[Mod] Litcube's Saturn Complex Hub V0.99b
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Damn it, both were in my last script/mod test build, that conflict should have shown up, a few times... Good catch. Its easy enough to fix, but this really should be listed on the community library to formally claim a slot.
New Tfactories entries aren't a problem. For a new game or new SCH install, its the same merger plus updated setup script. For an existing game, with SCH's deployed, the new factory entries have to replace placeholder entries, no setup script change.
New Tfactories entries aren't a problem. For a new game or new SCH install, its the same merger plus updated setup script. For an existing game, with SCH's deployed, the new factory entries have to replace placeholder entries, no setup script change.
"Only the dead have seen the end of war." -Plato
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I am not sure what I am doing wrong but after going through the Terran plot and finding Saturn 3 I could not find the shipyard anywhere.
Mods I have
Repair Lasers ( adds 3 factories)
M.A.R.S (adds a mod that I don't use)
XRM
Military Base Response Revamp
Pirate Guild
Of the top of my head they are the few that actually add fake patches, factories/stations or mod files.
Any help would be appreciated as for some unknown reason the minute I get more then 6 player stations in view my frame rate drops.
Edit// I also have a load of scripts if you need to know them too. One being CLS which above poster says it is conflicting
Mods I have
Repair Lasers ( adds 3 factories)
M.A.R.S (adds a mod that I don't use)
XRM
Military Base Response Revamp
Pirate Guild
Of the top of my head they are the few that actually add fake patches, factories/stations or mod files.
Any help would be appreciated as for some unknown reason the minute I get more then 6 player stations in view my frame rate drops.
Edit// I also have a load of scripts if you need to know them too. One being CLS which above poster says it is conflicting

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Have you checked the sector thoroughly?Dragondj0 wrote:I am not sure what I am doing wrong but after going through the Terran plot and finding Saturn 3 I could not find the shipyard anywhere.
Mods I have
Repair Lasers ( adds 3 factories)
M.A.R.S (adds a mod that I don't use)
XRM
Military Base Response Revamp
Pirate Guild
Of the top of my head they are the few that actually add fake patches, factories/stations or mod files.
Any help would be appreciated as for some unknown reason the minute I get more then 6 player stations in view my frame rate drops.
Edit// I also have a load of scripts if you need to know them too. One being CLS which above poster says it is conflicting
I have once restarted a game because I spent hours searching for the yard (even thought something might be corrupted because it worked beforehand), I finally found the yard WAY off the ecliptic.
It doesn't help that Saturn 3 is a rather dark sector and the new shipyard model tends to blend in with the background quite stealthily.
Just a heads up in case anyone is in doubt.
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You need a patch to merge ~/types/Tfactories.txt. At the moment my patch is a WIP sprawling broken mess, trying to add pirate, yaki, and PM complexes, plus a handler for NPC use - it won't be ready anytime soon. But I can tell you how to merge the files yourself...
Use X3 Editor 2 to extract ~/types/Tfactories.txt from both SCH and XRM. Use notepad (or Notepad++) to copy the last 451 entries from the end of SCH Tfactories to the end of XRM Tfactories, then change the 547 count on the third line of the XRM file to 998, and save the merged XRM Tfactories.txt to the ~/types folder in your X3-TC directory.
Next, fire up the game, open the script editor, open "setup.SaturnCH", on/around line 17 change the ware to Xenon Saturn Complex Hub 001 (in XRM 1.12 it said Paranid PAR shipyard, in 1.13 I think it'll be whatever is 5 entries down from that), on/around line 19 change the ware to Xenon Saturn Complex Hub 400 (in XRM 1.12 is said ...Hub ~200 something, indicating the offset difference in what XRM adds vs vanilla).
In my game, with LI_Mod, there was already a shipyard there, selling PM, FDN, and SSDN ST kits, but not the SCH ST kits, which the setup script skips adding to existing shipyards. So on/around line 68, after maxing the shield strength, add a label like "StockShipyard", then change the goto label on/around line 52 to point to that new label. Exit, saving the script, select it, hit 'r', and enter twice. If the shipyard was missing it should spawn, if it was missing SCH ST kits it should be fully stocked.
There are some other less trivial problems to fix but it should work as-is. In my testing I had an unknown object product that blocked SCH production start up, this should be removed but isn't for some reason, only solution is to use the cheat menu to remove it. Select the station as the cheat menu target, select add/remove product, and select the unknown object, production should start within a minute.
The command slot conflict is with EST, not CLS, and breaks the Trader Barrier command, which causes traders to ignore stations running that command. If you use EST, make sure its loaded first so SCH overrides it, rerunning the setup (per above) should have that effect. Use the EST trader config menu to exclude stations instead of the station command. EST and Lucike's other scripts (e.g. CAG, CLS) might ignore SCH due to the conflict, home basing them on a SCH might override it for that station, or use regular ST/UT for SCH instead.
As for the other scripts/mods. None of those interact with SCH. The MARS mod (3 Tships changes) is included/merged with XRM, so you can enable goblin repair lasers if you want. Repair Lasers (iirc) has an optional TLasers mod to change repair laser prices, it conflicts with XRM, but you can open the XRM Tlasers.txt in X3 Editor 2, increase the prices to taste, and save it in your X3-TC /types folder - the new factories are via an AL plug-in script (not a mod). MBRR and Pirates Guild are scripts, not mods, and work fine with SCH, and everything else you mentioned using.
On the frame rate drops, not enough info but I can guesstimate.
-- If your cat/dat load order has SCH loading after XRM then that's to be expected, usually the game would CTD in that case - note with the merged Tfactories file loose in your ~/types folder the cat/dat order for SCH doesn't matter (loose files override cat/dat).
-- If your cat/dat order has SCH before XRM, overriding the SCH Tfactories, then it might be the SCH setup script telling the game about some factories it cannot see, usually it ignores stuff like that but sometimes gets quirky, merging the Tfactories should correct it, if that's the cause.
-- If the 6 player owned stations are larger factories, especially in a complex, a more heavily populated sector, and/or with other especially large stations in sector, then that's to be expected. Solutions, replace with SCH or crunch with CC. If you install Complex Cleaner (CC), be sure to place the CC mod before XRM in your cat/dat order (XRM already has the overlapping files merged whether you use CC or not), read the CC thread twice (really RTFM), crunch the offending factories, deploy complex kits, and frame rates for all 6, or even 600 factories, should be higher than a normal factory. Note, SCH and CC compliment each other, one doesn't fully replace the other, unless you're role playing Terran/ATF and only want a Terran complex solution.
-- If the player stations are EED or LI_Mod PM/FDN/SSDN (XRM supports both like CC), then I've encountered the same when deployed in the same sector, many of those are big laggy stations, best solution is not concentrating your empire in a single sector, else place them further apart to each is at a lower LOD level from any given point of view - removing all asteroids, debris, etc in the sector helps a lot (SCH will 'eat' the asteroids it needs for mines, anything left over should take a normal mine crunched into a CC complex, the asteroid fusion script also works well if you want to reduce a dozen to a few for decoration, or just mine it with the mobile drilling system).
-- Might also be a corrupted model, easiest way to check is flying past each station giving it a good look at the details, if a particular spot causes serious frame rate drops, then find the same spot on a matching NPC station, if its on both then reinstall the mod cat/dat the station came from, or vanilla cat/dat containing the object. If its intermittent, like only happens on some game sessions but not others, then it might be a loading error, first check your video card temperature and drivers, second check your hard drive health and run a defrag (unless you use a SSD, in that case run a SSD diag util).
-- If its only a problem with some Terran/ATF sectors, then that's a known issue in XRM, it was also a problem in vanilla, but XRM makes it a bit worse by placing more of those stations in some sectors, which can cause serious frame rate hits. Might be able to move them further apart with the tractor beam, so they're at lower LOD levels when in view at the same time, or maybe destroy non-plot stations you don't need (bit messed up for role-playing but that works), make sure no plot critical NPC's are docked.
-- If its a progressive or "degenerative" frame rate drop the more sectors you discover, then thats a known problem with a few causes. There are two newer yet lesser known solutions, search the forum for Litcube's vanilla rewrite thread (or check his profile posting history), on page 6-ish there's some info on disabling generic convoy escort/destroy missions, and in later pages Litcube's vanilla rewrite zip file, using both will seriously improve your frame rates over the long term, but won't have an instantly noticeable effect on an existing game, on new games it becomes noticeable via the frame rate not dropping as expected as you discover sectors.
Hope that helps, wouldn't normally have posted all that, but I'm a bit bored, bit stuck on Fedora at the moment (Exscriptor and X3 Editor 2 don't like wine), a bit embarrassed for still not having my XRM-SCH patch ready, and would like to see more people using SCH.
EDIT: For further reference in case anyone needs it...
On the SCH-EST command slot conflict, not sure why I suggested working around it instead of just fixing it via changing slots, that's easier than editing Tfactories or the setup script. Next available slot in the script/mod library listing, also unused in my own script/mod build, is station command 22, t id 1122. Open ~/t/8683-L044.xml in notepad (or Notepad++), change "1118" to "1122" on line 54 (page 2008), line 58 (page 2010), line 62 (page 2011), and line 66 (page 2022). Fire up the game, open the script editor, run setup.SaturnCH, then run setup.plugin.economics, and check a player owned factory command menu to ensure both are available.
Haven't had time to work on my SCH patch, or much of anything else...
Use X3 Editor 2 to extract ~/types/Tfactories.txt from both SCH and XRM. Use notepad (or Notepad++) to copy the last 451 entries from the end of SCH Tfactories to the end of XRM Tfactories, then change the 547 count on the third line of the XRM file to 998, and save the merged XRM Tfactories.txt to the ~/types folder in your X3-TC directory.
Next, fire up the game, open the script editor, open "setup.SaturnCH", on/around line 17 change the ware to Xenon Saturn Complex Hub 001 (in XRM 1.12 it said Paranid PAR shipyard, in 1.13 I think it'll be whatever is 5 entries down from that), on/around line 19 change the ware to Xenon Saturn Complex Hub 400 (in XRM 1.12 is said ...Hub ~200 something, indicating the offset difference in what XRM adds vs vanilla).
In my game, with LI_Mod, there was already a shipyard there, selling PM, FDN, and SSDN ST kits, but not the SCH ST kits, which the setup script skips adding to existing shipyards. So on/around line 68, after maxing the shield strength, add a label like "StockShipyard", then change the goto label on/around line 52 to point to that new label. Exit, saving the script, select it, hit 'r', and enter twice. If the shipyard was missing it should spawn, if it was missing SCH ST kits it should be fully stocked.
There are some other less trivial problems to fix but it should work as-is. In my testing I had an unknown object product that blocked SCH production start up, this should be removed but isn't for some reason, only solution is to use the cheat menu to remove it. Select the station as the cheat menu target, select add/remove product, and select the unknown object, production should start within a minute.
The command slot conflict is with EST, not CLS, and breaks the Trader Barrier command, which causes traders to ignore stations running that command. If you use EST, make sure its loaded first so SCH overrides it, rerunning the setup (per above) should have that effect. Use the EST trader config menu to exclude stations instead of the station command. EST and Lucike's other scripts (e.g. CAG, CLS) might ignore SCH due to the conflict, home basing them on a SCH might override it for that station, or use regular ST/UT for SCH instead.
As for the other scripts/mods. None of those interact with SCH. The MARS mod (3 Tships changes) is included/merged with XRM, so you can enable goblin repair lasers if you want. Repair Lasers (iirc) has an optional TLasers mod to change repair laser prices, it conflicts with XRM, but you can open the XRM Tlasers.txt in X3 Editor 2, increase the prices to taste, and save it in your X3-TC /types folder - the new factories are via an AL plug-in script (not a mod). MBRR and Pirates Guild are scripts, not mods, and work fine with SCH, and everything else you mentioned using.
On the frame rate drops, not enough info but I can guesstimate.
-- If your cat/dat load order has SCH loading after XRM then that's to be expected, usually the game would CTD in that case - note with the merged Tfactories file loose in your ~/types folder the cat/dat order for SCH doesn't matter (loose files override cat/dat).
-- If your cat/dat order has SCH before XRM, overriding the SCH Tfactories, then it might be the SCH setup script telling the game about some factories it cannot see, usually it ignores stuff like that but sometimes gets quirky, merging the Tfactories should correct it, if that's the cause.
-- If the 6 player owned stations are larger factories, especially in a complex, a more heavily populated sector, and/or with other especially large stations in sector, then that's to be expected. Solutions, replace with SCH or crunch with CC. If you install Complex Cleaner (CC), be sure to place the CC mod before XRM in your cat/dat order (XRM already has the overlapping files merged whether you use CC or not), read the CC thread twice (really RTFM), crunch the offending factories, deploy complex kits, and frame rates for all 6, or even 600 factories, should be higher than a normal factory. Note, SCH and CC compliment each other, one doesn't fully replace the other, unless you're role playing Terran/ATF and only want a Terran complex solution.
-- If the player stations are EED or LI_Mod PM/FDN/SSDN (XRM supports both like CC), then I've encountered the same when deployed in the same sector, many of those are big laggy stations, best solution is not concentrating your empire in a single sector, else place them further apart to each is at a lower LOD level from any given point of view - removing all asteroids, debris, etc in the sector helps a lot (SCH will 'eat' the asteroids it needs for mines, anything left over should take a normal mine crunched into a CC complex, the asteroid fusion script also works well if you want to reduce a dozen to a few for decoration, or just mine it with the mobile drilling system).
-- Might also be a corrupted model, easiest way to check is flying past each station giving it a good look at the details, if a particular spot causes serious frame rate drops, then find the same spot on a matching NPC station, if its on both then reinstall the mod cat/dat the station came from, or vanilla cat/dat containing the object. If its intermittent, like only happens on some game sessions but not others, then it might be a loading error, first check your video card temperature and drivers, second check your hard drive health and run a defrag (unless you use a SSD, in that case run a SSD diag util).
-- If its only a problem with some Terran/ATF sectors, then that's a known issue in XRM, it was also a problem in vanilla, but XRM makes it a bit worse by placing more of those stations in some sectors, which can cause serious frame rate hits. Might be able to move them further apart with the tractor beam, so they're at lower LOD levels when in view at the same time, or maybe destroy non-plot stations you don't need (bit messed up for role-playing but that works), make sure no plot critical NPC's are docked.
-- If its a progressive or "degenerative" frame rate drop the more sectors you discover, then thats a known problem with a few causes. There are two newer yet lesser known solutions, search the forum for Litcube's vanilla rewrite thread (or check his profile posting history), on page 6-ish there's some info on disabling generic convoy escort/destroy missions, and in later pages Litcube's vanilla rewrite zip file, using both will seriously improve your frame rates over the long term, but won't have an instantly noticeable effect on an existing game, on new games it becomes noticeable via the frame rate not dropping as expected as you discover sectors.
Hope that helps, wouldn't normally have posted all that, but I'm a bit bored, bit stuck on Fedora at the moment (Exscriptor and X3 Editor 2 don't like wine), a bit embarrassed for still not having my XRM-SCH patch ready, and would like to see more people using SCH.
EDIT: For further reference in case anyone needs it...
On the SCH-EST command slot conflict, not sure why I suggested working around it instead of just fixing it via changing slots, that's easier than editing Tfactories or the setup script. Next available slot in the script/mod library listing, also unused in my own script/mod build, is station command 22, t id 1122. Open ~/t/8683-L044.xml in notepad (or Notepad++), change "1118" to "1122" on line 54 (page 2008), line 58 (page 2010), line 62 (page 2011), and line 66 (page 2022). Fire up the game, open the script editor, run setup.SaturnCH, then run setup.plugin.economics, and check a player owned factory command menu to ensure both are available.
Haven't had time to work on my SCH patch, or much of anything else...
Last edited by MegaBurn on Thu, 17. Nov 11, 10:50, edited 1 time in total.
"Only the dead have seen the end of war." -Plato
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//edit//
I am sorry again but I managed to fix it. The script editor got disabled for some reason. Enabled it again ran a setup script for SHC script in the script editor and the shipyard appeared right in the middle of the sector. Thanks for the all the help again and sorry for pestering with something that was down to my own fault.
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Thanks Litcube!!!!!!!!!!!!!!!!!!!!!!!!!!
Now I can actually do the HUB mission without feeling suicidal
Now I can actually do the HUB mission without feeling suicidal

My X videos:
Clearing a Xenon Sector in an M3
I dare you to kill a K like this
Vertigo
How to Kill a Carrack or a Q in a M3
Clearing a Xenon Sector in an M3

I dare you to kill a K like this
Vertigo
How to Kill a Carrack or a Q in a M3
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I could sure use that help. How to increase the cargo capacity of my TL's (currently at max, 60,000).Litcube wrote:It's possible, but it's also a lot of work.
I really recommend increasing the TL cargo space up to 1 or 2 million. In effect, it's the same result, and I can't see any exploit for having a TL with high caro. At least, I've always had that in my game since TC came out.
If that's something you don't know how to do, I can walk you through it.
I would appreciate a walk through on how to increase it or a link to a mod or both.
Greatly appreciative.
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simply stuff, download X3 editor 2, link should be in one of the stickies in the scripts and mods forum.
then just drag the .cat file with the most recent Tships (this is the name of a file within the .cat file) in your X3TC root file into the X3 editor 2 window. afterwards, just open Tships with the Tfile editor (doubleclick and you should get the option) and everything should be straighttorward from there.
If you're updated to 3.1, you should be looking for 13.cat
then just drag the .cat file with the most recent Tships (this is the name of a file within the .cat file) in your X3TC root file into the X3 editor 2 window. afterwards, just open Tships with the Tfile editor (doubleclick and you should get the option) and everything should be straighttorward from there.
If you're updated to 3.1, you should be looking for 13.cat
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Thanks jamafish for that advice. It worked.
However, I now have a problem with the Saturn 3 Factory. I can't get it to work.
I provided all of the resources and they are all at least 100% or higher. I engaged the Saturn factory after completing everything and it does not produce (even tho it says it is engaged. I get nothing.
There were errors when I select teh control panel, These errors messages are in my personal log.
I will reproduce them the best I can below.
These are in three different messages, one after the other.
Lib,Math.FloatOp error!
An Arg was Null.
Op:m,P Array(1,5,1), Q::Null, Return FPN:1
P wasn't an Array or Number.
Lib,Math.FloatOp error!
An Arg was Null.
Op: string, P: Null, Q: 2, Return FPN:1
I really hope someone can help with this because I would love to get it working.
I used the # 50 factory to produce missiles, but nothing.
Edit: 11/18/11 11:30 PM
Just to add some additional information.
I went back to my save game before I constructed the complex and did everything over again with the same result. Still no production, except it does produce energy cells, nothing else (same as before).
The messages are still the same and they come immediately when I click on the Saturn complex console from the menu.
I relocated the X3Tc directory to a seperate directory (removed it from Program Files directory) and that had no affect.
I do have a mod (script) called 'Station Storage Extension' but it is not in use for this station. (I do have it in use on some other stations).
I guess the clue is in the messages it is giving me but it has not much meaning to me. Also, I configured the station for missles (Terran) and now the configuration says the configuration is for Terran MRE's (whic is a resource but not the product, (the product does show in the station Info' menu but with zero production, zero time duration, and zero resources.
Can someone help? Also is there a way I can post a screen shot of what I see from the Saturn console?
However, I now have a problem with the Saturn 3 Factory. I can't get it to work.
I provided all of the resources and they are all at least 100% or higher. I engaged the Saturn factory after completing everything and it does not produce (even tho it says it is engaged. I get nothing.
There were errors when I select teh control panel, These errors messages are in my personal log.
I will reproduce them the best I can below.
These are in three different messages, one after the other.
Lib,Math.FloatOp error!
An Arg was Null.
Op:m,P Array(1,5,1), Q::Null, Return FPN:1
P wasn't an Array or Number.
Lib,Math.FloatOp error!
An Arg was Null.
Op: string, P: Null, Q: 2, Return FPN:1
I really hope someone can help with this because I would love to get it working.
I used the # 50 factory to produce missiles, but nothing.
Edit: 11/18/11 11:30 PM
Just to add some additional information.
I went back to my save game before I constructed the complex and did everything over again with the same result. Still no production, except it does produce energy cells, nothing else (same as before).
The messages are still the same and they come immediately when I click on the Saturn complex console from the menu.
I relocated the X3Tc directory to a seperate directory (removed it from Program Files directory) and that had no affect.
I do have a mod (script) called 'Station Storage Extension' but it is not in use for this station. (I do have it in use on some other stations).
I guess the clue is in the messages it is giving me but it has not much meaning to me. Also, I configured the station for missles (Terran) and now the configuration says the configuration is for Terran MRE's (whic is a resource but not the product, (the product does show in the station Info' menu but with zero production, zero time duration, and zero resources.
Can someone help? Also is there a way I can post a screen shot of what I see from the Saturn console?
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Here is a link to the screen shots of what I have been saying concerning my problem with the Saturn Complex Hub. I hope this helps.
https://files.me.com/zymurg/8fmew6
I also don't know why it is showing the station configuration for Terran MRE's when it should be for Phantom Missiles which is what it was configured for as you can see on the Info page as the product.
https://files.me.com/zymurg/8fmew6
I also don't know why it is showing the station configuration for Terran MRE's when it should be for Phantom Missiles which is what it was configured for as you can see on the Info page as the product.
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Please be specific on what details your require.
As far as the installation, I followed as instructed and there was only one area of uncertainty. You said "The SaturnCH.cat CAN be renamed as a false patch in your main X3 directory (13, for X3TC 3.0)". Since there is already a 13.cat and dat in that directory (X3 version 3.1) are you saying that it should be replaced with your file or renamed to 14.cat and dat, or are you saying "can be" but not necessary to rename the file at all?? Unclear.
However, I renamed the file to 14 cat and dat which accrding to the above instructions should be fine.
There is no other installation issue other that what I explained in my write-up saying that initially my X3TC directory was in Program Files, but I relocated it after the issue just in case there was a file access issue with windows in that directory.
The only other module I have (not for this complex) is FCC and in that forum they told me it should not conflict with your mod. However I am preparing to eleminate it anyway.
Do you have any idea what the error messages mean, or what specificially I should be looking for or what specific information I did not give you that would enable you to be more helpful rather than just stating the obvious of an "installation or conflict" error.
Thank you.
As far as the installation, I followed as instructed and there was only one area of uncertainty. You said "The SaturnCH.cat CAN be renamed as a false patch in your main X3 directory (13, for X3TC 3.0)". Since there is already a 13.cat and dat in that directory (X3 version 3.1) are you saying that it should be replaced with your file or renamed to 14.cat and dat, or are you saying "can be" but not necessary to rename the file at all?? Unclear.
However, I renamed the file to 14 cat and dat which accrding to the above instructions should be fine.
There is no other installation issue other that what I explained in my write-up saying that initially my X3TC directory was in Program Files, but I relocated it after the issue just in case there was a file access issue with windows in that directory.
The only other module I have (not for this complex) is FCC and in that forum they told me it should not conflict with your mod. However I am preparing to eleminate it anyway.
Do you have any idea what the error messages mean, or what specificially I should be looking for or what specific information I did not give you that would enable you to be more helpful rather than just stating the obvious of an "installation or conflict" error.
Thank you.
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There are a lot more issues here than previously thought as I look into it further and try to get it working.
Since my last post I have tried the following.
I completely uninstalled the FCC script that was installed before installing SaturnCH (SCH). That had no affect on the issue.
I completely built another new Saturn Complex, different product different location, and it has the identical problems as the other SCH and with the same error messages everytime I click bring up the SCH console screen.
OK, so now I was determined and I completely installed a clean vanilla X3TC installatiopn from the disc in a totally different drive. I upgraded it to version 3.0 and then ran it and made a save to make sure it works. I then installed SCH, exactly as instructed. Then, I discovered that X3TC version 3.0 would not read my old saved files (with the SCH complex in it) apparently because it was saved with version 3.1. I then upgraded X3TC version 3.0 to 3.1
That upgrade over-wrote the SCH files in the X3TC directory (that the instructions said to rename 13.cat and 13.dat) because version 3.1 creates its own 13.cat and 13.dat in the upgrade. I then reinstalled the SCH cat and dat files and called them 14.cat and 14.dat
Everything fixed?? NOPE. The problem is exactly the same as it was and this is a fresh install of X3TC 3.1 with the only mod or script installed is SCH. The menues are still exactly like my posted screen shots and error messages the same.
I give up with this mod and do not recommend it.
Since my last post I have tried the following.
I completely uninstalled the FCC script that was installed before installing SaturnCH (SCH). That had no affect on the issue.
I completely built another new Saturn Complex, different product different location, and it has the identical problems as the other SCH and with the same error messages everytime I click bring up the SCH console screen.
OK, so now I was determined and I completely installed a clean vanilla X3TC installatiopn from the disc in a totally different drive. I upgraded it to version 3.0 and then ran it and made a save to make sure it works. I then installed SCH, exactly as instructed. Then, I discovered that X3TC version 3.0 would not read my old saved files (with the SCH complex in it) apparently because it was saved with version 3.1. I then upgraded X3TC version 3.0 to 3.1
That upgrade over-wrote the SCH files in the X3TC directory (that the instructions said to rename 13.cat and 13.dat) because version 3.1 creates its own 13.cat and 13.dat in the upgrade. I then reinstalled the SCH cat and dat files and called them 14.cat and 14.dat
Everything fixed?? NOPE. The problem is exactly the same as it was and this is a fresh install of X3TC 3.1 with the only mod or script installed is SCH. The menues are still exactly like my posted screen shots and error messages the same.
I give up with this mod and do not recommend it.