[Mod] Apricot Merge Mod v2.07 [For TC v3]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Sorry, its not compatible as it is.
And making it compatible is probably a great deal of work.
If the author wanted to insert the egosoft ships at the front of his file, and redo all the descriptions to rename his versions of the ships, make sure the models are additional and not overwriting any original ones, then it could be made compatible, with his ships available in the shipyards along side the vanilla ships. It would take new scripts to add all the new ships in though. Looks like a lot of work though.
However, without it, this mod is stand alone only.
And making it compatible is probably a great deal of work.
If the author wanted to insert the egosoft ships at the front of his file, and redo all the descriptions to rename his versions of the ships, make sure the models are additional and not overwriting any original ones, then it could be made compatible, with his ships available in the shipyards along side the vanilla ships. It would take new scripts to add all the new ships in though. Looks like a lot of work though.
However, without it, this mod is stand alone only.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Hello again, , I am able to test a little tonight so with out much ado, I will just start giving reports,,
I started by getting the latest version.
Started a new USC Commander start, , (Not sure why i keep choosing this)
I had a few read text errors so Wiped out my Modified folders, Scripts mods "t", etc. Yippie no more Read text errors. Enabled Script editor Saved and reloaded a couple of times,,
Inside in commands I get the normal commands but do not have the C,A,D beam commands listed.
Also they are not listed in Hot key commands...
After running the setup's for each they are in the right places, , I may not have the hot key manager installed anymore though, -Checking on that.
Beam dock however is in normal command slots
Initial Scans have not turned up any extra (apricot) Stations in Elsium of light or legends Home but still Looking, I will edit or post with any more findings hopefully tonight.,.,.
Thanks for your work on all that your doing.
Gridd
I started by getting the latest version.
Started a new USC Commander start, , (Not sure why i keep choosing this)
I had a few read text errors so Wiped out my Modified folders, Scripts mods "t", etc. Yippie no more Read text errors. Enabled Script editor Saved and reloaded a couple of times,,
Inside in commands I get the normal commands but do not have the C,A,D beam commands listed.
Also they are not listed in Hot key commands...
After running the setup's for each they are in the right places, , I may not have the hot key manager installed anymore though, -Checking on that.
Beam dock however is in normal command slots
Initial Scans have not turned up any extra (apricot) Stations in Elsium of light or legends Home but still Looking, I will edit or post with any more findings hopefully tonight.,.,.
Thanks for your work on all that your doing.
Gridd
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
The hotkeys, stations and ships in shipyards are not loaded into the game until after the second load.
Only the commands are created on the first load.
You should have received a message telling you to save the game, then load that save. So enable the script editor, save, then load. Before doing anything else at all !
The reason for this is that the game is doing so much work on that first load, that the starts were not being completed on a lot of computers. By deferring the mod creation work until the second load, the initial load goes smoother and doesnt miss anything out. The second load starts the mod creation process, and happens faster as a result. Just wait for a pause in the game, then the Mod started message, and then things should all be where they are supposed to be. Save again at that point.
Only the commands are created on the first load.
You should have received a message telling you to save the game, then load that save. So enable the script editor, save, then load. Before doing anything else at all !
The reason for this is that the game is doing so much work on that first load, that the starts were not being completed on a lot of computers. By deferring the mod creation work until the second load, the initial load goes smoother and doesnt miss anything out. The second load starts the mod creation process, and happens faster as a result. Just wait for a pause in the game, then the Mod started message, and then things should all be where they are supposed to be. Save again at that point.
Ok will Try that too,, I did enable/save/reload first thing but never received a message to save/reload, I am actually on my 4th or fifth reload trying to verify it wasn't loading later,,, Hmmm Going to restart and go in that order,,
Edit: I did get the messages after starting an AMS Mod Start,, Going to try a couple others while I'm at it.
Side Question, Do you know What other files are Loaded when. In other words, What Files can be Edited and Tested, After the Launch Screen, But before Game Start/Save loading, and then What files can be edited and tested Without closing out of the entire game to reload everything again?
If I should ask this in another thread No problem.
Gridd
Edit: I did get the messages after starting an AMS Mod Start,, Going to try a couple others while I'm at it.
Side Question, Do you know What other files are Loaded when. In other words, What Files can be Edited and Tested, After the Launch Screen, But before Game Start/Save loading, and then What files can be edited and tested Without closing out of the entire game to reload everything again?
If I should ask this in another thread No problem.
Gridd
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
The messages are very similar to the AMS ones and come at the same times.
Did you delete the Apricot setup scripts before installing the Merge Mod ?
If your not getting the messages, then we need to check your scripts are installed properly.
In this case, you dont need to exit to the menu, you just use shift-L to bring up the load pop up and select a save to load.
Otherwise, I'm not quite sure what your asking.
Did you delete the Apricot setup scripts before installing the Merge Mod ?
If your not getting the messages, then we need to check your scripts are installed properly.
Mods are loaded between the jump off screen and the new/continue etc. screen. Setup scripts are executed as the game loads. Commands have to be reset up every time the game loads, but hotkeys are set up once and stored in the saves.Side Question, Do you know What other files are Loaded when. In other words, What Files can be Edited and Tested, After the Launch Screen, But before Game Start/Save loading, and then What files can be edited and tested Without closing out of the entire game to reload everything again?
In this case, you dont need to exit to the menu, you just use shift-L to bring up the load pop up and select a save to load.
Otherwise, I'm not quite sure what your asking.
Ok this run through I loaded 3 different starts, , And got the messages on all three so everything there is loading alright. So Far so Good. I will report back if i find anything else. Thanks.
The question is mostly about how i can save time waiting for the different stages of Files Loading. Like making a change in T-Ships Etc and having to reload everything just to test specific changes. No Problem.
Gridd
The question is mostly about how i can save time waiting for the different stages of Files Loading. Like making a change in T-Ships Etc and having to reload everything just to test specific changes. No Problem.
Gridd
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
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Hey Apricot, just thought I'd say that I'm looking forward to this and was wondering if some Stargate Atlantis/SG1 ships were out and if they could be included. Thanks.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
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- Posts: 1461
- Joined: Fri, 12. Sep 08, 04:27
Yeah would be nice, I miss Atlantis for reunion except the weapons for it never would hit anything for me.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine