X3: Albion Prelude

X3: Albion Prelude

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saliddry Apr 13, 2021 @ 2:15pm
PLS help me to REMOVE WEAPON FROM GAME
Talking about TC but would be nice to have it for AP too ..just posting it in AP in hopes to find the right person game is older and few number of players still playing
im an TOTAL IDIOT AND NOOB at modding.... NEVER EVER did it ....

best i could do in earlyer games is editing savegame and add money ....

PLS HELP ME to remove the plasma burst generator from the game the thing that looks like an flamethrower

time and time again it ruined the gameplay for me ..its total op .. you cant go into doghfight without some idiot ♥♥♥♥ ally using this and kills you ..or an normaly not worth your time enemy randomly shoots that weapon and your shields are gone in 2 seconds ......

only thing i found with google is that you have edit the right file and make it XL size so no ship can fit it ........ships who have it will stay but no now ships with that ♥♥♥♥ weapon will be spawned ....

im just not able to do it myself cause it was no stped by step guide ..... and i have no idea how to to it
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Farrel Apr 13, 2021 @ 2:52pm 
I'm just getting back into the game myself, and I've been playing around with the in game script editor.

But, I remember seeing that Roguey had a basic tutorial on how to modify the stuff in the .cat files. (Not something that I've messed with, personally, but if you're interested, it might help)

https://www.youtube.com/watch?v=CwrYBHX2fhY

I don't think I could remove them entirely with the in game script editor, but writing something that randomly checks ships in sector and removes what it finds would be possible. It wouldn't remove them entirely, but a reduction might help.

Honestly, though, just be aware of the ships that can equip the thing and treat them with fear and respect... Especially friendlies. If you have the community pack DLC, get friendly with the split and always fit an afterburner when you can afford it.

Sadly, there isn't an awful lot of good documentation for modding. If you're looking to get into the scripting engine, the MSCI hanbook for X2: The threat is where I started. It's out of date, but the principles are the same.

Edit: Actually, I've poked around with an experimental script with some success. Are you willing to have a modified tag on your saved game / disable achievements and whatnot?

If so, the scripting editor could be your friend... If I could figure out how to get them out of turrets easily, I could almost claim victory right now.
Last edited by Farrel; Apr 13, 2021 @ 4:18pm
Farrel Apr 14, 2021 @ 5:54am 
Okay, well, if drop box links are allowed, here's a mod for Albion Prelude... I have no idea if it'll work for Terran Conflict.

I'm not sure if X3 will run scripts from a zip, so you might need to unzip the file to your steamapps\common\x3 terran conflict\addon folder.

Standard warnings apply... Running mods can seriously ruin your game, so don't run this if you value your saved game, computer, life, etc. etc.

To get the thing running, you probably need to enable the script editor (Which could disable achievements). To do that, change your pilot name to "Thereshallbewings".

Then, save and reload the game to get the setup script to run.

Lastly, pick a ship in your fleet to run the script... It'll keep running as long as the ship exists.

Under Autopilot, pick "additional commands" and then "Establish flamethrower ban".

If the ship gets destroyed, the script will stop... So maybe just buy a cheap M5 somewhere to run the script on... And leave it parked somewhere safe.

Do not run either script directly... Unless you are sure what you're doing.

https://www.dropbox.com/s/k19krfsofmehqr8/Albion%20Prelude%20mod%20-%20PBG%20Supression.zip?dl=1
[XU]Cycrow Apr 14, 2021 @ 6:04am 
The best way to remove a weapon from the game is to remove its compatibility from ships.
by using the X3 Editor 2, you can edit the TShips file and remove it from each ship.
You may also hae to edit TCockpits, to remove it from ships turrets, but i dont know if any ships can mount it in their turrets

It'll still be for sale, but no one will be able to actually use it
Farrel Apr 14, 2021 @ 6:10am 
Originally posted by XUCycrow:
The best way to remove a weapon from the game is to remove its compatibility from ships.
by using the X3 Editor 2, you can edit the TShips file and remove it from each ship.
You may also hae to edit TCockpits, to remove it from ships turrets, but i dont know if any ships can mount it in their turrets

It'll still be for sale, but no one will be able to actually use it

^-- This is a better solution.

(Although I'm not versed in using the X3 editor, and I was curious if I could do it in the scripting engine)

As it turns out, at least the split heavy dragon can turret mount the PBG.

Lastly, awesome to see you're still around. Looking through your old scripts has been very informative.
[XU]Cycrow Apr 14, 2021 @ 6:30am 
If you wanted to script it instead, then you could attach a script to the global SIGNAL_CHANGESECTOR
This is fired when a ship changes sector (which includes when its first created). Then simply remove the weapon from the ship.

ideally, you should also replace it with another weapon, so the ships dont end up without any weapons on
Red Spot Apr 14, 2021 @ 6:31am 
Imo you'd be better of working on your situational awareness then mod stuff out cause you can not work with it.
You are likely flying an M3 and get owned here and there, part of games is that you can die.
Use your scanner to identify who carries what weapons, pack a few good missiles to use as artillery strikes, take a wingman that can absorb some damage, dun fight pirates in packs .. and above all, take some salvage insurance and embrace the infrequent death on your part.
Or just buy an M7/M2 and be done with dying in general.
herman2000 Apr 14, 2021 @ 11:21am 
One modding method that could also work is to render the weapon itself useless by turning down the values of it in the TLasers/TBullets files.
Rocket Witch Apr 28, 2021 @ 3:58pm 
The reason the PBG is insane is that it does damage on every frame to things in the flame. Limiting the game to 60 FPS gives what I think is the intended effect.

The PSG is another area weapon which you might also want to remove, by the way. You're only likely to encounter it if you go hostile with Paranid.
Last edited by Rocket Witch; Apr 28, 2021 @ 4:04pm
Flolelan May 4, 2021 @ 9:25am 
well not sure how easy it is to mod things out but there should be a way to reduce values of the weapon itself within the datafiles of the game (not sure where tho). But i have to agree with Red Spot, i mean the plasma burst generator has an range of 800m most small caliber weapons have 1800-2300m range you should be able to stay out of its effective range. or you could buy an m3+ ship like the argon eclipse which can fitt an 200mj shield 8 lasers +2 turrets and stills is an fighter with an speed of 130m/s. so basicaly its tanky, has alot of fire power and u can still get around somwhat fast.
Inkarnus May 5, 2021 @ 8:33pm 
well tbh the plasma burst generator is in a strange place i can sympathyse with his decision since i myself removed it in 1 of my many playthroughs by pasting the HPET data over it via an editor.
Last edited by Inkarnus; May 5, 2021 @ 8:33pm
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