-65 Raider, looked like a recon X-Wing. I don't know if they're supposed to spawn in those as I read in patch notes they weren't, but they also spawn in A-wing haulers and such. Pretty easy to take down tbh.

Amazing mod, loads of fun!

Hey, after making changes to a ship, you must start a new game, or exit the shape and make it jump out of sector then back it without you in it.

I just found a bug in 1.0.4, X-Wing problem, fixed, patch tonight

Mar 9 2018 Anchor

I started a fresh game after editing the ship, sorry I didn't clarify.

Mar 9 2018 Anchor
Aedarin wrote:

I started a fresh game after editing the ship, sorry I didn't clarify.

did you remove built in ife support system in X2 Editor 2?

Mar 9 2018 Anchor

Nope, its there - ware list ID 116. It also says it's installed in-game. When I go to take on regular passangers - not requiring a TP - I get the Need X cargo space and a cargo life support system or we'll die or whatever. Once I get friendly enough with the Mandalorians I'll try removing and then adding it at a dock and see if that helps.

I think I figured it out. I changed the subtype and class of the alliance FireSpray to the same as the Mandalorian one - the alliance one had been classed as an m3 instead of a TP. Once I did this and sent the ship in and out of sector I was able to accept and complete the THINK missions which required a TP. I have literally spent the entire time since my last post trying to pop a trade mission where the requirement is just the CLSS, however I haven't found a single one lol. However I will tentatively say that if you can do the mission with the higher requirements than you can do the mission with the lower requirements as I believe there is an AND check in the mission logic. I will get back to you if I'm wrong though.

The fix was

Alliance Firesray

Subtype: SG_SH_M3 -> SG_SH_TP

Class : M3 -> TP

Kinda makes sense the Firespray is a TP considering the lore behind it. Hope this helps! :D

Also: Where can one find a jump drive? I feel as though they are more rare than I remember...

Edited by: Aedarin

Mar 10 2018 Anchor

Only place I can always remember to get a Jumpdrive is Enduring Light's Goner Temple (just north of Treasure Chest)

Mar 10 2018 Anchor

The Salve 1 was a TP but someone had requested to change it to a m3, chant remember the reason, I’ll change it back to TP from side to.

Mar 10 2018 Anchor

Unfortunately my fix hasn't completely solved the issue. Turns out I cannot do the TRADE missions where you transport military personnel as I get the message that I need X cargo space and a CLSS still. Now my X Editor is acting up saying it doesn't recognize the TWare file because "Unexpected end of file found while trying to load version".

Reinstalling X3 Editor 2 didn't work so I'm going to do a fresh install of everything.

So after a complete reinstall, with JUST this Mod installed and nothing changed or touched, the issue exists with the Alliance Firespray. I exited the game, installed all the mods I had running before - just scripts for better AI etc, nothing to do with ships or wares - and used Cycrows Cheat Collection Package to spawn the Mandalorian Firespray which I then jumped into. I then docked with the station where I had accepted the TRADE basic personnel transport mission that only requires cargo space and CLSS and low and behold - they boarded just fine!

So it seems that whatever discrepancy exists between the Alliance and Mandalorian Firespray, perhaps including the differences between Subtype and Class in the Editor, is causing the issue.

Mar 11 2018 Anchor

Patch 1.0.5. The YT-2000 appears to be missing textures. I get some patches of texture but the rest of the hull is black.

Mar 13 2018 Anchor

The Providence class Dreadnaught needs the hangers on the sides opened so they can be used, launching and docking a ship from the bottom of the ship just doesn't work. >.<


The CR100 corvette, as of 1.05, still does not dock fighters either. And it has a see-through gap in it's front window area. And in need of a few more PD guns on it's other sides if nothing else. ;)

Edited by: vanguardian1

Mar 20 2018 Anchor

I was spawning some ships in and i noticed something off with some of the TIE laser recharge rates

TIE Fighter 110 MW w/ 2 guns
TIE Interceptor 120 MW w/ 4 guns
TIE Phantom 50 MW w/ 5 guns
TIE Defender 75 MW w/ 6 guns

the T/F and T/I both feel balanced on the recharge
the T/Ph and T/D run out of energy too fast and recharge too slow to be effective in a dogfight or anything they dont kill in one pass

Mar 21 2018 Anchor
vanguardian1 wrote:

The Providence class Dreadnaught needs the hangers on the sides opened so they can be used, launching and docking a ship from the bottom of the ship just doesn't work. >.<


The CR100 corvette, as of 1.05, still does not dock fighters either. And it has a see-through gap in it's front window area. And in need of a few more PD guns on it's other sides if nothing else. ;)

wonder why the docks arnt working hmmm

xskyth wrote:

I was spawning some ships in and i noticed something off with some of the TIE laser recharge rates

TIE Fighter 110 MW w/ 2 guns
TIE Interceptor 120 MW w/ 4 guns
TIE Phantom 50 MW w/ 5 guns
TIE Defender 75 MW w/ 6 guns

the T/F and T/I both feel balanced on the recharge
the T/Ph and T/D run out of energy too fast and recharge too slow to be effective in a dogfight or anything they dont kill in one pass

Thanks, ill take car of that now.

Mar 21 2018 Anchor

I'm going to start a new thread tommorow/later today for 1.06a, I'll re-go through all of the old problems and add the current ones also.


To add : YT-2000 has parts all over the place outside of the model, some YT-2400 models still look low quality (and purple engine glow).

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