I decided to divide the mod into two separate modes to choose from in favor of flexibility and compatibility between other mods & VR if in use. You can use each individually or together Cockpit And back (VR compatible) In addition there is the option to download a single mod file which contains everything. added optional file - No star dust for lost sectors new smaller lore back with 2 level and drone hanger Improved UV Textures with blender (wip)
highly recommended Mods (not must have but makes the ship looks better) Pimp My Skunk - Shiny
For the external view - if you want to zoom and see the changes i have added ??Camera and Zoom
ZeroGrid mod gives the player the ability to walk inside the cockpit when landed on XL ships & platforms this mod really works well together with my stairs system when skunk is landed Observation Deck
- New- Lost sectors supported means: no more floating \overlapping objects if 2 mods use together now you will see 3d skunk cockpit when using External Camera view - fixed - cant - walk\move at the back of the ship if lost sectors mod loaded - fixed - npc hiring \no room at the back - fixed - !!New!!- No Star Dust For Lost Sectors (Optional Add mod)
set field of view to 93.4 fixed all textures stretching new - Skunk BACK Ship interiors with 2 levels new - walk the skunk cockpit when landed on capital ships or docks new lightning for more cyberspace feel
need help with script makers to help me add some Npc's with poss to the back of the ship and i always open for ideas and bugs or just things you didnt liked just let me know ill do my best :)
Why does mine not look like the video? I get the new interior but when you enter the first room with stairs on the left and right I lack the stairs on the right hand side? I assume this was some new update? I downloaded the full mod.
This is the first custom room you walk in. That wall I'm facing has a staircase in your video. It seems like you have uploaded an old version. Unless maybe this was a more advanced version with extra rooms you never released?
OK - Done ! check the Optional Files in the downloads - added back Version 1.91 same back ship as in the video , the reason i removed it .... i really don't remember :) thank you for reporting this and checking it out :) hope you enjoy it :) P.S - its Also All in one
Thanks for this mod. I would love it if there were a way I could make the glass completely transparent. I dislike the dirt that appears on the windows as you steer the ship around. Is there a way that I can hide the cockpit glass? I tried PMS_OC but that did not work and I cannot find any other options for removing the dirty glass. I am just using the cockpit version of this mod on Linux.
i will one day ! because got me new vr set and i wana check few things - i will do this but take some time and thank you for check it out hope it still works
Hi! Any chance we get a compatibility patch for this interior mod. It seems that both mods complement each other. https://www.nexusmods.com/xrebirth/mods/458?tab=posts&BH=0
Hi friend. I have managed to combine the two ship interiors after a lot of fiddling around. It's a patchwork at best. First I installed both mods and copied the Hangar room section from your mod in "extensions\TrueSMenuFix\ext_01.dat" into "extensions\XRASKUNK\assets\interiors\rooms\SKUNK_HANGER.xml" and I had to change the position of the back door to make it aligned with the old mod's interior and the "component name="SKUNK_HANGER". And it worked. Believe me, it was a magical moment.
Now if you need to have both mods as is, all you have to do after installing them is to replace "extensions\XRASKUNK\assets\interiors\rooms\SKUNK_HANGER.xml" with this modified file from the other mod SKUNK_HANGER.xml?. Also with the other mod, you have to start a new game in order for it to work.
But I wanted to keep the default cockpit instead. That too I managed to do thanks to your indication of the "ship_cockpit.xml" in the ext_01.cat file.
The last hassle was putting back the weapons into their default position. in ext_01.dat starting from line 122418. <connection name="conn_primaryweapon_shotgun" tags="primary_slot weapon_shotgun"> <offset> <position x="0" y="2.7" z="-0.5" /> </offset> </connection>
Setting it to ="0" in all of the coordinates made the guns centered in the middle of the ship. And so did not setting any values. Also, it's worth mentioning that any time I changed the file size of ext_01.dat the player freezes in the ship interior. So I used a hex editor as you said. All am asking you good friend is to help me find the default coordinates of each gun. That would make me very happy.
I apologize in advance if I did anything out of context. Am not a mod creator so I don't know how things are supposed to work around here.
Hi again friend. Any news about that mod compatibility patch? All I want is to have both ship crew spaces merged together. I tried with the hangar-only version but no dice. If you can give me any indications as to how to do that I'd be super grateful. Thanks!
The side menu in my game is horribly shrunk when I use this mod and the default cockpit. I'm playing on a 1440p monitor and I prefer the right-side menu mode, but with this mod it makes the menu super tiny.
Hey there! I noticed that you recommended the Pimp My Skunk mod, but when I try that, all the interior surfaces of the ship vanish. Is there some trick to making it work with this?
EDIT: Nevermind, I fixed it by manually installing the PMS mod instead of using the mod manager.
ZeroGrid\libraries\ change to this <?xml version="1.0" encoding="utf-8"?> <diff> <replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid\assets\textures\player\cockpit\cp1_decodposters_diff</replace>
i tested your mod and i appreciate the amount of work you put in. The cockpit looks great, but the increased field of view makes the view also stretched. I only tested it for a minute and immediately became dizzy and got a headache from it. Also there is an object glitching in the door to the back of the ship. I recommend changing that. But besides that, its pretty good.
[SOLVED] - Lost Sectors mod - needed compatibility adds fov 93 - fixed no more starching
he use same - unit_player_ship.xml and data folder - and only for the mg_pasma fixed
hi tnx it really help to know that all works sorry about the headache :) - i am planing to make cockpits in lower fov like 123.4 to 130 and even 93.4 this is just the first beta for testing
about the door at the back - i making it from start - will update it in day or 2 also - i found away to walk inside our new cockpit when we dock at stations or fly (x4 style ) so i must fix the door and the back
24 comments
I decided to divide the mod into two separate modes to choose from in favor of flexibility and compatibility
between other mods & VR if in use.
You can use each individually or together
Cockpit
And back (VR compatible)
In addition there is the option to download a single mod file which contains everything.
added optional file - No star dust for lost sectors
new smaller lore back with 2 level and drone hanger
Improved UV Textures with blender (wip)
highly recommended Mods
(not must have but makes the ship looks better)
Pimp My Skunk - Shiny
For the external view - if you want to zoom and see the changes i have added
??Camera and Zoom
ZeroGrid mod gives the player the ability to walk inside the cockpit when landed on XL ships & platforms
this mod really works well together with my stairs system when skunk is landed
Observation Deck
use this mod only if have Capital ship Bridge installed - so it will not bypass
zerogrid add-ons when skunk is landed
Repair Docks For Capital Ship Bridge Mod
**************
update : 1.85
- New- Lost sectors supported
means: no more floating \overlapping objects if 2 mods use together
now you will see 3d skunk cockpit when using External Camera view
- fixed - cant - walk\move at the back of the ship if lost sectors mod loaded
- fixed - npc hiring \no room at the back - fixed
- !!New!!- No Star Dust For Lost Sectors (Optional Add mod)
set field of view to 93.4
fixed all textures stretching
new - Skunk BACK Ship interiors with 2 levels
new - walk the skunk cockpit when landed on capital ships or docks
new lightning for more cyberspace feel
so far : tested the "must have" cosmetics mods that only effect the visuals
Compatibility mods tested and highly recommend to mix them together :
Repair Docks - require if using Capital Ship Bridge
Pimp My Skunk - PMS Shiny
Camera and Zoom
Encyclopedia mod 2.5
More View Range
Capital Ship Bridge With New Charts - XRB 4.30
Lost Sectors - made them to work together if needed - NEW !!
need help with script makers to help me add some Npc's with poss to the back of the ship
and i always open for ideas and bugs or just things you didnt liked just let me know ill do my best :)
after updated download files - p.s tnx for reporting this
check the optional download for version 1.91
its also All in One version
This is the same wall in your video
check the Optional Files in the downloads - added back Version 1.91
same back ship as in the video ,
the reason i removed it .... i really don't remember :)
thank you for reporting this and checking it out :)
hope you enjoy it :)
P.S - its Also All in one
and tip - Take Control - MOD That let you change ships , i remember for WIP he did great job
https://forum.egosoft.com/viewtopic.php?f=129&t=428806&hilit=change
and thank you for check it out hope it still works
i am around if any one need help or some idea to add
https://www.nexusmods.com/xrebirth/mods/458?tab=posts&BH=0
but you right and i also love this old mod - so - sure i will - next update
First I installed both mods and copied the Hangar room section from your mod in "extensions\TrueSMenuFix\ext_01.dat" into "extensions\XRASKUNK\assets\interiors\rooms\SKUNK_HANGER.xml" and I had to change the position of the back door to make it aligned with the old mod's interior and the "component name="SKUNK_HANGER". And it worked. Believe me, it was a magical moment.
Now if you need to have both mods as is, all you have to do after installing them is to replace
"extensions\XRASKUNK\assets\interiors\rooms\SKUNK_HANGER.xml" with this modified file from the other mod SKUNK_HANGER.xml?.
Also with the other mod, you have to start a new game in order for it to work.
But I wanted to keep the default cockpit instead. That too I managed to do thanks to your indication of the "ship_cockpit.xml" in the ext_01.cat file.
The last hassle was putting back the weapons into their default position. in ext_01.dat starting from line 122418.
<connection name="conn_primaryweapon_shotgun" tags="primary_slot weapon_shotgun">
<offset>
<position x="0" y="2.7" z="-0.5" />
</offset>
</connection>
Setting it to ="0" in all of the coordinates made the guns centered in the middle of the ship. And so did not setting any values. Also, it's worth mentioning that any time I changed the file size of ext_01.dat the player freezes in the ship interior. So I used a hex editor as you said.
All am asking you good friend is to help me find the default coordinates of each gun. That would make me very happy.
I apologize in advance if I did anything out of context. Am not a mod creator so I don't know how things are supposed to work around here.
right now i need to learn making comparability patch for lost sector mod
but ill be on it
EDIT: Nevermind, I fixed it by manually installing the PMS mod instead of using the mod manager.
LS_NoStardust\libraries\
Replaced by
<?xml version="1.0" encoding="utf-8"?>
<diff>
<remove sel="/stardust/configuration[@space='cluster_lsa_sector01_macro']" />
</diff>
ZeroGrid\libraries\
change to this
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid\assets\textures\player\cockpit\cp1_decodposters_diff</replace>
<replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='normal_map']/@value">extensions\ZeroGrid\assets\textures\player\cockpit\cp1_decodposters_bump</replace>
<replace sel="/materiallibrary/collection[@name='ads']/material[@name='multi_billboardicons_01']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid\assets\fx\textures\ads\multi_billboardicons_01_diff</replace>
<replace sel="/materiallibrary/collection[@name='ads']/material[@name='tv_ad']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid\assets\fx\textures\ads\multi_billboard03_diff</replace>
</diff>
or add a line
<?xml version="1.0" encoding="utf-8"?>
ZeroGrid_cockpit\libraries\
replaced by
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid_cockpit\assets\textures\player\cockpit\cp1_decodposters_diff</replace>
<replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='normal_map']/@value">extensions\ZeroGrid_cockpit\assets\textures\player\cockpit\cp1_decodposters_bump</replace>
<replace sel="/materiallibrary/collection[@name='ads']/material[@name='multi_billboardicons_01']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid_cockpit\assets\fx\textures\ads\multi_billboardicons_01_diff</replace>
</diff>
i tested your mod and i appreciate the amount of work you put in. The cockpit looks great, but the increased field of view makes the view also stretched. I only tested it for a minute and immediately became dizzy and got a headache from it.
Also there is an object glitching in the door to the back of the ship.
I recommend changing that.
But besides that, its pretty good.
fov 93 - fixed no more starching
he use same - unit_player_ship.xml and data folder - and only for the mg_pasma
fixed
hi tnx it really help to know that all works
sorry about the headache :) - i am planing to make cockpits in lower fov like 123.4 to 130 and even 93.4
this is just the first beta for testing
about the door at the back - i making it from start - will update it in day or 2
also - i found away to walk inside our new cockpit when we dock at stations or fly (x4 style )
so i must fix the door and the back
soon
thank you again