Apricot Merge Mod Project v2.00 [Old thread]
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Apricot Merge Mod Project v2.00 [Old thread]
This is an old thread for this project. New thread is http://forum.egosoft.com/viewtopic.php?t=254322
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The Apricot Merge Mod Project
Version 2 is in progress. Suggestions for inclusion welcome.
Already included : AMS, CC, FDN, SSDN.
Intended to include : Whitestar.
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The Apricot Merge Mod Project is an open ended Mod designed to bring together all the small mods that people want to try and merge for their own games.
Download from : http://apricotmappingservice.com/X3TCdownloads
There is no specific theme. No issues of balance. Anything people want to mod or script is fine for inclusion.
Open to all mods and scripts. Mods and scripts must be completed with no development planned, before submission.
Planned : One sector designated as a Headquarters, setup for having a set of useful stations, where everything in the mod is available.
Ability to do certain things would be limited to first come, first served.
To submit a mod or script for inclusion :
1. Propose it here.
2. If accepted, email the latest mod/script pack to me.
Standards :
Mods must have their own language files and must NOT use 0001.
Mods must have an english version.
Ship names should include the Author's name or Author's Game Entity Name. (eg. Apricot Gunbus, LV Deathstar etc.)
Mod or script should ideally be listed in the sticky thread, so that potential conflicts are already documented.
Version 1.0
Mods
Apricot Mapping Service Mod v1
....(inc. Very Easy Hub Plot)
Complex Cleaner v3.40
Whitestar 1.27 (No internal docking, which is still being worked on)
Scripts
Cycrow Cheat Scripts
Cycrow Hotkey Manager
Apricot Jump to Derelict
Apricot BeamDock
Apricot CBeam/ABeam/DBeam
Apricot Claim Software
Apricot ST/UT for most ships
Grax Marine Manager
Pending next release
Averice renamed "Merge Central".
Extended PHQ
The Marauder
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The Apricot Merge Mod Project
Version 2 is in progress. Suggestions for inclusion welcome.
Already included : AMS, CC, FDN, SSDN.
Intended to include : Whitestar.
---------------------------------------
The Apricot Merge Mod Project is an open ended Mod designed to bring together all the small mods that people want to try and merge for their own games.
Download from : http://apricotmappingservice.com/X3TCdownloads
There is no specific theme. No issues of balance. Anything people want to mod or script is fine for inclusion.
Open to all mods and scripts. Mods and scripts must be completed with no development planned, before submission.
Planned : One sector designated as a Headquarters, setup for having a set of useful stations, where everything in the mod is available.
Ability to do certain things would be limited to first come, first served.
To submit a mod or script for inclusion :
1. Propose it here.
2. If accepted, email the latest mod/script pack to me.
Standards :
Mods must have their own language files and must NOT use 0001.
Mods must have an english version.
Ship names should include the Author's name or Author's Game Entity Name. (eg. Apricot Gunbus, LV Deathstar etc.)
Mod or script should ideally be listed in the sticky thread, so that potential conflicts are already documented.
Version 1.0
Mods
Apricot Mapping Service Mod v1
....(inc. Very Easy Hub Plot)
Complex Cleaner v3.40
Whitestar 1.27 (No internal docking, which is still being worked on)
Scripts
Cycrow Cheat Scripts
Cycrow Hotkey Manager
Apricot Jump to Derelict
Apricot BeamDock
Apricot CBeam/ABeam/DBeam
Apricot Claim Software
Apricot ST/UT for most ships
Grax Marine Manager
Pending next release
Averice renamed "Merge Central".
Extended PHQ
The Marauder
Last edited by apricotslice on Fri, 27. Nov 09, 08:57, edited 8 times in total.
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Original OP :
Since getting my AMS Mod out, several people have been trying to merge it with other mods.
I was thinking of starting a project specifically for merging the various mods and scripts, so that people can download a single mod to get all the diverse ones being made and yet to be made.
It would save on newbies getting into problems trying to merge things.
My initial thinking is this :
Open to all mods and scripts.
Mods and scripts must be completed with no development planned, before submission.
If not submitted by the author, author must have agreed to it prior to submission.
No specific theme.
No issues of balance. Anything people want to mod or script is fine for inclusion.
One sector designated as a Headquarters, setup for having a set of useful stations, where everything in the mod is available.
Ability to do certain things would be limited to first come, first served.
It can be run and discussed out of my own forum.
So far, merging I know about is Whitestar and Modular Complexes. So that would be a starting place.
Anyone interested in either contributing or being part of it ?
Since getting my AMS Mod out, several people have been trying to merge it with other mods.
I was thinking of starting a project specifically for merging the various mods and scripts, so that people can download a single mod to get all the diverse ones being made and yet to be made.
It would save on newbies getting into problems trying to merge things.
My initial thinking is this :
Open to all mods and scripts.
Mods and scripts must be completed with no development planned, before submission.
If not submitted by the author, author must have agreed to it prior to submission.
No specific theme.
No issues of balance. Anything people want to mod or script is fine for inclusion.
One sector designated as a Headquarters, setup for having a set of useful stations, where everything in the mod is available.
Ability to do certain things would be limited to first come, first served.
It can be run and discussed out of my own forum.
So far, merging I know about is Whitestar and Modular Complexes. So that would be a starting place.
Anyone interested in either contributing or being part of it ?
Last edited by apricotslice on Sun, 11. Jan 09, 13:45, edited 1 time in total.
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- Joined: Sun, 4. Jan 09, 16:55
I think this would cut down a lot on clutter. The mods list tends to get extremely cluttered after a few months time and one quick glance at it is probably enough to make most average gamers run away with their tail tucked between their legs. Having more mods merged into packages would cut this down immensely. 
Good idea and thanks for doing this Apricot.

Good idea and thanks for doing this Apricot.
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- Joined: Thu, 12. Jun 08, 15:42
i have similar issue's with fog than you, unless the fog is pretty thin then it's reasonable.. Most of the backgrounds in realspace mod dont have fog, there are only about 4 or 5 i think, and all the ones in the standard game set are replaced by some of the old X2 background... which look pretty cool.
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- Joined: Wed, 15. Nov 06, 10:21
to change the visibility to no fog at all is very easy, just edit the TBackgrounds.txt file, it takes 10 minutes to eliminate all fog and to increase visibility to 1000km (500000000 is the max value in the string resulting into 1000km ingame)
I'have done it for my next mod where nebulae have been reduced alot (I prefer other visuals now, such as asteroid fields and better skybox)

I'have done it for my next mod where nebulae have been reduced alot (I prefer other visuals now, such as asteroid fields and better skybox)
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The Maurader mod seems to work well, also means the PHQ is purchaseable, and some nice 'extra' factories.
http://forum.egosoft.com/viewtopic.php?t=223132
http://forum.egosoft.com/viewtopic.php?t=223132
Spoiler
Show
Jump to Derelict also takes you to the Marauder's sector!
DreamSmith - Smith Of Dreams
In the Forge of Life, sometimes it takes a good hammering to make a dream a reality.
In the Forge of Life, sometimes it takes a good hammering to make a dream a reality.
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- Joined: Sun, 27. Mar 05, 21:51
A Good plan Thanks
I for one really like this idea. Have been playing the merge mod since you released it. I would like to merge the following with this unless it happens to be included in your next pack.
All of your scripts and ships. (of course)
-The choice of Medium or Easy Hub Plot.
-Hub storage Hacked,, not sure of the name yet.
-HQ Storage increased,,
-Install factory to Station (hopefully being ported)
-Marine Repairs,
-NPC Salvage commandss and Bailing Add on.,
-Conflicts or something with race wars,
-Sector Take over,
-And when Observes mod comes out i plan to combine it as well
There are a few more but i cant think of them right now.
Thanks for all that you already do.
Gridd
All of your scripts and ships. (of course)
-The choice of Medium or Easy Hub Plot.
-Hub storage Hacked,, not sure of the name yet.
-HQ Storage increased,,
-Install factory to Station (hopefully being ported)
-Marine Repairs,
-NPC Salvage commandss and Bailing Add on.,
-Conflicts or something with race wars,
-Sector Take over,
-And when Observes mod comes out i plan to combine it as well
There are a few more but i cant think of them right now.
Thanks for all that you already do.
Gridd
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- Joined: Sat, 23. Apr 05, 21:42
I might as well ask here, since my question relates to ability to merge.
Ships. Ships use a couple Text ID for name etc. And those ID's are on some "standard" text page. So one adds a text file that augments the page to fill in the needed ID's.
There are not many ship mods in Community Lib yet. Definitely not all that are out already. But these seem to reserve text file ID's to indicate which text ID's they do use. That seems partially waste, for text files in 1000--6999 can add to the correct page already.
But perhaps a separate index of used ID's for ships in the Library would do the same? One entry per ship, the other implicit (I presume)?
Isn't that what would be required for relatively painless merging of ship mods?
Ships. Ships use a couple Text ID for name etc. And those ID's are on some "standard" text page. So one adds a text file that augments the page to fill in the needed ID's.
There are not many ship mods in Community Lib yet. Definitely not all that are out already. But these seem to reserve text file ID's to indicate which text ID's they do use. That seems partially waste, for text files in 1000--6999 can add to the correct page already.
But perhaps a separate index of used ID's for ships in the Library would do the same? One entry per ship, the other implicit (I presume)?
Isn't that what would be required for relatively painless merging of ship mods?
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- Joined: Sun, 16. May 04, 13:01
As far as documentation goes, the key ones are in page 17, which stores the ship names and descriptions. Same with stations I think.
So we should really be compiling a list of what ID's in page 17 are being used for new ships.
There are gaps all through that page, that people will fill in and very probably duplicate using.
A ship mod needs to document in the sticky :
Text file number
Unique page number (if one is used)
Each ship 17/???? number.
But I recommend we just allocate per group of numbers used on a mod name basis, rather than documenting each ship. By the time I finish, I'll probably have about 20 or so in my mod, using several chunks of the 17 page. XTM and DDRS will use more. And there is already 30 odd ships in another mod.
For example, my AMS mod by the time I get all the various R mods combined into a single TC mod, will use :
Text : 8686
Page : 8686
17 :
4415-4440
4443-4444
4515-4528
5913
8303
8313
9003
The latter are names for unique guns and other things.
The 4515 group is used by the mod at the moment, as are the last 4 numbers, the rest are R numbers that are actually in my 8686 waiting for me to port them in.
So we should really be compiling a list of what ID's in page 17 are being used for new ships.
There are gaps all through that page, that people will fill in and very probably duplicate using.
A ship mod needs to document in the sticky :
Text file number
Unique page number (if one is used)
Each ship 17/???? number.
But I recommend we just allocate per group of numbers used on a mod name basis, rather than documenting each ship. By the time I finish, I'll probably have about 20 or so in my mod, using several chunks of the 17 page. XTM and DDRS will use more. And there is already 30 odd ships in another mod.
For example, my AMS mod by the time I get all the various R mods combined into a single TC mod, will use :
Text : 8686
Page : 8686
17 :
4415-4440
4443-4444
4515-4528
5913
8303
8313
9003
The latter are names for unique guns and other things.
The 4515 group is used by the mod at the moment, as are the last 4 numbers, the rest are R numbers that are actually in my 8686 waiting for me to port them in.