[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1
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Well, when the game installs, it installs the game into [FOLDER NAME]. The addon is installed into [FOLDER NAME]/addon. For some reason, your Terran Conflict installation is named "Albion Prelude". you should still add the files into the addon folder.aleks2098 wrote:i dont understand one thing -
we should add files to:
\Albion Prelude\addon". ???
as i have \Albion Prelude\ folder???
not "Terran Conflict"?? Am I right? I dont have "Terran Conflict" folder, only "Albion Prelude"....
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Thanks. I did it.Joshua the Bear wrote:Well, when the game installs, it installs the game into [FOLDER NAME]. The addon is installed into [FOLDER NAME]/addon. For some reason, your Terran Conflict installation is named "Albion Prelude". you should still add the files into the addon folder.aleks2098 wrote:i dont understand one thing -
we should add files to:
\Albion Prelude\addon". ???
as i have \Albion Prelude\ folder???
not "Terran Conflict"?? Am I right? I dont have "Terran Conflict" folder, only "Albion Prelude"....
Im only wondering if it was installed properly:
Im terran commander and after few seconds i heard "space message" - > "All terran shops: our ships in (have no idea about which system he was talking - i heard something like "Psycho Flavour"???) are under attack, please check what is going on"
I understand that this message is not part of Albion plot and if i copied files properly - plot and war sectors are disabled???
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I think you messed up - You are not even supposed to get the terran commander start when having this mod installed, and what you are hearing is part of the war.
Have you installed the mod as a fake patch (as in, changed its name to 04.dat and 04.cat or (filethatisalreadythere+1), in the albion prelude addon main folder?
Or, when you have it dropped into the addon/mods folder, have you selected it in the X3:AP launcher?
Have you installed the mod as a fake patch (as in, changed its name to 04.dat and 04.cat or (filethatisalreadythere+1), in the albion prelude addon main folder?
Or, when you have it dropped into the addon/mods folder, have you selected it in the X3:AP launcher?
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Hmmm - i installed it from this source:
http://www.x3tc.piroyle.co.uk/index.php ... on-prelude
this file:
http://www.x3tc.piroyle.co.uk/index.php ... on-prelude
Then extracted it to new folder i created on desktop and i copied files:
scripts folder to:
Egosoft\X3 Albion Prelude\addon
(where scripts folder is already so i had to overwrite)
In scripts folder there is of course war.watch original what was also overwritten
i changed names of:
T_Conflict_1.4.cat
T_Conflict_1.4.dat
to: 04.cat and 04.dat
and put them directly in "addon folder" where already were similiar files: 01.cat, 01.dat, 02.cat and 02.dat
there was no 03.dat and 03.cat but i tried also to change names to 03.cat and 03.dat but it also had the same result.
What did i do wrong? Or maybe i should copy these files directly to Albion Prelude folder? not to addon?
http://www.x3tc.piroyle.co.uk/index.php ... on-prelude
this file:
http://www.x3tc.piroyle.co.uk/index.php ... on-prelude
Then extracted it to new folder i created on desktop and i copied files:
scripts folder to:
Egosoft\X3 Albion Prelude\addon
(where scripts folder is already so i had to overwrite)
In scripts folder there is of course war.watch original what was also overwritten
i changed names of:
T_Conflict_1.4.cat
T_Conflict_1.4.dat
to: 04.cat and 04.dat
and put them directly in "addon folder" where already were similiar files: 01.cat, 01.dat, 02.cat and 02.dat
there was no 03.dat and 03.cat but i tried also to change names to 03.cat and 03.dat but it also had the same result.
What did i do wrong? Or maybe i should copy these files directly to Albion Prelude folder? not to addon?
Joshua the Bear wrote:I think you messed up - You are not even supposed to get the terran commander start when having this mod installed, and what you are hearing is part of the war.
Have you installed the mod as a fake patch (as in, changed its name to 04.dat and 04.cat or (filethatisalreadythere+1), in the albion prelude addon main folder?
Or, when you have it dropped into the addon/mods folder, have you selected it in the X3:AP launcher?
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Ah, there is the problem: the thing is, if you want to install a fake patch, you must rename your .cat and .dat files to (Thehighestnumberofthoseother.cat files in your directory + 1). If your last .cat file is 02, then you should rename the files to 03.
I said 04 because the last cat file in my folder is 03 - sorry for the confusion.
I said 04 because the last cat file in my folder is 03 - sorry for the confusion.
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Want TC and AP Terran Plots?...
Read on...
I am enjoying this version.
I have installed as a mod in Mod folder.
Played through the plots.
Then loaded the resulting save (as Terran) into the game using "Original" from " choose mod " flash.
It then throws me into the Terran plot from AP,resulting in more plot missions to do.
Have done the shuttle and HQ scan, rescued (erm,kidnapped) Mahi Ma and now heading to scan the Pleco.
So if you want more to this game....
Probably works for CW plot,but might not ,without the war zones.
Not tested yet.
Read on...
I am enjoying this version.
I have installed as a mod in Mod folder.
Played through the plots.
Then loaded the resulting save (as Terran) into the game using "Original" from " choose mod " flash.
It then throws me into the Terran plot from AP,resulting in more plot missions to do.
Have done the shuttle and HQ scan, rescued (erm,kidnapped) Mahi Ma and now heading to scan the Pleco.
So if you want more to this game....
Probably works for CW plot,but might not ,without the war zones.
Not tested yet.
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You temporarily lose your ANH sector.
So do all the Terran plots
Reload back to the TC for AP .
You will get all the TC plots trying to start again....
just disable the mission guidance system,unless you know a way out of this.
Renaming yourself PlotManager will let you get all the plots done quickly,if you want to do them again....double rewards anyone?
You get your ANH sector back but unamed / unknown ,but still connected.
Just rename yourself PlotManager and wait for the plot.
Then either do the plot or pay or pay nowt to complete it
You get the name back and you own the sector again.
You do get double gates here ,
But careful use of Cycrow.s cheat package will allow you to remove the one you don't want.
Do it from the Unknown sector to the south.The gates will say Unknown or will have the ANH name you chose.
Go through the gate you kept ...then target the one you did not come out of and remove that.
Another small quirk is that I had two Orcas parked at the Xenon Hub occupying the same clamp.
OOS undock at least one and move it some place safe. They both had the CW PHQ !
So I now have one Terran PHQ and two CW PHQs in my ANH sector !

Now what I do not know is how often you can go between each game to repeat the plots.
Edit...
I posted this in another thread...
If you follow this route,it is best not to build in the ANH sector until you return your save to the TC-AP game.
Then not repeat any of the TC Missions.(There are minor annoying bugs ,if you do).
If you want a fleet of Xperimental Shuttles though,this plot seems safe to repeat ad-infinitum.
likewise with the Griffon / #deca
PHQ Plot is safe too,this way,if you want multiple CW PHQs
ANH is ok to repeat just once to return the sector to you.
The second repeat did not change the name.
Aldrin Expansion,(if you try to repeat it), gets stuck in "explore Althes" leaving you with the Kha'ak planet sector south of Neptune.( edit...on my last run through I did each plot in correct order.Doing this solved the problem and left me another pair of gates.)
Hub is pointless to re-do, and gets stuck at end of first Crystal phase.
So far the AP Terran Plot can only be done once,from what I have seen.
End edit
Special thanks to Dilpickle who did not remove this possibility.
So do all the Terran plots
Reload back to the TC for AP .
You will get all the TC plots trying to start again....
just disable the mission guidance system,unless you know a way out of this.
Renaming yourself PlotManager will let you get all the plots done quickly,if you want to do them again....double rewards anyone?

You get your ANH sector back but unamed / unknown ,but still connected.
Just rename yourself PlotManager and wait for the plot.
Then either do the plot or pay or pay nowt to complete it
You get the name back and you own the sector again.
You do get double gates here ,
But careful use of Cycrow.s cheat package will allow you to remove the one you don't want.
Do it from the Unknown sector to the south.The gates will say Unknown or will have the ANH name you chose.
Go through the gate you kept ...then target the one you did not come out of and remove that.
Another small quirk is that I had two Orcas parked at the Xenon Hub occupying the same clamp.
OOS undock at least one and move it some place safe. They both had the CW PHQ !
So I now have one Terran PHQ and two CW PHQs in my ANH sector !



Now what I do not know is how often you can go between each game to repeat the plots.
Edit...
I posted this in another thread...
If you follow this route,it is best not to build in the ANH sector until you return your save to the TC-AP game.
Then not repeat any of the TC Missions.(There are minor annoying bugs ,if you do).
If you want a fleet of Xperimental Shuttles though,this plot seems safe to repeat ad-infinitum.
likewise with the Griffon / #deca
PHQ Plot is safe too,this way,if you want multiple CW PHQs
ANH is ok to repeat just once to return the sector to you.
The second repeat did not change the name.
Aldrin Expansion,(if you try to repeat it), gets stuck in "explore Althes" leaving you with the Kha'ak planet sector south of Neptune.( edit...on my last run through I did each plot in correct order.Doing this solved the problem and left me another pair of gates.)
Hub is pointless to re-do, and gets stuck at end of first Crystal phase.
So far the AP Terran Plot can only be done once,from what I have seen.
End edit
Special thanks to Dilpickle who did not remove this possibility.

Last edited by TTD on Wed, 17. Oct 12, 01:00, edited 1 time in total.
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I've really been enjoying this mod. Back when TC first came out I played the Terran plot but haven't played again till now. The new AP features were enough to get me hooked again. I started a new game and used the plot manager to mark the Terran plot complete. Now I'm 168hrs in and have completed the goner, hub, phq, final fury and aldrin plots.
Unfortunately I'm running into an issue on the balance of power plot. At the part where you have to follow and protect a prisoner transport. ( 4th paragraph from the bottom of this page: http://roguey.co.uk/x3tc/help/spike/balanceop2.php ). When the prisoners take over the ship the escorts turn red and I take them out. As soon as I get the message that they have control the transport just sits there. I've waited with seta for 10 real minutes with no luck. The mission never acknowledges that I've taken out the escorts and the transport just waits. Any idea what might be up?
I'm guessing its a problem with another script or mod but I really have no idea. I'm using (in no particular order):
Ware Manager
Hotkey Manager
Community Plugin Config
Cycrow's Cheat package
Advanced Jumpdrive
Bonus package
Latest CLS and CAG
CODEA
Personnel Transporter
Military Personnel
TC Plots for AP
X3 Unleashed
IEX
Complex Cleaner
jc's HUD ( http://forum.egosoft.com/viewtopic.php?t=289255 )
dock lockup fix
a.destroy.ships script ( see: http://forum.egosoft.com/viewtopic.php?p=3938769 )
MARS
Mobile Mining Mk2
Rename ships with expressions
Unfortunately I'm running into an issue on the balance of power plot. At the part where you have to follow and protect a prisoner transport. ( 4th paragraph from the bottom of this page: http://roguey.co.uk/x3tc/help/spike/balanceop2.php ). When the prisoners take over the ship the escorts turn red and I take them out. As soon as I get the message that they have control the transport just sits there. I've waited with seta for 10 real minutes with no luck. The mission never acknowledges that I've taken out the escorts and the transport just waits. Any idea what might be up?
I'm guessing its a problem with another script or mod but I really have no idea. I'm using (in no particular order):
Ware Manager
Hotkey Manager
Community Plugin Config
Cycrow's Cheat package
Advanced Jumpdrive
Bonus package
Latest CLS and CAG
CODEA
Personnel Transporter
Military Personnel
TC Plots for AP
X3 Unleashed
IEX
Complex Cleaner
jc's HUD ( http://forum.egosoft.com/viewtopic.php?t=289255 )
dock lockup fix
a.destroy.ships script ( see: http://forum.egosoft.com/viewtopic.php?p=3938769 )
MARS
Mobile Mining Mk2
Rename ships with expressions
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It sounds as though the Dark Space Installation is missing. Once the prisoners have taken over the ship, it runs the command to dock at DSI, no DSI nothing for it to do...
From your list, I'm fairly sure IEX doesn't have a compatible version for my mod, which may cause some issues as they both alter the main universe map file. How much of an issue this could cause will depend on load order as you may end up with certain sectors missing completely.
However, as you say you have done Final Fury, I would assume that my map file is being loaded after IEX, as last time I looked IEX didn't have the Kha'ak sectors, which wold make i rather difficult to complete the plot...
Back to the problem in hand, regardless of which map file is 'operational' the DSI should be present, as both IEX and my map files place the station.
The plot at set up will check that the station exists, and will create a new DSI if none is found. At this point the station is flagged as invincible and cannot be destroyed through normal practices, the only thing on your list I can see that will remove it is the cheat package...
The first thing I'd suggest doing is checking that the DSI exists it should be in the first Unknown sector (x="7" y="4") after Oort Cloud the universe map will place at co-ordinates x="-34km" y="10km" z="30km", whilst the if the plot needs to build one it puts it at x="-50km" y="10km" z="30km"
The other possibility is that the prison ship has 'forgot' its command to dock at DSI.
Either way it should be possible to 'jump start' it, but would be useful to know whether DSI exists.
From your list, I'm fairly sure IEX doesn't have a compatible version for my mod, which may cause some issues as they both alter the main universe map file. How much of an issue this could cause will depend on load order as you may end up with certain sectors missing completely.
However, as you say you have done Final Fury, I would assume that my map file is being loaded after IEX, as last time I looked IEX didn't have the Kha'ak sectors, which wold make i rather difficult to complete the plot...
Back to the problem in hand, regardless of which map file is 'operational' the DSI should be present, as both IEX and my map files place the station.
The plot at set up will check that the station exists, and will create a new DSI if none is found. At this point the station is flagged as invincible and cannot be destroyed through normal practices, the only thing on your list I can see that will remove it is the cheat package...
The first thing I'd suggest doing is checking that the DSI exists it should be in the first Unknown sector (x="7" y="4") after Oort Cloud the universe map will place at co-ordinates x="-34km" y="10km" z="30km", whilst the if the plot needs to build one it puts it at x="-50km" y="10km" z="30km"
The other possibility is that the prison ship has 'forgot' its command to dock at DSI.
Either way it should be possible to 'jump start' it, but would be useful to know whether DSI exists.
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Just for grins I tried docking at a random ore mine and talking to the plot reset manager. When I asked to reset the balance of power plot it says that I'm currently on "Part 3: The Endgame". After choosing yes the next messages says it's reset "Part 3, Transport Otmanckstras, Silicon and Microchips". The transport guarding mission is still active with the transport sitting there.
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I loaded an older save just before I started the first balance of power mission. I then used the cheat package to destroy the DSI station, then began the missions anew. When I got to protecting the transport it docked at the new DSI station at x="-50km" y="10km" z="30km" without an issue and the mission completed.
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Correct on both counts. Altho' I've looked at this I've never managed to get around to creating a compatible version (sorry). I can offer pointers tho' if someone is willing to take this up.dillpickle wrote:I'm fairly sure IEX doesn't have a compatible version for my mod, which may cause some issues as they both alter the main universe map file.
The TC version of IEX has Khaak sectors whilst the AP one does not (I need to check this tho' my memory is getting hazy).dillpickle wrote: ... last time I looked IEX didn't have the Kha'ak sectors, which wold make i rather difficult to complete the plot...
If IEX comes later than'TC plot' then it'll override it and vice versa, the later of the cat/dat files containing the map files will always supercede the previous one.anthonysavatar wrote:Does that mean tcplots would override IEX's map changes?

IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
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I'll have to take a look at that, something ain't quite right... the message is from the tail end of the hub plot...anthonysavatar wrote:Just for grins I tried docking at a random ore mine and talking to the plot reset manager. When I asked to reset the balance of power plot it says that I'm currently on "Part 3: The Endgame". After choosing yes the next messages says it's reset "Part 3, Transport Otmanckstras, Silicon and Microchips". The transport guarding mission is still active with the transport sitting there.

Glad you got it working though...
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