[SCRIPT] Equipment Research and Development V1.00 : Update 03/06/2009

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

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

User avatar
ubuntufreakdragon
Posts: 5219
Joined: Thu, 23. Jun 11, 14:57
x4

Post by ubuntufreakdragon »

Hi Cycrow,
I want to ask for the permission to modify and reupload this script, as I like the Idea, I know how to script, and I want to use this as resource for one of my script-projects, finally you don't look like having time for it anymore?
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Post by jack775544 »

ubuntufreakdragon wrote:Hi Cycrow,
I want to ask for the permission to modify and reupload this script, as I like the Idea, I know how to script, and I want to use this as resource for one of my script-projects, finally you don't look like having time for it anymore?
This should answer your question
http://forum.egosoft.com/viewtopic.php? ... 54#3185654
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
User avatar
ubuntufreakdragon
Posts: 5219
Joined: Thu, 23. Jun 11, 14:57
x4

Post by ubuntufreakdragon »

THX
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
User avatar
ubuntufreakdragon
Posts: 5219
Joined: Thu, 23. Jun 11, 14:57
x4

Post by ubuntufreakdragon »

Ok I'm done with my improvements:
http://www.nexusmods.com/x3terranconflict/mods/11/?
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
abolt101
Posts: 1
Joined: Sun, 4. Feb 07, 20:58
xr

Post by abolt101 »

What happened to this script? It doesn't seem to be available anymore??? :evil:
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22425
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

The site it was hosted on has gone.

i've updated the link in the first post
michtoen
Posts: 67
Joined: Mon, 22. May 06, 20:09
x3

Post by michtoen »

@ubuntufreakdragon:

I used your version of this script in my modder package and it seems to work but i noticed that in cycrows plugin manager the script is listed but if you click it nothing happens.

Is the entry there an artifact from the old script or should something open?
User avatar
ubuntufreakdragon
Posts: 5219
Joined: Thu, 23. Jun 11, 14:57
x4

Post by ubuntufreakdragon »

will look it up
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
michtoen
Posts: 67
Joined: Mon, 22. May 06, 20:09
x3

Post by michtoen »

ubuntufreakdragon wrote:will look it up
Eh sorry, you guessed it - i mean the Community Plugin Configuration scripts.

To many names... but thx. :)
User avatar
ubuntufreakdragon
Posts: 5219
Joined: Thu, 23. Jun 11, 14:57
x4

Post by ubuntufreakdragon »

Its a small typo in the setup
Edit: Allready fixed the bug, but release is delayed for some feature update.
Edit: update released.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
atsjewell
Posts: 5
Joined: Sun, 6. Nov 16, 17:25
x3ap

Re: [SCRIPT] Equipment Research and Development V1.00 : Update 03/06/2009

Post by atsjewell »

Is this mod compatible with Farnhams Legacy?
I want this functionality.. but not if it breaks something else.

I'm trying X3FL modded and using Cycrow's plugin Manager. The Package Browser has this mod listed as well as a few others like SEWN (which I know FL already has a version of).
The description in the SPK says "All X Games" (as does SEWN) but... that was written in 2009 I'm guessing.

Does anyone know of a list of X3AP mods/scripts that are known to work with FL? The index in the FL mods subforum seems sparse.. I'm guessing it mainly includes mods explicitly developed for FL.
I want to Salvage Commands & NPCs and few others, for example.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22425
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [SCRIPT] Equipment Research and Development V1.00 : Update 03/06/2009

Post by Cycrow »

i haven't tried it in FL, but it should work.

However, FL already has equipment and upgrades available. You can use your HQ or docks to install any equipment that you have unlocked via Diplomacy
wmcdannell
Posts: 15
Joined: Thu, 23. Mar 23, 21:23
x4

Re: [SCRIPT] Equipment Research and Development V1.00 : Update 03/06/2009

Post by wmcdannell »

Cycrow wrote: Wed, 26. Apr 23, 11:46 i haven't tried it in FL, but it should work.

However, FL already has equipment and upgrades available. You can use your HQ or docks to install any equipment that you have unlocked via Diplomacy
I just realized that after more than a week playing modded X3FL with "Equipment research and development 1.00" installed that I cannot access this mod no matter what I try. There is no menu available in any of the locations noted in the first post related to this mod. The following link is to a screenshot of the mods that I use with plugin manager v1.88. I have one mod that is installed manually and it is not on that list and that is "X3-Colour-By-Race-2.0.1".

https://imgur.com/a/euRyHJU

Thank you for all the work you've put into making mods and mod management for this game easily accessible!!
AKA Toazd on Nexus mods and Steam

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”