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Posted: Sat, 11. Jun 11, 13:49
by human chancelor
thanks!

this is just what the game needs!

Posted: Fri, 8. Jul 11, 23:19
by Buck_Rogers
I have 2 X3R installations. 1 with XTM and one without. I have a problem with my XTM install, which I think is related to this script.

My problem is, all of the trade screens on my EQ docks look like this:

http://i284.photobucket.com/albums/ll3/ ... n00742.jpg

I've done everything I can think of to fix it. Including removing the Capitol Ship Crews script from the PM (v2.12), but for some strange reason this breaks my XTM instal! :evil:

Is there anyone who can help me with this? It's driving me nuts!

Posted: Sat, 9. Jul 11, 16:33
by Cycrow
usually that happens when a script tried to add wares that done exist.

ie a mod has changed the ware files, and no longer has entries for what the script is using.

if i was to guess, i would say those are the 2 wares used for repairing ships

it uses the custom wares feature of the plugin manager, so make sure thats enabled, also make sure XTM is selected as the base mod.

the latest plugin manager lite 1.40 beta might be a better option too, as its custom ware support is better, althou it should work fine in 2.12

Posted: Sat, 9. Jul 11, 18:39
by Buck_Rogers
Answered by the mighty Cycrow himself. I am indeed honoured. :D
Cycrow wrote:if i was to guess, i would say those are the 2 wares used for repairing ships.
Hence why I'm posting in this thread. :D I have also seen these wares change slots to. I.E if you look at the screenie I linked in my previous post, you will see the 2 repair components present. They have been listed before in the blank slots. Weird!
Cycrow wrote:it uses the custom wares feature of the plugin manager, so make sure thats enabled.
It is enabled, because if I remove the tick from the 'Allow custom wares' box, it breaks my XTM install.
Cycrow wrote:also make sure XTM is selected as the base mod.
If you mean selecting the XTM mod in the X3 launcher, I don't need to. I have it installed as a false patch.
Cycrow wrote:the latest plugin manager lite 1.40 beta might be a better option too, as its custom ware support is better, althou it should work fine in 2.12
Hav'nt used the lite version of the PM before. I've just gotten used to version 2.12 and would like to think I'm pretty good at using it to solve some of the other problems I've had.

Posted: Sun, 10. Jul 11, 21:49
by Cycrow
i assume your running with the plugin manager mod selected in the startup then ?

as that will hold the wares file

Posted: Mon, 11. Jul 11, 10:12
by Buck_Rogers
Correct.

But if by 'ware files' you mean the likes of TWareT.pck etc, then they are not present in the Pluginmanager.cat file. all I have in there are:

t/449001.pck
types/TCockpicks.pck
types/TShips.pck

Posted: Thu, 8. Dec 11, 14:41
by rurquiza
Any chances to make some limited crew avaliable for TS ships?

Yeah.... I still play X3 Reunion.... and love it :D

Thanks

Posted: Fri, 9. Dec 11, 22:42
by Cycrow
technically i could be possible if you want to rework some of the scripts.

unfortaually i dont really have the time to make any changes

Posted: Sun, 11. Dec 11, 23:21
by rurquiza
Is it a matter of just altering whatever category of ships to include TS ships? If so, I will try to make it myself.

Thanks!

Posted: Thu, 15. Dec 11, 13:18
by rurquiza
I did it! Just replaced all "Big Ship" references to "Ship". Now I can hire an ENTIRE CREW to a fighter if I so want! :D Off course I'm not gonna do it.

All I wanted was to put a mechanic in all my Mercury Freighters. :D

My question is: I didn't fully test it yet. Do you thing thats it? Or should I change something else?

Great Script anyway!!!

Posted: Mon, 6. Feb 12, 05:10
by vorgra
Do you mind if I ask a question (which has probably been asked before)

However, the question is as follows - Is there any chance this Script/Mod would work for X3AP or is it possible for this to be made to work with X3AP?

Did this work??

Posted: Thu, 8. Mar 12, 04:08
by rafezetter
rurquiza wrote:I did it! Just replaced all "Big Ship" references to "Ship". Now I can hire an ENTIRE CREW to a fighter if I so want! :D Off course I'm not gonna do it.

All I wanted was to put a mechanic in all my Mercury Freighters. :D

My question is: I didn't fully test it yet. Do you thing thats it? Or should I change something else?

Great Script anyway!!!
Did this work Rurquiza? sounds like a handy 'lil extra and lore friendly, can't expect the pilot to do everything can you?

Posted: Mon, 19. Mar 12, 23:53
by Joelnh
any plans to upgrade this for AP ?

Posted: Sun, 6. May 12, 03:21
by rurquiza
Well, rafezetter, It's been working for me... so far... :)

Posted: Thu, 10. May 12, 21:38
by Buck_Rogers
Hello Cycrow

I need your help regarding the problem I'm still having with this script. I know you're a busy person, and would probably rather work on scripts for AP, than Reunion. But this is doing my head in.....still! :evil:

(see 2nd post on this page)

I've faffed around a bit more, but still have 2 blank slots in all the EQ docks in my Universe.

I thought I had figured it out when I found the entries for the Ship & Equipment Repair Components in BOTH TWareT.pck files present in 'cat 14' and in 'pluginmanager.cat' in the 'mods' folder.

And yes, the plugin manager is being used as the selected mod from startup. :D

So my next step was to use 'X3 ModManager' and delete the last 2 lines in TWareT.pck file in 'cat 14'. That did'nt work. So I tried deleting 'cat 14' altogether. That did'nt work. Then I tried deleting the same 2 lines in 'pluginmanager.cat. That then gave me 4 blank slots! So that did'nt work either.

I'm at a loss as to which file is being read to cause these blank slots.

Can you shed some more light on this plase mate?

Thanks in advance.

Posted: Sun, 13. May 12, 12:15
by Cycrow
first thing you could check, is if you view the ware list in game, either via the script editor, or the cheat scripts to show it.

then see if you can find the 2 wares for the script. If they are there, then its likly your save game has the wares added twice at different ids.

you could then saftely ignore the blank lines, or use a script to remove them from the list.

you could also start a new game and check if the wares are still there or not

Posted: Sun, 13. May 12, 17:38
by Buck_Rogers
Cycrow wrote:first thing you could check, is if you view the ware list in game, either via the script editor, or the cheat scripts to show it.

then see if you can find the 2 wares for the script. If they are there, then its likly your save game has the wares added twice at different ids.
Ok. I used the Add Ware cheat script and the 'Engine Repair Components' and the 'Ship Repair Components' were indeed present in the list. Not sure what the blank slots would have been represented by. Although, I did find 2 Read-Text errors in the list:

Read-Text17-7403
Read-Text17-7413

Could these be the blank slots?
Cycrow wrote:you could then saftely ignore the blank lines,
Oooooo no! lol if I was going to do that, I would not be asking you for help in eliminating the blank slots. :D
Cycrow wrote:or use a script to remove them from the list.
I have no idea how to do that. However, I did see a script made by you called 'Plugin.Manager.Purgeware' or something to that effect. I had no idea how to use it, as it asks for user input, when I run it:

Ware count?
Start Num?

No idea what to input for those. But could it help?
Cycrow wrote:you could also start a new game and check if the wares are still there or not
Tried that and the blank slots did dissappear. So the problem is obviously with my current save game. Which just happens to be my DiD game....

Typical!

I appreciate the help mate.

Posted: Thu, 27. Feb 14, 15:48
by unity100
is this compatible with xrm ?

Posted: Thu, 27. Feb 14, 16:01
by X2-Illuminatus
Scripts for X3R are generally not compatible with X3TC/AP without further adjustments.

Posted: Wed, 4. Nov 15, 14:33
by Lt_Fairace
does this have a TC version? I reaally want to have a crew on my ship at x3tc. :(