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    Thread: [MOD] More NPC's

    1. #1
      TXU Hero Flad's Avatar
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      Default [MOD] More NPC's

      I created this litte "mod" some time ago. I posted it in german forum but not in english, don't really know why... I think I simply forgot it. But for those of you who want some more NPC's in there universe. For example to sell spaceweed or to have more enemy's. Here's a litte mod which is editing the old 7.1 job-files. So you get you NPC's from 7.1 back.


      Download More NPC's for XTM

      Note: This is the same as the HP-Version of Yakis custom starts, but it's for normal XTM/EG - starts. You don't need to restart the game, but it will take some time until the npcs respawn. Only install if your PC have enogh Power.

      My System: CPU E6600, 2GB ram, 7800 GT. It also worked on my old PC 3500+ 1GB 7800 GT. These are only guideline values, I think the only way to find out if it works is to test it. When you PC handeld 7.1, it will also handle with this mod.

      This is no offical patch, but I think it works cause there round about 180 downloads of this file and no one told about problems.

      Installation Guide:

      Copy the files from the folder "cat - dat Datein" to your X3 folder. If there's a 12 cat/dat, rename the files to 13 cat/dat. If there's a 13 cat/dat rename it to 14 cat/dat...

      Screenshot's(my Hud is modded, green ships belong to npcs, blues are mine):







      Last edited by Flad; 09-12-2007 at 06:26 PM.

    2. #2
      The X Universe Founder Mokonzi's Avatar
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      Nice idea Flad. Stickied.

      Getting that many compatible XTM scripts/mods we'll have to do something about it...

      Mokonzi

    3. #3
      TXU Ultra Hero Legartius's Avatar
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      Default

      Certainly going to look into this; It'll be nice to have trade lanes rather than a couple of ships travelling in a straight line between gates


    4. #4
      Super Moderator kevso101's Avatar
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      Cool Duly downloaded and ready to install.

      Nice one Flad

      Kevso

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      Default

      What kind of Performance hit are we looking at with this download? It's a great idea Flad but iirc, weren't all those NPC ships removed because they were slowing the game down?


      06/11/07: 5-08:45, 94958km, 64.4mCr, Master Industrialist 26%, Crusader 52%.

    6. #6
      Moderator x0ne's Avatar
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      Default

      Quote Originally Posted by Woffin View Post
      What kind of Performance hit are we looking at with this download? It's a great idea Flad but iirc, weren't all those NPC ships removed because they were slowing the game down?
      Depends if your machine can handle it really, mine didn't have any trouble at all before the great NPC cull so I think it's a really good thing to give people a choice.


    7. #7
      Super Moderator kevso101's Avatar
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      Hi Guys,
      i have the agree with xOne, as he says before the NPC cull, my PC had no prob's and that was without the o/c i've now got stable Always nice to have a choice.

      Kevso

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    8. #8
      TXU Hero Flad's Avatar
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      I think the only way is to test it... When it don't work you can simply delete the files.


    9. #9
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      Default

      Could you give some more details about the hostility on this mod?

      I'd like to know whether the "baad guys" that get increased by this mod will require another patrolling rebalance?

      I got a couple (say 10-15) cap ships with some M7's and some cannon fodder that currently seem to put the pirates and the xenon where they belong, but when i looked at that screenshot it was kinda red to me

      Is that only at the start before they kinda spread or what will happen?

      Thanks, Cast


    10. #10
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      Something i have felt the game lacked is now back in business! A must have download when i get home

      To agree with a few others if you have the hardward then it shouldn't be a problem, and i myself have a beast for playing crysis. It was the aliens that got me back into X3

      TK


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