To some a clusterfuck of features, to others the only way to make this game any more worth-while, to me? a sandbox. For more Information, visit the SW3EXP Thread @ the 1C Forums. Can't post a link, since seemingly someones got a problem with that, what a shame.

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[ INSTALL INSTRUCTIONS ]

  1. Download the latest "Full" Mod release, example: "[FULL] Expansion Mod [0.6.1.9P2RC9]"
  2. Download the latest Patch, if available.
  3. Download any optionals you would like to see in your game, example: "[Optional] [All Versions] 60FPS Cap" to cap your game at 60fps to reduce mouse stutter.
  4. Extract the contents of the "Full" Mod archive to your Game Installation, and overwrite.
  5. Do the same for the latest Patch.
  6. Do also the same for the Optionals you may have selected.
  7. Start the game with the sw3cwEXP.exe OR the 8xFix.exe if you have downloaded that optional.

[ OPTIONALS ]

There are Optionals on this ModDB Mod's files section, but also inside a folder called (Optionals) inside the latest "Full" release, but also in the latest Patch release, which are basically just mini-addons which can either Add or Remove certain features of this Mod. Example: There is an "Enable.ArmorSimulation" and "Disable.ArmorSimulation" folder inside the latest full release, which can either Enable or Disable StarRover's Armor Simulation mod.


There are also Optional EXE's, which come with certain features.

the 8xFix.exe's removethe game restriction of the use of the 8x speed.

Meanwhile the .x64.exe's are just modified to be Large-Address-Aware.

*You should know: The Mod's 8xFix, x64 and standard modified exe is already included in the "Full" release.


[ TROUBLESHOOTING ]

In a scenario where your game has crashed, you got stuck, or it just has gone all to hell, you can Post your Issue to the Bugs section inside this Mod's Forum, or alternatively, to the 1C Company Forum mod-thread.


BE READY TO SUPPLY: (2)! of your Latest save-files, one preferably just seconds before the crash occurs, and one where you are atleast 2 systems away from the crash location. And also your LOGfile.txt after the game has crashed.

Credits

Credits

News

Quick Credits roundup of who owns and who create Stuff thats inside this Mod

RSS Files
Expansion Mod [0.6.1.9P2]-RC9 to RC17

Expansion Mod [0.6.1.9P2]-RC9 to RC17

Patch

A bit of a bigger RC this time around, some files were missing that caused some graphical artifacts.

[FULL] Expansion Mod [0.6.1.9P2RC9]

[FULL] Expansion Mod [0.6.1.9P2RC9]

Full Version

Full-Repack of the newest Expansion Mod version [RC9]

[All Versions] Mouse Smoothness (+ Hz Presets)

[All Versions] Mouse Smoothness (+ Hz Presets)

Patch

A small compilation of 3 Presets of the D3D9 Hook to cap the framerate of the game to either 60, 144 or 250 fps.

Expansion Mod [TOOL/DLL] Engine Utilities

Expansion Mod [TOOL/DLL] Engine Utilities

SDK

With this .NET DLL, you have control of: -TUV's (.tuv) -GUI_MAPPING Slot File's (.ini) -Pilot-Perk-Tree Slot File's (.ini) Required: .NET Framework 4.0+

[Optional] [All Versions] 60FPS Cap

[Optional] [All Versions] 60FPS Cap

Patch

60 Frames per second Cap for the game .exe, this avoids the "sloppy mouse movement" occurence which may affect mid- to high end computers.

[Optional] Expansion Mod  [8X Speed Fix] [EXE]

[Optional] Expansion Mod [8X Speed Fix] [EXE]

Patch

Modificated .exe with an Assembly Editor to bypass the game's nonsensical 8x restriction, even though its part of the game's "Features" ONLY WORKS WITH...

Comments  (0 - 10 of 36)
Guest
Guest

hey, I'm playing sw3 after a long time again and trying out this mod which I quiet like. But I'm about 2-3 hours in and I cannot level up the perks of my pilots. is this intended and unlocked later or am I encountering a bug?

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nocalora Creator
nocalora

I Haven't touched the pilot perk System as far as I know. Are you sure you are docked at a trade station while trying to select new perks?

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Guest
Guest

can i read somewhere about your mod? all i found i outdated post on 1C forum

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nocalora Creator
nocalora

the 1C Post is still acurrate to the most part, there are only very few things that have been added since then or changed.

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Guest
Guest

Hi, just wanted to say this is a fantastic mod.

Just wondering if there’s anyway to change how your fighters dock into motherships, I’ve found that the butcher doesn’t like to dock with most motherships which really limits the options when trying to use the butcher or any other plus sized ship.

Thanks!

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nocalora Creator
nocalora

Hey thanks!

Sadly the Butcher itself and all the other "made playable" corvettes are just too big to fit through the docking area like you mentioned, I've got an idea on how to solve this issue, but it still would break the illusion a bit. How does an option in the mod menu sound which just "places" certain pilots(and their ships) back to your inventory?

Thats pretty much the only Idea I've got which might resolve this Issue without having to re-enter the system with the autoundock option turned off.

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Cirind
Cirind

Reason to love this mod?
Dragon :3.
Also. Keep doing amazing job on that mod! :D

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Voiddweller
Voiddweller

Hello! Good job with that mod) I am also added old dx8 EVE ships long ago to my SW2 mod, and Sins of a Solar Empire ships as well. But you incorporated so much cool stuff here. Is there any way to add SW2 type random missions in station menu? Or increase number of pilots beyond 6? Or it's hardcoded? Six pilots is too restrictive unless you make a capital ship group instead of a fighters, but that's looks weird to dock a destroyer or cruiser with mothership of that size)

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nocalora Creator
nocalora

Thank you!

The Random Missions are hardcoded and were not included in SW3, but one could re-create the System via coding and a Dialog-menu integration (like in the mod menu, for example). The only thing missing would be the Specific Station menu, because there is no way to add actual new GUI to the game. Interactive menus are only possible with Dialog's.

The Pilot thing is a bit more complicated, in theory, it IS hardcoded to 6 Pilots. But it can be increased with some tweaking to the exe. The REAL hard part of doing that change is to make ALL of the lua code in the game be able to work with more than 6 Pilots in your Mothership.

There are very many variables linked to the limit and it would be very hard indeed. But I'd say it still would be possible to do.

I have been working on a System to "switch" 6 Pilots to other 6 Pilots at a time, in real-time, and even with some extensive configuration of what the other group of 6 pilots has to do in the meantime while they are not controlled by the Player, but its quite an complex script and will be included in the 0.6.2XP release.

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Voiddweller
Voiddweller

Well, if there is a way to make it switchable on tactical pause, i guess you can control them easily in combat.
Though making a separate capital ship escorts for a carrier may be easier that way)
Also if you need any specific models from EVE or SOASE i can do it) With specular maps and stuff) SOASE colony frigates looks ideal for a carriers) Current EVE DX9 models i have seen looks a bit out of place, though some are better that old ones.

Almost forgot! I wonder how large caliber weapons were implemented as class. I am thinking about a small gun turrets and missile turrets for capital ships. Also a way to remove/regen ammo for missiles can be nice too.

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