normandy + lusca/thanatos installed together...is it possible?....yes thx to killerog

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m4t3y
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normandy + lusca/thanatos installed together...is it possible?....yes thx to killerog

Post by m4t3y »

I am having problems installing both of these scripts....even when installed as fake patch always only one of them work. I have tried everyhting I could think of. Installing one as fake and one as normal (and switching them), installing both as fake and nothing seems to work.

Does anyone have both these scripts working? I really like both of them. I would like to have the Lusca, but since I don't have that cash I would like to have normandy until I save enough cash. I love the normandy design and the lusca stats so I don't want to choose only one. I don't know if such mods are compatible. The Thanatos and Normandy appear on the same place in the shipyard so there may be some conflict, but when Normandy works not only the Thanatos is not at Terran SY but also Lusca is not in Boron SY, so it couldn't be just some simple conflict in the SY slot. It is really frustrating since I just saved another 10mils that I wanted to spend on some new ship (the first 10mils I got went into some mines).

Should I try installing lusca only (without thanatos)? Not sure if it would help and not sure if the Lusca only is available in the final version for download.

Btw is there a limit for a number of fake patches to be installed?


EDIT: killerog has created a joint pack with all these 3 ships....please test it out and report if it works for you (still doesn't work for me, but it may be some other problem with my mods...pls test it out yourself and report back....it should work, works for killeog correctly, but we need more testers here)

for version 1.4
http://www.x3dmod.com/dev/killerog/3in1.rar
for version 2.0a
http://www.x3dmod.com/dev/killerog/3in1V2.0aV2.rar
Last edited by m4t3y on Tue, 12. May 09, 00:02, edited 7 times in total.
m4t3y
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Joined: Sun, 22. Mar 09, 00:40

Post by m4t3y »

I am starting to think it is not possible without further modification

when I looked if the lusca is available as separate file without thanatos there is an explenation by axelface why the thanatos is included in the package as well

"My Thanatos is INCLUDED in this download. I haven't got around to making a separate TShips. If you have the Thanatos already. Uninstall it and install this mod. "

does that mean that both mods modify the same file (TShips) and if I would want them to work together I would have to join their TShips together somehow?

Please Tenk and Axelface could you please consult that option of having your scripts together.


cannot even find that tships.txt anywhere in the game directory...the x3files.xml says it should be in types folder, but don't have it there...
Last edited by m4t3y on Mon, 11. May 09, 16:20, edited 1 time in total.
Kharzon
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Post by Kharzon »

I'm interested in this too. Its rough wanting to have different ship mods, ie, these two + BSG, etc etc, and having them not be compatible with each other. It would set a good precedence to have multiple ship installments work with one another, in fake patches, since at this time, use of MODS is limited to 1. I like the hacked PHQ idea, the BSG mod, etc but can only use 1 at a time because they are MODS and not spk's/fake patches, etc.

One reason I never even finished the game of X3R happened to be the fact that major mods with ship additions weren't compatible with one another. Maybe that has changed as I haven't looked back. There must be an easier way to make different ship mods compatible with one another?
killerog
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Post by killerog »

I created a joint file with all 3 ships in before the 2.0 patch came out. I can dig that out and update it for 2.0a if people want ?
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Kharzon
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Post by Kharzon »

killerog wrote:I created a joint file with all 3 ships in before the 2.0 patch came out. I can dig that out and update it for 2.0a if people want ?
Are you done yet?

:thumb_up:
killerog
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Post by killerog »

Here you go : http://www.x3dmod.com/dev/killerog/3in1V2.0a.rar

No time to test it but it should all work.
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m4t3y
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Post by m4t3y »

many thx killerog....wasn't expecting such a prompt solution.....going to try it right away ;o]


regettably it doesn't seem to work for me...I removed the fake patches containing lusca/thanatos and normandy and installed your 3in1 as a proper mod and I don't get any of them...also noticed having readtext error on the last 3 ships in royal boron shipyard, but they reamain even when I deselct your mod, so I might have messed up my installation when trying to get them working together.....I will try to make a fresh install and test it

I had a clean install copy of x3tc directory (before adding any scripts or mods) so I had a chance to test it without reinstalling....I have installed all the scripts I have used...except your 3in1 mod and except any other mods....I started the game and checked both boron and terran sy and had no readtext errors....than I added your 3in1 mod as a proper mod and checked the shipyards and still no new ships and the readtext errors appeared in boron shipyard, so it seems there is something wrong with your mod pack...if you have some time please test it yourself and try to correct it....thanx anyway for trying to help...appreciate it

I made a backup of my game before adding your script so I can easily revert back and test another attempt if you find some errors
Coffee-Man
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Post by Coffee-Man »

Just out of interest: did the terran shipyards offer you a lasertower?
killerog
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Post by killerog »

Ill load it up now and test it, didnt have any time when i put it up earler but i do now.
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killerog
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Post by killerog »

I found an error with all 3 scripts. Instead of loading up the 3 mod ships it put random items in the shipyards eg lasertower as you found out Coffee-Man. So somthing else changed bewteen 1.4 and 2.0 for this to happen.

Ive fixed that and havent got any readtext errors and all 3 ships appear at the right places.

heres teh new file just zip it over the top of the old one : http://www.x3dmod.com/dev/killerog/3in1V2.0a.rar
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Coffee-Man
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Post by Coffee-Man »

How did you fix this? I tried hours to find a solution for the damn lasertower to vanish from the terranshipyard, as I tried to convert the Normandy-Mod to TC 2.0. Nothing worked! In my last attempt I even deleted the damn terran lasertower from the Tships but... the damn game offerde me Yaki Chokaros instead! No Normandy =(.
Would really like to know what easy part of this procedure I missed this time to mess it up that badly =/.

Oh, by the way: great work on this, I'm really impressed (either of your brilliance, or my stupidity...:D)
m4t3y
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Post by m4t3y »

Coffee-Man wrote:Just out of interest: did the terran shipyards offer you a lasertower?
yes..didn't remember if they were there before so I thought maybe the order just changed...but the last 3 were lasertowers...hopefully killerog has corrected it already
Last edited by m4t3y on Mon, 11. May 09, 23:02, edited 2 times in total.
killerog
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Post by killerog »

I think the script adds the ship (normandy) to the ship yards everytime you load up. Due to the 2.0 patch, normandy got changed to the Lasertower, so when you loaded up that got added instead.

All ive done is edit the script so it adds the normandy again not the tower. This is the same thing ive done for the other 2 ships. (not sure if it removes the tower as i never had that problem).
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Coffee-Man
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Post by Coffee-Man »

The Lasertower isn't regular in the game, it's classified as an M1 and was wrongfully added to the Tships (just open it in Notepad and look at the third line from bottom, you'll see what I mean) by the patch. Where was the reference in the script? I thought the number of the T-File is the only reference between Tships, Name, Description and the setup-script? Was it just another number I should have changed? At least I have proven to myself (again), that I should keep my hands of scripting, as I'm totally talentfree for it! :D
killerog
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Post by killerog »

I didnt know that about the lasertower silly egosoft well that would explain why it was classed as a ship.

Code: Select all

setup.tenk.normandysetup 

Adds M6 Normandy Class to Terran shipyards
load text: id=9867 

$race = Terran 
$ship = LaserTower
$psec = [PLAYERSHIP] -> get sector 
$i = 0

while $i < 40 $dock =  find station in galaxy: startsector=$psec class or type=Shipyard race=$race flags=[Find.Random] refobj=null serial=null max.jumps=100

if $dock -> exists $dock -> add product to factory or dock: $ship
$c = $dock -> get amount of ware $ship in cargo bay skip 
if $c > 0 = $dock -> add 1 units of $ship 

end
inc $i = 
end 
return null
Where it says LaserTower, thats what needed to be changed.
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m4t3y
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Post by m4t3y »

same as with Advanced Satellites....don't know why would someone in egosoft wanted them listed under ships....than you have to mess with the actual ship names to spot them in the sea of satellites


btw tested the updated version and it's still the same for me (3 lasertowers in terran and 3 readtext in boron - no normandy or lusca or thanatos)....redownloaded it twice to be sure....applied to my backed up installation before applying any 3in1 versions. Maybe you could include the version in the name of the directory or the name of the zip so we are 100% sure we are getting the updated file (I can try to aplly it directly on the vanilla game but dunno if my modified saves would work with it)

also my setup.tenk.normandysetup.xml has the $ship variable as readtext
<line linenr="003" indent=""><var>$ship = </var><var>ReadText17-9867</var></line>

those 3 readtext errors in boron that I get are different from the number in normandy setup script
ReadText17-13481 S
ReadText17-13481 M
ReadText17-13481 L

so it is probably some ship in 3 levels of equipment...also only the S is stocked, which is common for ships as well (price starts at nearly 400k)

you can also see the stats on the right...
speed 55-110
cargo 3000-4500

probably some TS class ship...tried to buy it to see the model, but it is invisible and when targeted it says no name

Code: Select all

setup.tenk.normandysetup.xml
<?xml version="1.0" standalone="yes" ?>
<?xml-stylesheet href="x2script.xsl" type="text/xsl" ?>
<script>
<name>setup.tenk.normandysetup</name>
<version>2</version>
<engineversion>42</engineversion>
<description>Adds M6 Normandy Class to Terran shipyards</description>
<arguments>
<argument index="1" name="ship" type="Var/Ship Type" desc="Ship to be added" />
<argument index="2" name="race" type="Var/Race" desc="Race who sells it" />
</arguments>
<sourcetext>
<line linenr="001" indent=""><text>load text: id=</text><var>9867</var></line>
<line linenr="002" indent=""><var>$race = </var><var>Terran</var></line>
<line linenr="003" indent=""><var>$ship = </var><var>ReadText17-9867</var></line>
<line linenr="004" indent=""></line>
<line linenr="005" indent=""><var>$psec = </var><var>[PLAYERSHIP] -></var><text> get sector</text></line>
<line linenr="006" indent=""><var>$i = </var><var>0</var></line>
<line linenr="007" indent=""><var>while </var><var>$i</var><text> </text><var><</var><text> </text><var>40</var></line>
<line linenr="008" indent=" "><var>$dock = </var><text> find station in galaxy: startsector=</text><var>$psec</var><text> class or type=</text><var>Shipyard</var><text> race=</text><var>$race</var><text> flags=</text><var>[Find.Random]</var><text> refobj=</text><var>null</var><text> serial=</text><var>null</var><text> max.jumps=</text><var>100</var></line>
<line linenr="009" indent=" "><var>if </var><var>$dock -></var><text> exists</text></line>
<line linenr="010" indent="  "><var>$dock -></var><text> add product to factory or dock: </text><var>$ship</var></line>
<line linenr="011" indent="  "><var>$c = </var><var>$dock -></var><text> get amount of ware </text><var>$ship</var><text> in cargo bay</text></line>
<line linenr="012" indent="  "><var>skip if </var><var>$c</var><text> </text><var>></var><text> </text><var>0</var></line>
<line linenr="013" indent="   "><var>= </var><var>$dock -></var><text> add </text><var>1</var><text> units of </text><var>$ship</var></line>
<line linenr="014" indent=" "><text>end</text></line>
<line linenr="015" indent=" "><text>inc </text><var>$i = </var></line>
<line linenr="016" indent=""><text>end</text></line>
<line linenr="017" indent=""></line>
<line linenr="018" indent=""><text>return </text><var>null</var></line>
</sourcetext>
<codearray>
one more thing...just noticed that I am still running version 1.4, so will try to apply the 2.0 patch to see if it can sort it if you were optimizing it for the newest version
m4t3y
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Joined: Sun, 22. Mar 09, 00:40

Post by m4t3y »

updated the game to 2.0 and those 3 readtext errors I was getting in boron are now baldric miner, but regettably still no lusca/thanatos/normandy....only those lasertowers

btw killerog do you still have that joint file for 1.4 version?....I wouldn't mind sticking to that version for some time if it meant I would be able to have all those 3 ships....at least it would be worth testing it if that one works
killerog
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Post by killerog »

The script will have the 3 shisp as readtext errors untill it loads the t file.

You have the latest version ect? As it works for me bit strange this ill do some more testing to see if i can find the cause.

This should be the 1.4 version : http://www.x3dmod.com/dev/killerog/3in1.rar

just re did the 2.0 version to make sure i packaged it ok: http://www.x3dmod.com/dev/killerog/3in1V2.0aV2.rar
And it works once again for me.

Make sure you are copying the mod,script and types file into the main X3TC folder. Try saving and reloading as well. If all 3 scipts show a readtext then thats a good sign.
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m4t3y
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Post by m4t3y »

thx for the work killerog....sorry about these headaches I am giving you....I will test the 2.0 version once again since I have the game updated to version 2.0 now....if it won't help I will try to reinstall it and apply patch 1.4 and test the old version of your pack...hopefully one of them will work for me as well

it is strange that it works for you, I will try it on the vanilla version 2.0 if I still have no luck to make sure it is not any of my scripts conflicting with it
m4t3y
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Post by m4t3y »

still no luck with your repacked V2....seems it might be some problem on my side (maybe some other fake patch mod/script)....as I said I will test it on vanilla 2.0a and test the old version on vanilla 1.4 and report at the end of the week....hopefully in the meantime more users will test it out as well and report here

thx again for all your efforts

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