[SCRIPT] Ship Claim System MK1 - v1.02 2007-02-21

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neumanf15
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Post by neumanf15 » Sun, 18. Feb 07, 22:36

Cycrow,
I no particular order, your answers are:
I'm running a combo DDRS + XXL mod. I've enabled Custom wares in it. The first time I installed, I did the custom wares afterward. I thought I'd borked it, so I put a fresh copy of the mod in, enabled custom wares, then reinstalled the script.

I figured the readtext is an EMP ware, but it IS the one that gives me Greg_G's Piracy command. The wares with the correct name don't do anything. I've also confirmed that that readtext ONLY shows up when I install the SCS script. I went back to a backup scritps directory and it was gone. I subsequently installed SCS into that "clean" directory (with custom wares already enabled in my mod) and the read text was there the next time I started, so SCS is definitely adding it.

I don't believe I got the multiple wares until I started trying to uninstall and reinstall, so it's probably just a cleanup thing. Somewhere in the process, I did try the reinit script caches once or twice, I think while I had the script deleted.

Here's the end of my TWareT right now:

Code: Select all

28;408;0;0;0;442;7413;0;4000;5;10;0;4000;-100;0;0;SS_WARE_SALVAGE_LICENSE;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;0;0;0;0;0;0;0;0;0;0;SS_WARE_DELETED;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;
28;0;0;0;0;101;0;0;0;0;0;0;0;0;0;0;SS_WARE_DELETED;
28;0;0;0;0;101;100000;2;50000;1;1;0;50000;0;0;0;SS_WARE_BITSPRING_SCSMK1;

neumanf15
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Post by neumanf15 » Sun, 18. Feb 07, 22:43

Ok, Greg_G, I loaded a game with the new setup script. Here's the contents of the log file:

Code: Select all

Ship Claim System MK1 has been initialized - WARE=ReadText17-10253
I guess that answers the question about whether the readtext is related...

@Cycrow: After another game load, I checked my TWareT and now have another identical entry for SCS (There are now two after the last DELETED).

reinhart_menken
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Post by reinhart_menken » Mon, 19. Feb 07, 01:09

Hey Greg_G, just sent you the xml file you requested.

I also used the debug script file you requested, and it says Ship Claim System MK1 has been initialized - WARE=Ship Claim System MK1; but I still don't know how accurate that is, since I have two of them in my game(fake/errornous one and real one). That message could be pointing to any of the two, but seeing as I currently have no knowledge of how the X3 script works, I'll let you decide.

One question, would it be hard to make an EMP version? I mean, if it's not (and it won't be too much trouble), you could make a version with it and we can test and see what happens :shrug: I wouldn't be surprised if my problem is really caused by the reinit feature; it makes sense.

On an afterthought, if it is in the TwareT (I assume this file tells the game what to load?), is there a way I can edit that file to get rid of the ReadText and the fake SCS?

Cycrow
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Post by Cycrow » Mon, 19. Feb 07, 01:24

neumanf15 wrote:Ok, Greg_G, I loaded a game with the new setup script. Here's the contents of the log file:

Code: Select all

Ship Claim System MK1 has been initialized - WARE=ReadText17-10253
I guess that answers the question about whether the readtext is related...

@Cycrow: After another game load, I checked my TWareT and now have another identical entry for SCS (There are now two after the last DELETED).
could u also check the fake patches in the X3 directory, most likly the highest one and check the twares file in that.

i think all the problems are related to the same, so ill have to look for a solution to fix it

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Post by Greg_G » Mon, 19. Feb 07, 01:34

Regarding an EMP version, yes, I can do that. It wouldn't even be much trouble. I just wanted to give Cycrow a chance to look at this before I abandoned custom wares (which has SO much potential). If it is a bug in custom wares, then our efforts here are going far to helping fix it. I suspect, in fact, that neumanf15's post above is going to be very informative to Cycrow. Unfortunately, it's a little out of my sphere of experience so I'll have to leave it to him to figure out what's going on.

I promise that I WILL do an EMP version if we can't get this resolved (or at least understood) within the next day or two.

I suspect that removing the "fake" SCS from your TWareT is exactly what you (and neumanf15) need to do, but I'd be remiss in trying to tell you how. I've used doubleshadow's X3 Editor to do some basic things but I'm honestly very inexperienced with it.

I'm thinking that, after disabling custom wares, it might be possible to entirely delete the fake-patch cat/dat that the script installer creates for custom wares to "start fresh". But I don't know if that's true at all, and again only Cycrow knows the consequences of that.

Edit: Cycrow's post came in while I was writing the above, if it wasn't obvious. Regarding my discussion of fixing the TWareT (via x3 editor or cat/dat deletion)...you might want to hold off investigating these options just long enough for Cycrow to figure out what's going on.

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defiant1
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Post by defiant1 » Mon, 19. Feb 07, 02:10

ok I know your gonna think im some kinda "n00b" but i cant find ANY pirate menue or any thing that would remotly let me get to a "pirate" menue to use the ship clame software...i keep looking every where but just cant find it...how do you get to it and what menue "options" do i hit to navagate to the "pirate" menue so i can use the ship claim software???? sorry if i sound like a noob or some kinda idiot...

EDIT:
I think i figured part of my issue...in the log it reads the following
Ship Claim System MK1 could not be initialized - WARE=null
I know i installed it properly (i used the cycrow installer program) and i have the "use extra wares" checked (enabled)...

now im a bit lost and not sure what else to do to get it workin :( and i really dont want to reinstall my entire game...
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Greg_G
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Post by Greg_G » Mon, 19. Feb 07, 02:19

defiant1 wrote:now im a bit lost and not sure what else to do to get it workin :( and i really dont want to reinstall my entire game...
Please don't reinstall, I highly doubt it's necessary. :)

Now, as for the log entry, that's very informative. It means that Cycrow's plugin.scriptmanager.getware script is returning NULL. This is probably the proper behavior and I suspect you are not encountering the weird issue that the other two people having issues are.

I suspect the only possible reasons for this to happen are because (a) the SPK didn't install properly or (b) custom wares isn't enabled properly. I know you say you did, and I don't doubt that, but something related to that might be wrong anyways. One thing...run the script installer, click on the custom wares tab, and tell me (a) if the SCS MK1 is showing in the lower list box and (b) if any mods are listed in the upper list box (and if they are checked).

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defiant1
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Post by defiant1 » Mon, 19. Feb 07, 02:23

better yet...greg if you have msn i could just send you a screen shot of what i see exactly...so that way we can hammer it out and maybe in the process fix or lessen the issues that the other 2 are experiencing (hopefully)...



EDIT: I know some of the scripts are working (like the lottery, race military, and what ever else i got runnin) becuse i see thoes in my game menues and i can slect thoes and what not... but like i said it would be a bit easyier for me to show you what i see when i look at the script installer and work it out that way via MSN if u got it...

EDIT #2: email sent to ya greg...
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defiant1
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Post by defiant1 » Mon, 19. Feb 07, 03:43

OK i did what greg toled me to do and it seemes to be working alot better now...ill post the instructions here so if anyone is haveing in issue SIMILAR to mine...it may not solve everyones issues but it should help some people that are experienceing similar issues to what i had...


Heres the PM (the instructions that i was sent)


1) shutdown x3 if it's running
2) script installer: uninstall the SCS MK1
3) script installer: shutdown the script installer
4) script installer: install the SCS MK1
5) script installer: check the custom wares tab and see if the SCS MK1 is showing up...if it does continue to (6)
6) start X3 and look in a pirate base to see if they are selling the SCS MK1

If the ware doesnt show up in step 5 then it's not going to work so dont bother looking in X3


NOTE: MAKE SURE YOUR USEING THE MOST CURRENT VERSION AND ANY OLDER VERSIONS ARE NOT ENABLED/INSTALLED (if you have olderversion uninstall it and remove it compleatly before installing the newer uptodate version)
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neumanf15
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Post by neumanf15 » Mon, 19. Feb 07, 04:16

11.cat/dat only had ONE SCS MK1 entry in the TWareT.

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defiant1
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Post by defiant1 » Mon, 19. Feb 07, 04:24

what version are you useing?
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neumanf15
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Post by neumanf15 » Mon, 19. Feb 07, 04:28

Of SCS? 1.01. Although the issues happened with both.
Of Script installer? The latest auto-update gave me.

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defiant1
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Post by defiant1 » Mon, 19. Feb 07, 04:33

try deactivating it, uninstalling the script, then shutting down the script installer, restarting script installer checking that "use custom wares" option is ON, then reinstall/activate it (basically follow the guide i posted a few posts up)...see if that fixes your issue...if not post what happens...im thinkin it may be how the program might have handeled the install at first...if you could try this it would help me figure out if its the script or the program...then we can get the proper person on this
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neumanf15
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Post by neumanf15 » Mon, 19. Feb 07, 04:45

I've done variations on that theme several times. The most drastic was:
Told script installer to remove the script. Unchecked custom wares. Exited Script installer. Restored a backup scripts directory (Now that I think of it, I didn't restore the t...). Replaced the changed mod with the original. Started script installer, checked custom wares and my mod. Ran the game once for good measure - everything looked normal - then quit. Installed the script again. Ran again and the result was the readtext.

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defiant1
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Post by defiant1 » Mon, 19. Feb 07, 05:55

that might be the peoblem...try doing a full restore of all your back ups that you took before the issue occured and see if that helps any...
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reinhart_menken
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Post by reinhart_menken » Mon, 19. Feb 07, 07:40

I do believe that neumanf15 and I have different problem from yours =/

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Post by Greg_G » Mon, 19. Feb 07, 10:03

Aye, I agree. Hopefully when Cycrow reads all the good info provided above he'll have some ideas. Either way, if we can't find a solution in the short term, I'll make up an EMP version.

reinhart_menken
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Post by reinhart_menken » Mon, 19. Feb 07, 21:53

Gotcha. In the meantime, I'll "dive" under this thread and keep a close eye on it :wink: until we get some updates from you or Cycrow.

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defiant1
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Post by defiant1 » Tue, 20. Feb 07, 06:33

sounds good...anyways other then ship claim software (and my software sig scrambler) what else do i need to have for the thing to sctually claim a ship? (sats, wares, ect, ect, ect) and does the ship pilot need to be out of thier ship or what?
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Greg_G
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Post by Greg_G » Tue, 20. Feb 07, 06:41

Aye, this is just for claiming, not for causing pilots to abandon their ships. You still need to scare them out of their ships. :)

Early in your game it's not that big a deal to claim them yourself, but eventually abandoned ships start building up in sectors, especially the low hull value ones that don't seem worth the trouble. This is where the SCS shines letting your TL or M1 claim all the abandoned ships left in your wake while you do better things. :) It can, of course, be used on a smaller scale with smaller ships using scenarios 4 & 5.

I was finding myself intentionally blowing up low-hull abandoned ships just to keep the sectors clean. Now I don't! And I've started to care about forcing enemies to abandon again, which I hadn't for a while.

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