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

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

Post by DIGSIN » Wed, 29. Oct 08, 18:52

Basic Information

This version of EMP is only usable with X3 Terran Conflict,
If you need the X3 Reunion version you may obtain it from here
{EMP X3-Reunion only}

This is an update of the EMP mod initially made by AalaarDB for X3 Reunion.

Now 2 compatible and will now run as a fake patch.
The patch needs renaming to the next number above your highest cat/dat.

There are currently 2 versions of EMP.
The original version is as it was first released and also EMP-X

This extension {EMP-X} adds another 220 ware slots to EMP, {ZB_EMP_etc} these slots all require some cargo space, some also need a specific notoriety before they can be purchased. See charts Here for more details.

All original EMP slots are still referred to as {ZA_EMP_etc}

Included in this version are 60 slots set as mod use only {ZZ_EMP_MOD_USE_ONLY} these are of no use to scripters as all variables are set to 0. For mod makers who wish to add the EMP to their mod, all you need to do is overwrite the slot needed for your ware. You will need to keep the index number the same as in the EMP.

Remember, whenever Egosoft releases a new patch, come here and see if there is an update!

!!Please note: The EMP is not needed when using the latest version of the Plugin Manager (PM), as it comes with its own version of the EMP. If you encounter any problems with EMP wares ({ZA_EMP_etc}) instead of the real ware names being displayed in the game, make sure that you have closed the PM before starting the game.!!

=============================================

Downloads

Main Download: EMP-X v2.7

Both versions can be download from here

Or

ignore not updated yet
[ external image ]

Unpacked zip file

=============================================


How to Install

[ external image ]


Open the zip and press the extract button, for this tutorial x3 is located in C:\games\X3 Terran Conflict , yours may be in a different location.

Once you have found your root directory as above just extract the files


[ external image ]

Once extracted 2 files will be in the main folder, rename_to_next_cat & rename_to_next_dat

The highest dat in my folder is currently 08 meaning i would rename both files to 09.

As you can see by the pic I know which cat & dats are installed to my game by creating a blank text file to remind me

open the zip and extract it to your X3 TC Directory
e.g. Program Files\X3 Terran Conflict
Steam

Code: Select all

c:\program files\steam\steamapps\common\x3 terran conflict (default)

Scripts in c:\program files\steam\steamapps\common\x3 terran conflict\scripts

Text files in c:\program files\steam\steamapps\common\x3 terran conflict\t

=============================================

Scripter/Modder Information


Both versions of EMP add a simple setup script that changes the names to ZA~ so they go to the bottom of the wares list and users do not have to scroll through countless Readtext 17xxxx wares when choosing an installed ware. EMP-X also adds ZB~ and ZZ~(mod use only) ware names.

The setup script has been named init.a.a.a.emp this will load text file 999 to load the EMP ware names, this number is low due to problems reported after the original number was too high. This caused any text script with a lower number to revert back to the EMP ware names.

All blank EMP wares named ZA_EMP_etc are from the original EMP
All EMP wares named ZB_EMP are from the extension
All EMP wares named ZZ_EMP_MOD_USE_ONLY are of no use to a scripter due to all the variables being set to 0

Example

Code: Select all

<t id="10053">ZA_EMP_BLANK_WARE_CUSTOM1_1</t>
<t id="13453">ZA_EMP_BLANK_WARE_CUSTOM1_18</t>
There are 18 free slots for the ware 1 which costs 999992cr


The wares shown below have been named with the price included as they are - notoriety wares which are illegal on scan. Don't use these ones unless your upgrade is illegal.





EG

Code: Select all

<page id="17">

<t id="10053">ZA_EMP_10053_WARE_CUSTOM1_1_999992cr</t>
<t id="10063">ZA_EMP_10063_WARE_CUSTOM2_1_476cr</t>
<t id="10073">ZA_EMP_10073_WARE_CUSTOM3_1_392cr</t>
<t id="10083">ZA_EMP_10083_WARE_CUSTOM4_1_1568cr</t>
<t id="10093">ZA_EMP_10093_WARE_CUSTOM5_1_2464cr</t>
<t id="10103">ZA_EMP_10103_WARE_CUSTOM6_1_24904cr</t>
<t id="10113">ZA_EMP_10113_WARE_CUSTOM7_1_10724cr</t>
<t id="10123">ZA_EMP_10123_WARE_CUSTOM8_1_38892cr</t>
<t id="10133">ZA_EMP_10133_WARE_CUSTOM9_1_95088cr</t>
<t id="10143">ZA_EMP_10143_WARE_CUSTOM10_1_118020cr</t>
<t id="10153">ZA_EMP_10153_WARE_CUSTOM11_1_157780cr</t>
<t id="10163">ZA_EMP_10163_WARE_CUSTOM12_1_1840580cr</t>
<t id="10173">ZA_EMP_10173_WARE_CUSTOM13_1_499996cr</t>
<t id="10183">ZA_EMP_10183_WARE_CUSTOM14_1_599984cr</t>
<t id="10193">ZA_EMP_10193_WARE_CUSTOM15_1_9086420cr</t>
<t id="10203">ZA_EMP_10203_WARE_CUSTOM16_1_17878224cr</t>
<t id="10213">ZA_EMP_10213_WARE_CUSTOM17_1_6321140cr</t>
<t id="10223">ZA_EMP_10223_WARE_CUSTOM18_1_54082980cr</t>
<t id="10233">ZA_EMP_10233_WARE_CUSTOM19_1_61856200cr</t>
<t id="10243">ZA_EMP_10243_WARE_CUSTOM20_1_188371820cr</t>
</page>
how to add one of these wares to your script create a t file and add the following code

Code: Select all

<page id="17">
 <t id="13643">The Name Of Your New Ware</t> 
 </page>

This will now change EMP ware

Code: Select all

28;0;0;0;0;440;13643;0;6027565;1;1;0;6027565;0;0;0;SS_WARE_SW_CUSTOM20_18;
to the above

the important part is the 13643

=============================================

Credits

Egosoft for the game and allowing us to continue modding it
LV and Cycrow for the quick test to make sure it is compatable with the new script engine.
LV for the setup script
AalaarDB for initially releasing this mod for X3 Reunion.





Edit: added note about EMP not being needed when installing scripts via the PM. X2-Illuminatus
Last edited by DIGSIN on Tue, 8. Jun 10, 22:52, edited 11 times in total.

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LV
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Post by LV » Wed, 29. Oct 08, 20:33

Adding your ware to the list

(same rules as adding scripts ladies, don't use an existing used ware unless there are no other ones available for the same price!)

Just post your ref number and we will add to the list, any conflicting where another command slot for the same price could have been used will not be added.

You have been warned :)

Very Important Information For Scripters

There is now an init script that simply loads the 8899 t file text, it is named init.a.a.a.emp.
The init script will rename all EMP wares to ZA_ so you no longer have to scroll through a list of SS_Ware to get to wares starting t-z



View The T File Full List Of New Empty Ware Slots

emp used ware list

Code: Select all


10273 DMA Laser Packs LV
10293 Medusa LV
10323 DMA Shield Transfer Device LV
10333 Jumpgate Construction Software LV -2.7 fixed
10343 PRF Rapid Response System
10363 Medusa LV
10393 Medusa Holo LV
10413 DMA Shield T Gen LV
10493 DMA SRHT Kit - LV
10523 DMA SRHT - LV
10593 ILabs Mk4 Upgrade - LV
10663 DMA Sector Tax S LV
10863 DMA St Pur Software LV
11023 DRONE AI Upgrade
11313 JDKits LV -2.7 fixed
11763 DRONE AI Docking Net LV
11773 Teleport - Emergency Transporter Extension - Cycrow
11783 Nav Menu - Advanced Navigation - Cycrow
11843 DMA SPG LV
11973 ILabs SMI Interface - LV
12403 DMA Sub Cloak LV
12413 Energy Generator - Advanced Jumpdrive - Cycrow
12393 Advanced Jumpdrive - Advanced Jumpdrive - Cycrow
13003 Accelerator - Advanced Jumpdrive - Cycrow
13023 FTL Extension - Advanced Jumpdrive - Cycrow
13073 DMA EJD LV
13113 DMA WJD LV
13183 Advanced Thruster Control - Cycrow
13193 DMA EJT LV
13203 DMA Worm JT LV
13233 Slipstream Drive - Cycrow
13423 Improved Boarding - Cycrow
13443 Radiation Bomb LV
13453 ILabs Drop Freight Surrender Interface LV
13633 JumpPoint Flatpack:  by binaryboy

Last edited by LV on Sat, 17. Jul 10, 12:01, edited 8 times in total.
LV's TC Scripts
Readme's For All My Scripts


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Lancefighter
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Post by Lancefighter » Wed, 29. Oct 08, 22:47

Hey there, any chance for an SPK release? This time im going a pure no editing of the game files other than with cycrow's manager, just to be on the safe side. ..

Edit.
apparently I fail, as the op seems unmodified, yet there is an spk release?

ahh, looks like LV modified his post!
works great, thanks
Last edited by Lancefighter on Thu, 30. Oct 08, 00:35, edited 1 time in total.

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Post by LV » Wed, 29. Oct 08, 23:00

I tried adding this to the plugin manager yesterday for a spk version but got an error


Cycrow?????
LV's TC Scripts
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Cycrow
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Post by Cycrow » Wed, 29. Oct 08, 23:06

what was the error that you got ?

was it when creating the spk file, or when installing it ?

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Post by LV » Thu, 30. Oct 08, 20:20

The new version of the Plugin Manager fixed the issue
LV's TC Scripts
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Heretic666
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Post by Heretic666 » Thu, 30. Oct 08, 21:17

Is there an update after the hotfix?
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Cycrow
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Post by Cycrow » Thu, 30. Oct 08, 21:19

the hotfix had nothing to do with wares files, it was just an engine fix, so an updated EMP is not required

Scoob
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Post by Scoob » Thu, 30. Oct 08, 22:57

Hi,

Great that the EMP is back - should add a link to this in the Community Script & Mod Download Library post as I'm sure it's going to become widely used.

Quick question...I've not uninstalled anything to cause this however I noticed this in Teladi Equipment Docks:

ZA_EMP_BLANK_WARE_CUSTOM1_2

It's up for 983,024cr and there are two in stock.

Any ideas which script this relates to? As I understand it not many are using EMP yet and those I'm aware of appear to be working fine.

Thanks,

Scoob.

Cycrow
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Post by Cycrow » Thu, 30. Oct 08, 23:03

Salvage claim Software most likly.

i think its custom wares and emp using the same ids

Cycrow
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Post by Cycrow » Thu, 30. Oct 08, 23:07

one suggestion for EMP, i would change the setup script to an init script.

the reason for this, is as it loads a text file you really dont want it loaded before scripts that change the text.

init files are loaded when the universe is being created, whereas setup scripts are loaded after. So init scripts are always loaded first.

also, any al.plugin. scripts will load before any setup script

Scoob
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Post by Scoob » Thu, 30. Oct 08, 23:08

Hi Cycrow,

Yes, you're right! Salvage Claim Software was there (for a little over 4 million) now it's gone...sorry, missed that.

Do you plan to make SCS use EMP wares in the future? Or is this something that would need to be changed within EMP?

Thanks,

Scoob.

Cycrow
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Post by Cycrow » Thu, 30. Oct 08, 23:12

ok i released its a problem with EMP not with the plugin manager/scs

basically, because the current EMP is setup as a normal mod, its ware files because the priority instead of the custom wares one, so it gets replaced complelty.

there are 2 ways to fix it. Assuming the SPK file works so the same as in X3R, ie a fake patch, then installing that will fix the problem, as the plugin manager can make the custom wares file become the priority.

also, there is a setting in the plugin manager to allow it to work in its current form.

you will need to make sure the ware control is enabled, in the settings. Then in the wares tab, you should get a list of mods, EMP should be there. Just select it and when you close the program it will edit that mod file directly and add the custom wares on top of EMP so it should work.

i've not really tested this bit since i changed it, but it should work fine, so i would like some feedback on it ;)

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Post by Scoob » Thu, 30. Oct 08, 23:40

Hi Cycrow,

I did as you suggest:
you will need to make sure the ware control is enabled, in the settings. Then in the wares tab, you should get a list of mods, EMP should be there. Just select it and when you close the program it will edit that mod file directly and add the custom wares on top of EMP so it should work.
However I still have ZA_EMP... appearing in the EQ dock.

Might be me doing it wrong but I've enabled ware control so the new tab appears (Plugin manager restarted itself before it appeared.) I ticked EMP (Salvage Claim Software was listed in the window beneath) and exited the Plugin Manager. It gave some sort of updating message - a bit too quick to read - then I restarted the game.

Cheers,

Scoob.

Cycrow
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Post by Cycrow » Fri, 31. Oct 08, 00:11

sounds like u've done it properly. Could you send me the emp files so i can check them.

i have some spare time tommorow, so i will be able to test this myself and hopefully come up with a fix

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Post by Scoob » Fri, 31. Oct 08, 00:30

Hi,

The EMP file I downloaded are the ones from this very thread, or have I misunderstood you...it's late, it's fairly likely...

Cheers,

Scoob.

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Post by Cycrow » Fri, 31. Oct 08, 00:35

the one in your mods directory.

the reason i ask, is because the plugin manager sohuld have made changes to that file, so i want to check what changes it actually made if any

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Post by Scoob » Fri, 31. Oct 08, 00:45

Ah, with you.

Right, can you PM me a mail address so I can send the files to you?

Cheers,

Scoob.

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Post by Scoob » Fri, 31. Oct 08, 14:02

Hi,

Incidentally you can get round this ware issue depending on what order you install things in. For example if I'd installed EMP then SCS I'd most liekly have been fine, it's because I already had SCS installed then installed EMP that I see this issue. I know others don't have this problem, so there is a way round it. Still, would be nice if the Plugin Manager could 'fix' this for us as while it's not much of an issue at the moment once there are dozens of scripts out there it might be more problematic.

I'll have another look later this evening and prove it's all about install order.

Cheers,

Scoob.

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Post by reanor » Fri, 31. Oct 08, 14:37

Can anyone briefly tell me whats the advantage to have EMP installed now in TC? I mean TC gives 100+ new ships (or am I wrong).

Is it bcause becouse EMP has a lot more sectors to explore, sectors have more enemies in them etc?

Thanks in advance.
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