![]() Im sure the answer is obvious to most of you. It doesnt even remotely answer my question.įor someone who hasnt made a script before in X3TC.ġ) i see a code snippet on the thread i mentioned above. Si1dg - remove the already read that thread. The thread you get the files from should give install info ![]() xml files and should be saved in this folder. If you do not have a folder called 'director' in your main TC folder then create on by right clicking on a blank space in that folder and choosing the option to create a new folder called 'Director'ĭirector files are. The last numbered mod takes priority, if you have 2 mods that alter the same thing (not recommended at all) the last numbered mod will take the priorityĮxample, you have a mod that changes a ships speed at 13 cat, you have another doing the same thing at 15 cat, the changes in 15 will be the ones in your game If you put the mod as a 'false patch' then it goes into the main folder as a numbered cat/dat file it must be the next highest number that is available.ġ2.dat 12.cat are currently the highest numbered files in your folder, you would need to rename the files 13.cat & 13.dat, if you have more than one mod then the next would be 14.dat/14.cat There are two ways to use mods, if you install the mod into the 'mods' folder you will need to "select mod" via the x3 launch console window for it to work Open up the folder which holds your X3 installĮ.g. you will need to download whichever of the 3 programs above the file relates to If you do not have the program on your computer the file will come up as an unknown file. Winzip Ignore all the email crap just click download Otherwise they will come in one of 3 formats all free to download ![]() All scripts and mods will be packaged in some way, if they are SPK files you will need the Plugin Manager
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