[software] X3 Editor 2.0.23.0 [10.1.2012]

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Dustoff
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x3tc

Post by Dustoff » Sun, 24. Jun 12, 00:08

Well to be honest I have no idea how to make my own modes, etc.
I just want the jumpdrive to be a "small were" so I could install it on my wings... because in XRM mod last version makes jumpdrive as XL were...

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Saetan
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Post by Saetan » Thu, 30. Aug 12, 01:38

Nevermind ... I found the solution, just had to look some postings further ^^
doubleshadow wrote:Sorry for not replying, but for some reason this wonderful forum is not sending me e-mail notifications.

New version is available via automatic updates.
The automatic function of adding bob's when extracting files also crashes the editor.
Fixed.

----- original posting -----


So, I just installed X³ Editor 2 again on my second hard drive ("d:\modding\programme\x3 editor 2") and startet to "unpack" the .cat/.dat files of my X³: Terran Conflict v3.2 installation ("d:\modding\x3tc\spieldateien\x3 terran conflict") into a new directory ("d:\modding\x3tc\spieldateien\ressourcen").

Everything works fine, if I don't activate the option to automatically convert .bob into .bod-files. If I activate that option, I get following error on the first .bob-file:

[ external image ]

After I hit [ok] the software shuts down.

I already found a hint which suggests to turn off the option to start the X³ Editor 2 with administration rights, but it didn't help to solve that problem.
As the error message is also talking about "threads" I also tried to limit the maximum of parallel threads in the BOD Compiler settings to one, also without any success.

Any other suggestions how to solve this error?

----
Windows 7 Home Premium 64bit
X³ Editor 2 Version: 2.0.23.0
BOD Compiler Version: 1.13.0.0
CAT Manager Version: 1.0.14.0

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darkelf1
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Post by darkelf1 » Thu, 30. Aug 12, 03:41

nice tools, use cheak ships..

Xenon472
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Post by Xenon472 » Thu, 22. Nov 12, 15:30

hello
i am having a problem after i modified the Tbullet:
i have added a new bullet to create a fragmentation effect with the flacks. then i saved the changes and closed the editor, then i noticed that i forgot to adjust the damege of the bullet and reopened the editor:
it diddnt load the tbullet and appeard a windows saying something like: error loading objet 58 ,worng name(or so) the name suld be ...(i dont remember).
than again i did something really stupid:i opened tbullet using the debbuger and changed "count 59" to "count 58" thinking that this would remove the last bullet that was causing problems.
now i have this message whenever i try to open tbullet:
Error opening file C:\EGOSOFT\X3 Terran conflict\15.cat::types\TBullet.pck

Interface function OpenFile of plugin T File Editor
(DS.X3E.TFileEditor.MainWindow)[TFileEditor.Plugin] threw exception System.ApplicationException:

Error loading object 0:

Unexpected end of file found while trying to load bodyFile


how can i undo this mess??

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apricotslice
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Post by apricotslice » Thu, 22. Nov 12, 15:33

Go back to the original file and start again.

When you added the new bullet, did you add it to the end of the file ?

Xenon472
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Post by Xenon472 » Thu, 22. Nov 12, 15:42

apricotslice wrote:Go back to the original file and start again.
there isn't another way?
i adjusted almost all bullets... xD

and yes i added it to the end of the list

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apricotslice
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Post by apricotslice » Thu, 22. Nov 12, 15:53

Tried doing the reverse and telling it it has 59 ?

If that doesnt work, then its probably lost.

Xenon472
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Post by Xenon472 » Thu, 22. Nov 12, 15:57

apricotslice wrote:Tried doing the reverse and telling it it has 59 ?

If that doesnt work, then its probably lost.
i immediately tried and it diddnt change....D'ho

well it seems that i have to restart my work.
how can go back to the original file leaving the other T(sips laser ecc)intact?

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DrBullwinkle
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Post by DrBullwinkle » Thu, 22. Nov 12, 20:03

Don't use the debugger for most types files. Use the TFile Editor.

Xenon472
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Post by Xenon472 » Fri, 23. Nov 12, 14:15

DrBullwinkle wrote:Don't use the debugger for most types files. Use the TFile Editor.
I used it only because i couldn't open the file with the t file editor because it encountered a problem

I am using xrm and i did a lot of changes to some ships and lasers so can i go only back to the original Tbullet and leave the other tfile unchanged?

Welingen
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pb with job editor

Post by Welingen » Tue, 18. Dec 12, 22:03

Hi,

I want to edit jobs.pck file( any jobs file ), every time I try, the Job editor indicate an error:

- Interface function instanceCreated of plugin job editor (DS.X3E.JobEditor.MainWindows ) [JobEditor.plugin] threw exception System.ApplicationException :

Error loading file 'type\tships':

File does not exist.



But all Tships, or Tshield etc.. file exist in my "Type" repertory.

I don't understand why the Job Editor don't find them.

I do like this :

- open X3 editor 2
- open .cat file and looking for Type repertory
- select Jobs.pck file : chose Job editor then error windows open.

All the Type repertory have all needed file.

thx

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apricotslice
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Post by apricotslice » Wed, 19. Dec 12, 01:00

try unpacking the cat into a temp folder, using the compression so that the file is uncompressed, then editing the raw file.

Its not a good idea to edit within the cats anyway. Its better to extract, edit then put the modified files into the game folders or into a mod cat.

Welingen
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Post by Welingen » Wed, 19. Dec 12, 09:07

thanks

will try next time i had time to do.

Anuke
Posts: 137
Joined: Mon, 25. Oct 10, 02:41

Warelist .pck

Post by Anuke » Thu, 14. Mar 13, 06:00

Is warelist .pck a recording of pre installed wares? And why does it not work for me if so?

Found warelist 130. 8 items. Replaced 8 items with wanted wares by clicking and overtyping. Saved warelist.pck.

Opened tship. Selected warelist id 130. It was not the same warelist. Selected 129... Correct warelist. Went in game and spawned ship with cheat package. Had no installed wares.

Question 1. Did I break warelist.pck?
Question 2. What should I do? I want 8 installed wares.
What GoD taketh away, Cycrow giveth back.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 14. Mar 13, 15:49

It sounds as though you are doing it correctly. Are you sure that you are editing the correct version of warelists? Open with VFS to be sure.

Anuke
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Post by Anuke » Thu, 14. Mar 13, 18:54

Did open with vfs. Numbers seemed to be one off from actual wares in the tships file. Will spawning them in cheat give them the installed wares? And can I include shields and transporter devices as installed wares?
What GoD taketh away, Cycrow giveth back.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 14. Mar 13, 18:57

The numbers being off by one is normal. One count is zero-based and the other is one-based. No big deal there.

Yes, cheating a ship in should have the new wares installed.

Are you *sure* that the ship does not have the wares installed? You will not see them on the cargo menu.

Transporter: Yes.

Shields, weapons, ammo, other wares: You can include them, but you will only ever get one. And they cannot be moved/traded. So better to not put them in your wareslist.

Anuke
Posts: 137
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Post by Anuke » Fri, 15. Mar 13, 08:08

Went back in and rebuilt warelist.pck. Found unused, better warelist. Rechose wares and launched game. All wares present in" built in components" list. However...

Shield is not installed. Just present in list
Advanced hyperdrive does not see jump drive and nav software installed.
Freight distribution network does not supply ships bc it does not see supply command software.
Any solutions?
What GoD taketh away, Cycrow giveth back.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 15. Mar 13, 08:14

Those are common bugs in scripts. People use "get true amount of wares in cargo bay". They should use the command without the "true".

The solutions are to fix the scripts or remove the wares from wareslist.

Anuke
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Joined: Mon, 25. Oct 10, 02:41

Post by Anuke » Fri, 15. Mar 13, 20:13

And what about the shield not being installed?
What GoD taketh away, Cycrow giveth back.

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