Community Extended Mod Pack {EMP} v1.4 & 2.01

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Dioltas As Dia
Posts: 584
Joined: Fri, 9. Dec 05, 22:28
x3

Post by Dioltas As Dia » Sun, 15. Jan 06, 16:35

New Question [i know your sick of these :roll: ]

After fiddling around a long time trying to implement a new item as equipment rather than a good using the EMP, i cannot seem to find one.

Are all these new SS_Ware commands classed as goods (i.e. can hold more than one) as opposed to equipment (i.e. installed->uninstalled, limited one per ship)?

AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB » Mon, 16. Jan 06, 01:40

These are all command wares. Only one unit of each can be installed on a ship. They take up no volume.

User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV » Wed, 18. Jan 06, 23:19

Not too sure how your doing this yet :)

Using 10123 Freight Transporter upgrade 38,000cr
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB » Thu, 19. Jan 06, 00:12

You gave me the text id. I'd like the ware index (what I call it), the number immediately to the left of the text id.
Also, are you sure you want the ware with -100,000 notoriety? Just double checking because they don't seem logical to me, although I included them because there were other wares with -notoriety.

User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV » Thu, 19. Jan 06, 10:35

crap

changed to 128

edit
-------

also using 127 now as well for my Insurance Tech

User avatar
al_main
Posts: 1379
Joined: Wed, 6. Oct 04, 10:26
x3

Post by al_main » Fri, 3. Feb 06, 01:37

Obviously this isnt a MAJOR problem, but is it possible to change the prices of the wares slightly, ie up or down a thousand or two each? As otherwise there'll eventually be lots of twenty wares with exactly the same price. My bulk transporter upgrade costs EXACTLY the same as Mk3 Trade, to the nearest credit. If there are twenty such items costing exactly the same and then nothing costing near it until 20 costing exactly the same at 600k it will look abit silly. If this isnt easy to do then i wouldnt worry about it but it would make the game more immersive and realistic if wares cost each afew credits different.

Oh, and also are any of the wares in the {emp} illegal?

AL

AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB » Fri, 3. Feb 06, 02:24

Some wares do cost different amounts. The reason more aren't different is because of the extra work.
I don't know how to do illegal wares and it may not even be possible.

User avatar
al_main
Posts: 1379
Joined: Wed, 6. Oct 04, 10:26
x3

Post by al_main » Fri, 3. Feb 06, 16:38

OK, fair enough

Gillie
Posts: 10
Joined: Fri, 21. Nov 03, 11:15
x3tc

Post by Gillie » Sat, 4. Feb 06, 23:04

The 1.3.1 patch file for the EMP doesn't download as a valid ZIP file.
I've renamed it, but no zip program I own recognizes it as a valid ZIP file.
A little help here would be appreciated.
Thanks.

User avatar
al_main
Posts: 1379
Joined: Wed, 6. Oct 04, 10:26
x3

Post by al_main » Sun, 5. Feb 06, 22:10

I'm now using 2 more wares, now:

EMP Mod Pack Ware 10553
EMP Mod Pack Ware 10573 <= these 3 numbers are right
EMP Mod Pack Ware 10723

so thats:
131, 133 and 153 (i think) - where do you get these numbers from? other than from counting from the first one i used that got put down as 133

AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB » Sun, 5. Feb 06, 23:34

It's the 6th number. This is the index, it starts from 0 and counts up.
153 doesn't match 10723.
Is this what you want?
28;0;0;0;0;148;10723;0;1389;1;1;0;1389;0;0;0;SS_WARE_SW_CUSTOM8_4;
Last edited by AalaarDB on Mon, 6. Feb 06, 00:11, edited 1 time in total.

User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV » Mon, 6. Feb 06, 00:10

130

Player Response fleets

User avatar
al_main
Posts: 1379
Joined: Wed, 6. Oct 04, 10:26
x3

Post by al_main » Mon, 6. Feb 06, 00:32

Erm, the 3 numbers in the first txt are definately the right ones.

EMP Mod Pack Ware 10553
EMP Mod Pack Ware 10573 <= these 3 numbers are right
EMP Mod Pack Ware 10723

Whichever corresponds to these.

My internet connection isnt on the computer i have X3 on btw incase your wondering why i dont just check. But i'll know for next time now.

Cheers

AL

AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB » Mon, 6. Feb 06, 00:36

When 1.3.x is released I will stealth change some prices in unused blocks of wares.

User avatar
al_main
Posts: 1379
Joined: Wed, 6. Oct 04, 10:26
x3

Post by al_main » Mon, 6. Feb 06, 00:42

AalaarDB wrote:When 1.3.x is released I will stealth change some prices in unused blocks of wares.
Excellent, feel free to change my 3 up or down afew thousand each while your doing it, especially the 500k costing one (133)

Hieronymos
Posts: 830
Joined: Fri, 30. Dec 05, 22:14
x3

Request for Detailed Installation Instructions

Post by Hieronymos » Fri, 10. Feb 06, 03:54

Would it be possible for someone to create extremely detailed install/uninstall instructions of the EMP for computer illiterates/semilterates like myself. As in "open this file, click on this, drag and drop into that, create this new folder like this" etc. ???

I tried 3 unsigned X2 scripts--some worked great--then others, probably incorrectly installed--corrupted all my save games. I wasn't sure which scripts were the problem, couldn't correctly uninstall...it was a mess. While I've tinkered myself with RTR (Rome Total Realism) mods, this X-game stuff is beyond me. So while I'd love to try some of the new X3 mod/script material, I'm very wary of another fubar due to my technical ignorance.

As a mere user, a non-programmer, I implore you all to make X3 Modding/Scripting gameplay as user-friendly and hassleproof as possible.
Does this make any sense? Something like Freelancer's FLMM (mod-manager) program perhaps?

AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB » Fri, 10. Feb 06, 07:22

The installation instructions stand as is.

User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 » Fri, 10. Feb 06, 07:48

Since the EMP is actually a TWare file, I suppose I can merge all my mods into 1 using the ModMgr, as long as my previous mods don't have TWare?

I have 5 mods running (compiled into 1 using ModMgr and selecting in Mods, not as a false patch), none of them use TWare.

AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB » Fri, 10. Feb 06, 08:16

That is correct, and that's why the FAQ says what it says. But I'd still leave the EMP out of it and follow the default instructions.

User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 » Fri, 10. Feb 06, 12:48

Hmmm.. i merged it and played for about 2 hrs b4 making that post. Seemed fine but was worried some error might appear somewhere I didn't see...

Post Reply

Return to “X³: Reunion - Scripts and Modding”