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How to change weapon damage
 
jackbig  posted on Dec 19, 2011 4:50:32 AM - Report post

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Hi fellow x3 players

Firstly a big thanks to pwiz and psych for the trainer, it works great

However doing enough or better said sufficient "fast" damage
in albion is way different then the original game.

Just try to shoot down those big capital ships with your "pie shooter" and you know what i mean.

Lucky enough, and credits go to doubleshadow for his x3 editor 2
we can do something with this little problem.

Firstly we have to download the x3 editor 2 itself
which is here.

x3e2.doubleshadow.wz.cz/

Step 1:
Next after having installed the editor and run it, it will use the x3tc files and x3tc.exe itself, and normally we open the cat
files with the editor in there.
But for albion the needed .cat files are in the addon folder
where the albion files are found.

Step 2:
So we simply open with x3 editor 01.cat in the addon folder.
We will see a new window opening with inside a lot folders.

On top you see a addon folder,open this folder.
Open the "types" folder,now we see a lot ...pck files.

For weapon damage we need to extract Tbullets.pck, and Tlaser.pck, we need Tlaser.pck to check which "bullet" is used
for the specific laser you want to use.

A new window opens asking "open Tbullets.pck with "suggested"
Tdebugger or T file editor.

Tdebugger can open this file but gives a error, and T file editor cant open this file "yet".
To solve this we need to do the next:

Step 3:
Close the x3 editor 2 for now.

Step 4:
X3 editor 2 makes use of .tdt template files which reside in the x3 editor folder in templates folder.
All we need to do is open Tbullets.tdt in that folder with notepad, and add 2 lines,namely:
value int "OOS Shield Damage";
value int "OOS Hull Damage";

Original values in Tbullets.tdt:

value int "Number of fragments";
value int "Charged energy amplifier";
value int "Charged size amplifier";

value int "Ammo (TWareT) index";

//value int "Volume";
value int "Relative value";
value int "Price modifier 1";
value int "Price modifier 2";

Add this 2 lines after value int "Charged size amplifier";
and before value int "Ammo (TWareT) index";

It will look like this:

value int "Number of fragments";
value int "Charged energy amplifier";
value int "Charged size amplifier";

value int "OOS Shield Damage";
value int "OOS Hull Damage";

value int "Ammo (TWareT) index";

//value int "Volume";
value int "Relative value";
value int "Price modifier 1";
value int "Price modifier 2";

Save file in notepad.

Step 5:
Next we open X3 editor 2 again and repeat step 2 again.
But this time after we open Tbullets.pck with Tdebugger, it shows no more errors

Best way to use Tlaser.pck and Tbullets.pck is FIRST extract
both files from the 01.cat file to the folder where x3tc game is installed, in my case " i use the steam game version" c:\Program Files (x86)\Steam\steamapps\common\x3 terran conflict\addon\types
In general its always best to extract the files you want to change into "types" folder FIRST, then open those with the x3 editor 2 and work from there.
So you will be always sure you wont edit the original 01.cat file itself.
IF "types" folder doesnt exsist yet, make this folder first.

Step 6:
Open Tlaser.pck "which is now in the types folder", in x3 editor 2 with T file editor option.

Now we see a window with all the laser names weapons
Open Tbullets.pck "which is now in the types folder", in x3 editor 2 with T debugger option.

Now we see a window with all the bullet names.
Also in x3 editor we now have two seperate tabs to switch to.

Step 7:
In game we use a ship, for example a nova, we need to check of course which weapon this ship uses.
Lets assume it uses a Particle accelerator cannon.
Open Tab Tlaser in x3 editor 2.
Second line on the left there shows Particle accelerator cannon.
Locate in the right screen "projectile SS_BULLET_PAC ".
Remember this name.

Open Tbullets tab in X3 editor 2.
Third line on the left shows 3 SS_BULLET_PAC
Locate in the right screen "shield damage", it shows 1155
Just add 2 zeroes so it shows 115500, or anything you want for that matter.
Locate in the right screen "Hull damage", it shows 143
Just add 3 zeroes so it shows 143000, or anything you want for that matter.

NOTE:
To change the distance a bullet can travel in game use:
"Lifetime" , make it say 5000 and your Particle accelerator cannon can shoot a distance of 4.51KM in game.

Step 8:
After we did changes to the Tbullets.pck in x3 editor 2 we need to save the changes, so we simply use the save icon there.

Step 9:
Close x3 editor 2
Start game, and if all editing is done right, you will see your
nova ship, or any ship that you used of course, that uses the
Particle accelerator cannon, will shoot down any ship small or big in just a few shots.

Happy shooting


[Edited by jackbig, 12/19/2011 5:58:20 AM]

edit: doubleshadow released a updated x3 editor 2 , so there is no need anymore to alter the tbullets.pck, it can be opened now from the .cat in Debugger as well as T file editor.

[Edited by jackbig, 12/30/2011 7:28:53 AM]

 
shavrovas  posted on Dec 21, 2011 5:25:09 AM - Report post

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How do you extract those files from .cat file?
 
AdabrBrcol  posted on Dec 21, 2011 5:48:39 AM - Report post

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quote:
originally posted by shavrovas

How do you extract those files from .cat file?

with x editor 2, you can just open up the cat file and edit the file you want inside or you can select the file and click the extract button

 
Lizml86  posted on Dec 22, 2011 8:15:27 PM - Report post

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Thanks for this
 
akaNL  posted on Dec 30, 2011 6:36:06 AM - Report post

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Now logically thinking, this change would mean that the other game controlled ships that use this weapon would do the same damage.
So any ship you have in your fleet while in combat with the game controlled ships would be vaporised within seconds.
Specially Pirate attacks would decimate your patrolling ships in your own sector even before you can get there 2 help them.

Any way 2 change that ?

 
jackbig  posted on Dec 30, 2011 7:23:39 AM - Report post

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quote:
originally posted by akaNL

Now logically thinking, this change would mean that the other game controlled ships that use this weapon would do the same damage.
So any ship you have in your fleet while in combat with the game controlled ships would be vaporised within seconds.
Specially Pirate attacks would decimate your patrolling ships in your own sector even before you can get there 2 help them.

Any way 2 change that ?

hmm the weird thing is i didnt see any ship of the "enemy" using it, you could of course make a custom weapon, but i am not that good in this to give in a few words a way to do this, but it should be on egosoft mod forum about the how 2 maybe.

 
akaNL  posted on Dec 30, 2011 11:49:34 AM - Report post

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I did just try it but i'm going 2 go a little lower on the value setting.

Ohhh and i'm undoing the weapon distance change ,,,, it just messes up the auto aim (if you use it)
+ if you are any way near a friend space station ,,,, well ,,, lets just say they ain't saying much no more.

The mod does work,,, the settings and weapon is just a matter of taste and preference.

Thanks so much for this.
Now if the trainer would just have a Add 1.000.000 credits instead of the 10.000 credits

[Edited by akaNL, 12/30/2011 11:50:05 AM]

[Edited by akaNL, 12/30/2011 11:50:39 AM]

 
Mogsy  posted on Jan 18, 2012 11:25:44 AM - Report post

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thanks for the good work and effort.

something to try once my game patches again.

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