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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 It's out of date, but the principles are the same.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.
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
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.
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
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.
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.