[EMP]Extended Mod Pack (2.7 compatible) [Not needed for latest Plugin Manager]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Fall Guy
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Post by Fall Guy » Sun, 7. Dec 08, 14:34

After updating to EMP 1.3. Cycrows SCS isn`t working it now shows as ZA_Customware _2 (I think) and doesn`t work but if I use the cheat menu it still shows as a separate entry in the list of wares. If I cheat it in, then it works. The entry in the EQ docks show the same as my freight menu with a price around 932,000 Cr instead of 4.5 million Cr. This is the only EMP customware that I use so not sure if it affects others or not.

Golf33
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Post by Golf33 » Tue, 9. Dec 08, 11:13

DIGSIN, the zip file doesn't contain any cat/dat files for the X3TC root folder - only cat/dat files are \Mods\emp.cat and \Mods\emp.dat

Should these files be renamed to 06.cat / 06.dat and placed in the X3TC root folder?

Or does the 1.3 EMP mod still need to be run using the "select mod package" option in the X3TC launcher?

DIGSIN
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Post by DIGSIN » Wed, 10. Dec 08, 23:36

Fall Guy, i am looking into your problem, could you tell me if you made a spk version or used the rar version.


Golf33, if you downloaded the mod from AD forums it should already be set as 06 cat/dat, if you downloaded it from the mirror it may have been renamed to EMP, you can rename it to 06 if you wish and place them in the root as it will now run as a fake patch.

Fall Guy
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Post by Fall Guy » Thu, 11. Dec 08, 22:03

I used the unpacked zip version

Marodeur
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Post by Marodeur » Fri, 12. Dec 08, 16:14

Hi there.

I opened a topic in the german Script-Board für this mod so translated mods can be used in the german version.

http://forum.egosoft.com/viewtopic.php?t=227846

I already translated the MEDUSA Skript so there was a need for the german t-file in the mod. ;)

If a german scripter needs a ware slot he or i will write it here.

Greetings

crazydeath
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Post by crazydeath » Sun, 14. Dec 08, 17:20

k, i wanna use emp to avoid the hassle of creating another mod with twares ...

getting them into a script and such i understand (coded several things for myself since x2), but what i dont get is, how do i setup a price, volume and ware class???
i opened the cat with the x3 editor and all ware classes are tiny container and the volume is for all wares set to 0. but if i look at ur upgrade kit package, i dont see anything regarding that issues (setting price or whatever).

are those values implicitely calculated/set???

i need e.g. a ware XL with 500 volume and a price of 5 million credits.
any help would appreciated.

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LV
Sith Lord
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Post by LV » Mon, 5. Jan 09, 22:14

updated.

The more i tried to fix the issue of wares reverting back to ZA_~ the worse it got until i realised that it's best to load once only so scripts using emp overwrite the ZA commands

The ZA_ index now only loads once and i've not had any issues with wares reverting back in name, please try

download links in OP
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

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Axeface
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Post by Axeface » Tue, 6. Jan 09, 00:20

Is it ok to shove this update in over the other emp pack? Because I forget which .cat and dat file is my EMP, and I dont really want to whipe all my mods and reinstall :)

(As in delete the .cat/dat made by the plugin manager and put this in place?)

Tim-O
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Post by Tim-O » Sun, 1. Mar 09, 12:57

Hi guys,
I wanted to start a little scripting (no experience yet) and the first thing I wanted to do was to modify the medusa script. I wanted to add a check in the plugin.medusa.single and plugin.medusa.missile.array so that the holofire script is only called when the holo interface is actually installed. (I am a little bit annoyed of the warning message always coming up when I fire a medusa)
The first thing I wanted to do is create a variable that holds the Holo Interface ware so I could check if that ware is present on the ship. When I chose "Select Ware" for the value of the variable I did not find any Holo Interface or ZZ_WARE_... in the List. There were 17 ***UNDEFINED*** wares and some SS_WARE_NEW... but nothing about any EMP wares. Could you please tell me how to find the EMP wares and how to find out which one of them is the Holo Interface?


edit LV

I missed this but it should be posted in the medusa thread

i'm aware of this and the next update will fix it

Magnu
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Reunion script accidentally added to TC.

Post by Magnu » Sat, 7. Mar 09, 19:34

My son started a new game of Reunion and attempted to load some scripts. However, he made the mistake of installing them to my game of TC. He only got as far as installing the EMP before realising what he'd done but it's caused several of the dreaded 'Readtext' errors to appear in some station product lists.

Is there a way to undo what he's done? I've only just finished the the 'plots' and was looking forward to continuing after the 2.0 patch, I can't with these errors. It makes any game immersion impossible.

Thanks for any ideas.

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LV
Sith Lord
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Post by LV » Sat, 7. Mar 09, 21:03

the TR emp only has a cat/dat files and no scripts with it so has he really installed some scripts, are you sure? really, are you?


what cat/dat number has he put it as? if there are scripts involved then it is not TR emp irrc so what are the script names?

try removing the cat/dat which the TR emp is/has been renamed to and reloading


:)
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

Tim-O
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Post by Tim-O » Sun, 8. Mar 09, 18:58

Tim-O wrote:Hi guys,
I wanted to start a little scripting (no experience yet) and the first thing I wanted to do was to modify the medusa script. I wanted to add a check in the plugin.medusa.single and plugin.medusa.missile.array so that the holofire script is only called when the holo interface is actually installed. (I am a little bit annoyed of the warning message always coming up when I fire a medusa)
The first thing I wanted to do is create a variable that holds the Holo Interface ware so I could check if that ware is present on the ship. When I chose "Select Ware" for the value of the variable I did not find any Holo Interface or ZZ_WARE_... in the List. There were 17 ***UNDEFINED*** wares and some SS_WARE_NEW... but nothing about any EMP wares. Could you please tell me how to find the EMP wares and how to find out which one of them is the Holo Interface?


edit LV

I missed this but it should be posted in the medusa thread

i'm aware of this and the next update will fix it
I thought it concerned EMP in general.

However, I realized that I forgot to activate the EMP again after a reinstall of the game. Now the Names show up correctly.

Magnu
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Post by Magnu » Mon, 9. Mar 09, 16:13

Thanks for the reply, LV.

My son has fixed the problem but I don't know how, as I haven't spoken to him. He has read this post so I presume he did as you suggested.

Thanks again.

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BinaryBoy
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Post by BinaryBoy » Tue, 17. Mar 09, 16:02

I'm currently using an EMP ware for my script 'jumppoint' can you add my ware please.

28;0;0;0;0;439;13633;0;2009150;1;1;0;2009150;0;0;0;SS_WARE_SW_CUSTOM19_18; = JumpPoint Flatpack

added LV

note how the entry is actually made ;)

Code: Select all

13633 JumpPoint Flatpack by binaryboy

pelador
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Post by pelador » Tue, 24. Mar 09, 04:02

Please reserve the following entries for the Peladors Drones Development:

Code: Select all

10553 Geology Drone
10723 Spy Drone
11123 Escape Drone
11323 Jamming Drone
11333 Jump Drone
11363 Hacking Drone
11373 Advert Drone
11923 Build Drone
11943 Mine Layer Drone (Other)
11953 Mine Layer Drone (Ion)
11963 Sniper Drone
11983 Constructor Drone
12163 Turret Drone
12173 EMP Drone
12213 Advanced Data Device
12353 Blitz Drone
12413 Analysis Drone
(In discussion with LV for alternative solution but these will be used if none found)
Last edited by pelador on Tue, 24. Mar 09, 06:12, edited 1 time in total.

DIGSIN
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Post by DIGSIN » Fri, 3. Apr 09, 21:35

EMP needs to be updated to work with V2.

Before i do this i would like your thoughts on expanding EMP

It has been brought to my attention that EMP restricts its use in various ways these are
No cargo space is needed for any wares used
All wares are tiny, so any ship can carry them
There is no notoriety needed to purchase any of the wares added to stations

My plans are to expand EMP with more entries these new entries will solve the 3 problems mentioned above, the existing entries will remain in EMP in order to save any work needed on existing scripts.

I do think that adding new entries will make EMP more useful for these reasons
  • Wares that can only be purchased once the player reaches a certain level.
    Some wares should need cargo space
    Wares that can only be carried by certain ships, EG an M5 cant use a ware that is set as XL)
I am also considering the possibilty of extending EMP to use all the ware files, although this is going to need testing first.

What i need is your concerns, and what you would like from EMP

EMP is a community mod, and as far as i am concerned belongs to the community, i will attempt to do with EMP what it is that you need from it.
(i say attempt, as everything may not be possible)

The majority will rule how EMP evolves.

pelador
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Post by pelador » Fri, 3. Apr 09, 21:56

Thanks DIGSIN a much needed move towards increasing scope for scripted work.

I realise EMP might need to prescribe a pre-determined number of ware lists that a scripter can potentially select and claim ownership in order to avoid compatibility issues with other developers.

The various parameters in the TwaresT file if changeble will allow full flexibility to developers as how they see fitting to their own work. But I realise and appreciate such optional choice has limits and needs to be manged within a process.

I also think it is in everyones interest to look at the best set-up for a community framework and process that can be of best benefit to all users of EMP to avoid conflicts in this managed process.

The ideal solution would be for users to adjust the TwareT entries customising the values of interest to specifically accomodate their developments, but as useage grows, management, version control and limits in ultimate numbers and perfomance have to be considered. So I realise the need to develop possibly an increased range to do this.

However, considering this may introduce a large number of permutations based on a different range of variants for each field I'm usnsure if it would not suffer the same volume problems to cater for variations as if they were custom entered based on development.

E.g. Cargo class has 6 types, noteriety bands about 12 or 13 and volumes can range from 0 to 1000's. So having a complete list of lots of choices varying these is large to begin with. Thats before addressing price ranges.

So as much as the custom entries seem to be specifically focussed to a development rather than many, and needs managing then I dont see it as being an issue of manging the custom desired process. Taking definition values from users and appending them into EMP in a managed way.

Compatibilty by allowing others to use same id entries is ideally what we are trying to avoid by using a community resource rather than having seperate mods to begin with othr than the need to amalgamate files to combine mods. So the aspect of ownership of ids directly addresses the purpose of the EMP mod. Sharing them goes against what its trying to acheive in my view, but I dont think thats the intention.

Anyhow those are my views (as previously discussed) but understandably we need to have a community framework to achieve the above.

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Sartorie
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Post by Sartorie » Fri, 3. Apr 09, 23:03

As much as I can understand the urge for new, customized wares to scripters the original EMP was a compromise between compatibility and customizability. Even if it was limited (only spread by reputation and price) it has come a long way and was very usefull.

EMP allows scripts to use wares without them becoming mods and becoming incompatible with each other. But EMP could also be included into bigger mods so these in turn stay compatible with the scripts too.

Now including EMP into a mod could be done in two ways :
1. EMP is included and the mod specific wares are adjusted for it's needs (that is the way XTM did it)
2. EMP is included but mod specific wares are placed after it, so the EMP wares stay untouched

Please remember that the numerical index (line number) in the TWare files is important so if the amount in EMP change the second method (which we are using currently) will no longer work. So if you want any mod to include EMP in the future it needs to stay a) fixed lenght / amount of wares and b) stay as constant as possible

Also there is little gain in adding other wares besides technical wares for scripts and having 1000s of dummy wares is something I personally do not fancy either.

If someone needs more than EMP can offer there is always the possibility to use a mod :)

DIGSIN
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Post by DIGSIN » Fri, 3. Apr 09, 23:54

I will not adjust EMP in a way that will mean scripters need to adjust their scripts to work with it.

Any new additions will go after the original entries.

As for mods, sorry but the EMP was designed for the scripters not mods. Now before you complain about this please understand, i am currently converting XFP to TC, adjusting EMP will actually cause me extra work for the XFP conversion, i am prepared to do the extra work needed for this.

I have no intention of placing 1000s of extra wares in, as this would risk it becoming processor heavy. If the general consensus is to have extra ware slots within the other ware types, i will attempt to make that work, afterall it is easy enough to filter the different ware types.

Thanks for the feedback so far.

So far it is 1 for and 1 against

PS
EMP is now compatible with v2

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Sartorie
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Post by Sartorie » Sat, 4. Apr 09, 09:34

DIGSIN wrote:EMP was designed for the scripters not mods.
And I always thought it was designed for the users of scripts ;)

Whatever you come up with stick to it please :)

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