how do i get the ... in a custom game

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sunova
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how do i get the ... in a custom game

Post by sunova »

how do i get the truelight seeker in a costum game and dose it come with all those one of a kind weapons like i heare (the ones in the back of the game manual)
Zloth
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Post by Zloth »

You restart and this time don't choose a "custom" game.

As near as I can tell, custom games are there so other players can create custom starts for you to play through. All storyline (blue book) missions are turned OFF in custom games.

(Egosoft, I really think you folks should put in an EXPLICIT warming. Pop a message box up at the player saying that all story missions will be disabled before letting them start playing.)
medieval midget
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Post by medieval midget »

Really, that just sucks. I've been playing custom game and was wondering why I couldn't find any of the story line missions. Is there any way to turn them on so I don't have to completely restart, I've worked hard on my character?
KipperTheFish
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Post by KipperTheFish »

NOPE
Pushing up the anti, I know you're gonna see me, Read 'em and weep, The deadman's hand again.
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Carlo the Curious
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Post by Carlo the Curious »

It might be possible to mod them in, but you'd need to ask in the Scripts forum.
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Aro
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Post by Aro »

Maybe try this?
Spoiler
Show
Extract and open:
start.xml
Find this:
<do_when value="{player.gamestart}" exact="-1" comment="Custom">
Scroll down to:
<set_value name="ATF Notoriety" exact="{lookup.notoriety@notop1}"/>
Add these three lines under that:
<set_value name="Terran Link Plot" exact="1"/>
<set_value name="HUB Plot" exact="1"/>
<set_value name="HQ Plot" exact="1"/>

Start a new game to test, not sure this will work. If it does make a game save and delete the xml file as it may make a modified tag on other starts.
If it does work let me know :).
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apricotslice
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Post by apricotslice »

It wont change the existing game, because everything is in the save game you load.

The only way is to start a new game using a proper start, then script in everything you have at the moment. Cycrows cheats will let you do it, but if you have a lot, it will take a bit of work to get back into the game. Quicker to build a script if you have the skills.
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Carlo the Curious
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Post by Carlo the Curious »

Out of interest. would adding a new MD script that just sets those values work?

iirc, the plot scripts check if you meet the conditions every few seconds.
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apricotslice
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Post by apricotslice »

I think the problem is that the custom start has no plots set to run, so the checking is probably turned off.
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Aro
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Post by Aro »

Well, let's see if it can work. Warning, first attempt at this and can't actually test it myself. No error checking at all.

Make a new xml file in the director folder and plop this in:

Code: Select all

<?xml version="1.0" encoding="ISO-8859-1" ?> 
<?xml-stylesheet href="director.xsl" type="text/xsl" ?> 
<director name="test" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" 

xsi:noNamespaceSchemaLocation="director.xsd"> 
  <documentation> 
    <author alias="Aro" contact="forum.egosoft.com/profile.php?mode=viewprofile&u=40746" /> 
    <version number="0.1" date="2009-6-22" status="testing" /> 
  </documentation> 
  <cues> 
    <cue name="Activate_Plots" game="all"> 
      <action> 
        <do_all> 
          <set_value name="Terran Link Plot" exact="1"/> 
          <set_value name="HUB Plot" exact="1"/> 
          <set_value name="HQ Plot" exact="1"/> 
          <incoming_message author="{Plot Activation Service}" popup="0" 

text="Plots should be active now... "/> 
          <cancel_cue cue="Activate_Plots"/> 
        </do_all> 
      </action> 
    </cue> 
  </cues> 
</director>
If this doesn't work it may need one possible addition to force activation.

Again, not sure this won't tear space open and invite a giant tentacled alien to our universe.
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apricotslice
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Post by apricotslice »

Actually, a giant tentacled alien would be welcome about now !
thunderai
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Post by thunderai »

Aro wrote:Well, let's see if it can work. Warning, first attempt at this and can't actually test it myself. No error checking at all.

Make a new xml file in the director folder and plop this in:

Code: Select all

<?xml version="1.0" encoding="ISO-8859-1" ?> 
<?xml-stylesheet href="director.xsl" type="text/xsl" ?> 
<director name="test" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" 

xsi:noNamespaceSchemaLocation="director.xsd"> 
  <documentation> 
    <author alias="Aro" contact="forum.egosoft.com/profile.php?mode=viewprofile&u=40746" /> 
    <version number="0.1" date="2009-6-22" status="testing" /> 
  </documentation> 
  <cues> 
    <cue name="Activate_Plots" game="all"> 
      <action> 
        <do_all> 
          <set_value name="Terran Link Plot" exact="1"/> 
          <set_value name="HUB Plot" exact="1"/> 
          <set_value name="HQ Plot" exact="1"/> 
          <incoming_message author="{Plot Activation Service}" popup="0" 

text="Plots should be active now... "/> 
          <cancel_cue cue="Activate_Plots"/> 
        </do_all> 
      </action> 
    </cue> 
  </cues> 
</director>
If this doesn't work it may need one possible addition to force activation.

Again, not sure this won't tear space open and invite a giant tentacled alien to our universe.
How do I use this?

I made an XML file in notepad "startplot.xml", added into 05.cat in the director directory and nothing happends when I load up my save game.
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Aro
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Post by Aro »

Make a new folder in your X3TC directory called 'director' then drop the xml file within. Load up the game you want the plots enabled and a message should show up. If you find the story book icons it worked.

Save the game, exit, delete or move the xml file afterwards.
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apricotslice
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Post by apricotslice »

I've just tried putting in a director file like suggested, and it doesnt run.

What can you do to force it to run ?
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Ketraar
EGOSOFT
EGOSOFT
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Post by Ketraar »

Custom MD Files will only load in a modified game. Make sure you are.

MFG

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apricotslice
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Post by apricotslice »

Doesnt loading a mod make it a modified game ?
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Ketraar
EGOSOFT
EGOSOFT
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Post by Ketraar »

apricotslice wrote:Doesnt loading a mod make it a modified game ?
Well most do yes, but the game needs to be modified already, hence when the MD files get loaded (which is pretty at the beginning).
What I do is to put an empty txt file in the director folder, name that file modified.txt (thanks to KlausM for the hint). If the file does not load then, well guess there is a coding bug.

MFG

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thunderai
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Post by thunderai »

I started a new custom game and the flight school guy was there.

I can't recall if he is there without the mod or not.
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apricotslice
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Post by apricotslice »

flight school is the tutorial. Its not part of the starts.
thunderai
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Post by thunderai »

apricotslice wrote:flight school is the tutorial. Its not part of the starts.
Thats kind of my point, I dont recall seeing him there when I did my custom start without this script.

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