[MOD][AP][ V1.2 23/01/2012 ] ZMissionTweak - Tweak Mission Time-Limits/Rewards

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Joubarbe
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Post by Joubarbe » Thu, 26. Jan 12, 18:28

You said you didn't test it, so I tested it. And then, it's not working, and I know nothing about scripts, so I don't know why exactly it doesn't work :)

dillpickle
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Post by dillpickle » Thu, 26. Jan 12, 18:58

Possibly because the file has an AP signature, rather than a TC one.
Modified files don't need the signature, and usually end up causing problems.

The only difference between the AP and TC version of the file altered for this is the signature, so removing it will probably let it run in TC - you probably want to remove the signatures from the multiplier files as well.

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Joubarbe
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Post by Joubarbe » Fri, 27. Jan 12, 14:44

Well... That would be really cool if you make this compatible with TC Kvalyr (pleeaaasse) :)

I used to have a script for TC that increased mission's time limit, but I can't retrieve it. If someone has an idea... ^^

EDIT : I tried removing signatures from U.4 Finish Briefing.xml and ZMissionTweakMults.xml but it's not working...

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DrBullwinkle
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Post by DrBullwinkle » Wed, 25. Apr 12, 22:53

Joubarbe wrote:That would be really cool if you make this compatible with TC Kvalyr (pleeaaasse) :)
I repacked the script so that you can install it with the Plugin Manager. It will now work with TC, AP 1.1, or AP 2.0. Probably will work with future versions of AP, as long as U.4 Finish Briefing.xml is not changed in a patch.

From the (revised) ReadMe:

=========================================================
A note from Bullwinkle:
In response to requests on the forum, I repacked Kvalyr's MD script so that it can be installed with the Plugin Manager. It will now work for X3TC and X3AP.

I also removed mdfiles so that it will work correctly with AP v2.0. The original could disable the Hub and PHQ plots.

I removed the signatures as well, just in case they might cause any trouble.

Finally, I changed the installation procedure. Hopefully it will be a bit simpler. There is now only a single set of files to install. By default, mission time is doubled and rewards are doubled. As always, you can change the multipliers in ZMissionTweakMults.xml.

Please do not blame Kvalyr if the repack causes you trouble!
=========================================================

ZMissionTweak 1.2c (Repack of 1.2b)

(Note: If you install this manually into AP, then unzip into your addon folder. For TC, unzip into the X3TC folder.)
Last edited by DrBullwinkle on Thu, 26. Apr 12, 01:02, edited 1 time in total.

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Joubarbe
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Post by Joubarbe » Thu, 26. Apr 12, 00:39

Thanks a lot ! (again :))

(and no questions needed after all)

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DrBullwinkle
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Post by DrBullwinkle » Thu, 26. Apr 12, 00:42

Joubarbe wrote: Do I need the .cat files from the original file ?
What version did you repack ?
No.
1.2b

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Joubarbe
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Post by Joubarbe » Thu, 26. Apr 12, 00:42

Damn you're fast...

Doofrage
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Post by Doofrage » Fri, 27. Apr 12, 22:13

Hullo! does this mod work with XRM mod for AP 2.0?
My old Cronkage - i7 2600k at stock clocks, 16GB Ramage, EVGA GTX 780 Classified ACX Thingy turbofast.

darkelfsin
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Post by darkelfsin » Sat, 28. Apr 12, 14:11

looks good..... :lol: :oops:

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Joubarbe
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Post by Joubarbe » Sat, 28. Apr 12, 15:20

I use it with TC and XRM, so I guess it's working fine with XRM's AP...

Xangi
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Post by Xangi » Tue, 9. Jul 13, 06:24

I can't seem to get this to work at all. I've tried both using it as a fake patch and putting it in the "mods" folder. Using X3AP 3.0

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DrBullwinkle
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Post by DrBullwinkle » Tue, 9. Jul 13, 13:50

I do not know why you are having trouble with installation, but it is worth mentioning that the original package is not fully compatible with AP 2.x and above. use my Repacked version on the page 2 instead.
  • (Also, you can install the repacked version with the Plugin Manager, which might be easier for you.)

rmazurek
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Post by rmazurek » Thu, 19. Jun 14, 23:29

This is really GREAT. Some missions types time (trade missions for example) are just radiculous.

Violins77
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Post by Violins77 » Sat, 25. Oct 14, 23:28

I cannot for the life of me get this mod to work. I tried every method possible but not go. Did some of you try with AP 3.0?


Violins77
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Post by Violins77 » Sat, 25. Oct 14, 23:57

Thank you for your answer. Yes, I read the whole thread and I am using you repackaged version. I tried to start a new game, but no go.

However, the interesting part is that it works in Terran Conflict! I installed it using the same method (Plugin Manager). Maybe it is a conflicting mod, but I don't use a lot of them and nothing else that uses mission director. Maybe it is related to the colored sector map or colored universe map?

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DrBullwinkle
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Post by DrBullwinkle » Sun, 26. Oct 14, 02:02

Interesting. As long as U.4 Finish Briefing.xml and ZMissionTweakMults.xml are in addon\director I would expect it to work. I don't know what is in your universe mods, but I would not expect them to interfere based on their names.

I have not actually tested the package in AP 3.x, although it appears that U.4 Finish Briefing is unchanged. That suggests that the package should still be compatible.
  • ("I don't understand why people complain about sax and violins on television. I *like* sax and violins!" -- Emily Litella, Saturday Night Live)
Last edited by DrBullwinkle on Sun, 26. Oct 14, 02:30, edited 1 time in total.

Violins77
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Post by Violins77 » Sun, 26. Oct 14, 02:23

I removed all other mods and it is working now, so definitely a conflict. I will add them one by one and report the culprit here!

BTW, my name "Violins" was taken from an old song by Lagwagon, and back in the day, I didn't even know it was a music instrument as English is not my first language :lol:

Migdalin
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Post by Migdalin » Thu, 6. Aug 15, 23:54

I downloaded the Plugin Manager, but it didn't recognize either the .zip file or the "director" directory as being or containing a plugin, and trying to construct a plugin via the Plugin Manager involved filling in information on 5-7 different tabs, with no idea what I was doing. So ... the Plugin Manager was a distraction, not a help.

It also worried me a bit that I would simply place a new directory under the main x3tc directory, and the game would somehow know to look inside the directory and load the files there as scripts? Maybe you could put an explicit message into the readme like "don't worry, the game will find the scripts without you telling it where to look"?

The readme fed my confusion by saying "unzip into the appropriate folder," followed by an example that showed some files under "director" and other files not under "director," even though they're all (except for the readme) under "director" inside the zip. So ... I wasn't sure which to believe, the example or the step 1 directions.

cheetah222222
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Post by cheetah222222 » Sun, 24. Jan 16, 06:08

Violin, did you figure out which mod conflicted? I am having the same issue as you did . . .

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