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[MOD] Enhanced Equipment Docks (eEQ) [2.7-2.2]
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Saetan



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Joined: 01 Feb 2006
Posts: 2944 on topic
Location: Vorarlberg (Austria)
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PostPosted: Sat, 16. Oct 10, 13:12    Post subject: Reply with quote Print

I remember that complex tubes (and also stations) disappeared sometimes. If I loaded a new game and tried again (to build them) it happend that they appeared then.

I think that problem happens if the savegame is just "overcrowded" for your computer and there's too less memory available. Even if you do a fresh install and load a savegame, the data of the scripts are still anchored in your savegame.

I see no reason, why my mod should affect the appearance of the complex tubes, as it doesn't affect their files. Only exception is, that my mod also needs some of the memory pool of course like anything else.

Best regards
Saetan


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Saetan



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PostPosted: Sun, 31. Oct 10, 18:26    Post subject: Reply with quote Print

It's permitted to non-commercial redistribute this modification. It's also permitted to modify this modification and to non-commercially distribute that modded modification. Each under the additional terms of naming the original author and also linking to the original topic of the modification.


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dargj2





Joined: 03 Jun 2008
Posts: 215 on topic
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PostPosted: Thu, 11. Nov 10, 22:52    Post subject: Reply with quote Print

Is the latest version compatible with 3.0? I only see up to 2.7 listed.

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dargj2





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PostPosted: Thu, 11. Nov 10, 22:54    Post subject: Reply with quote Print

Actually scrub that last question, does anyone know if the files:
./types/hq.xml
./types/TDocks.txt
./types/TDocksWrecks.txt

were modified by 3.0 ?

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Saetan



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PostPosted: Thu, 11. Nov 10, 23:21    Post subject: Reply with quote Print

3.0 has no modifications at TFiles from which I would know ... and as the target was to keep 3.0 compliant to any mods which where compliant to 2.7, there shouldn't have been any critical changes at all.


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dargj2





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PostPosted: Thu, 11. Nov 10, 23:34    Post subject: Reply with quote Print

Thanks for the reply, Just wanted to make sure before installing. Thumb up

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Commander Kat





Joined: 07 Feb 2009
Posts: 142 on topic

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PostPosted: Wed, 12. Jan 11, 16:06    Post subject: Reply with quote Print

Hi.

love the mod fyi, epic for making a players sector to contain ones assets, however i'd like to also have : X3TC-Apricot-Extended-PHQ-Patch-v4

its a hq.xml

so im guessing that it won't work unless i merge the 2, but i'l ask just incase...

"If you want to use more than one modification, you can use the fake-patch method for installation" <- from the Op

so do i only need to install the dat.cab's to get your eq docks to work ? or does it need the other script/t files inc in the download to be added to the x3tc directory ?

if thats the case then installing the data.cat's (making them a fake patch) and adding Apricot's PHQ ext, hq.xml ... will they work together or do i need to edit the code and merge them no matter what, to get them to work ???

thanks for your time.

Kat


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Saetan



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PostPosted: Wed, 12. Jan 11, 16:23    Post subject: Reply with quote Print

Hi Kat

I don't know Apricot's PHQ patch, so I can't tell you in detail what you've got to do ...

The HQ.xml have to be merged of course, if there is a TDocks too, it has to be merged too ...

I made once a manual how to merge my mod with another mod that modifies HQ.xml and TDocks too: - Link -.


Just follow these steps if necessary.

This manual is quite old and did not get updated to fit actual values. So always use the code inside the original files and don't copy it from the manual anymore, as stated as possibility in this manual.

If you still have questions, feel free to ask.

Best regards
Saetan


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ezza84





Joined: 24 Aug 2004
Posts: 73 on topic

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PostPosted: Wed, 2. Feb 11, 03:37    Post subject: Reply with quote Print

I am having real compatibility problems with this mod and SRM script. My player HQ's now have their storage decreased from 4million to 500000, plus can no longer buy the orbital headquarters or orbital shipyaards. I know you posted a guide, but I have been trying for hours to get it right and doesnt work for me. I can not seem to uninstall this script either as it causes my game to freeze up after a few minutes if i try to delete it. Can someone who has either done the whole re-sripting thing post a link for me to download it, or is there someway to uninstall this script without it causing my game to freeze? thanks.

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joelR





Joined: 09 Jul 2007
Posts: 1901 on topic
Location: Seattle
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PostPosted: Wed, 2. Feb 11, 09:59    Post subject: Reply with quote Print

ezza84 wrote:
I am having real compatibility problems with this mod and SRM script. My player HQ's now have their storage decreased from 4million to 500000, plus can no longer buy the orbital headquarters or orbital shipyaards. I know you posted a guide, but I have been trying for hours to get it right and doesnt work for me. I can not seem to uninstall this script either as it causes my game to freeze up after a few minutes if i try to delete it. Can someone who has either done the whole re-sripting thing post a link for me to download it, or is there someway to uninstall this script without it causing my game to freeze? thanks.


Did you place the EED cat/dat before SRM?

From the SRM page

"Compatibility with Enhanced Equipment Docks: THIS WILL ONLY WORK WITH THE LATEST EED RELEASE V2.7-2.2. Install base EED mod to the lowest cat/dat number then SRM. You must install the scripts from EED, but DO NOT install the text file for the "t" folder. I have included an edited text file for EED in the main SRM mod. "

Notice the part about not installing the txt file for the "t" folder

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ezza84





Joined: 24 Aug 2004
Posts: 73 on topic

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PostPosted: Wed, 2. Feb 11, 16:25    Post subject: Reply with quote Print

thank you so damn much mate!, I am at work at the moment, but will when i get home this evening will try that out. Hope it works, this will also make my HQ's store up to 4million again right?

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joelR





Joined: 09 Jul 2007
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PostPosted: Wed, 2. Feb 11, 17:29    Post subject: Reply with quote Print

ezza84 wrote:
thank you so damn much mate!, I am at work at the moment, but will when i get home this evening will try that out. Hope it works, this will also make my HQ's store up to 4million again right?



It should resolve all your problems

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ezza84





Joined: 24 Aug 2004
Posts: 73 on topic

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PostPosted: Wed, 2. Feb 11, 23:17    Post subject: Reply with quote Print

dont know why this isnt working.

this is my current cat/dat install order

13 - Complex cleaner

14 - EED

15 - SRM

16 -HULL high

17 - advanced complex hub

18 - EMP - X

i have theoribital headquarters back now, but instead the OTAS stations have disappeared, the ones I have build in sectors have no models, but their names still appear.

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ezza84





Joined: 24 Aug 2004
Posts: 73 on topic

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PostPosted: Thu, 3. Feb 11, 01:18    Post subject: Reply with quote Print

ok, think i did as required. Did not install anything from "t" folder of EED into X3. and re-installed SRM ( latest version ).

Below is what i get, then game freeze up.

http://i1107.photobucket.com/albums/h387/eromon84/x3screen00006-1.jpg

dont understand what those blanks are.
[/img]

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orion84





Joined: 30 Apr 2009
Posts: 162 on topic
Location: Unknown Sector
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PostPosted: Wed, 2. Mar 11, 10:34    Post subject: Reply with quote Print

I don't wanna be a pain but i think you haven't fully installed SRM to begin with. There are 3 SRM packs needed to fully implement SRM: the base mod, add-on pack (hulls if you want), cockpit mod, then trails pack.

Coz to me they look like readtext errors, which i got when i didn't want cockpits.. no cockpits = no SRM Very Happy


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