[SCRIPT] Capitol Ship Crews V1.31 : Update 24/01/2007
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I have 2 X3R installations. 1 with XTM and one without. I have a problem with my XTM install, which I think is related to this script.
My problem is, all of the trade screens on my EQ docks look like this:
http://i284.photobucket.com/albums/ll3/ ... n00742.jpg
I've done everything I can think of to fix it. Including removing the Capitol Ship Crews script from the PM (v2.12), but for some strange reason this breaks my XTM instal!
Is there anyone who can help me with this? It's driving me nuts!
My problem is, all of the trade screens on my EQ docks look like this:
http://i284.photobucket.com/albums/ll3/ ... n00742.jpg
I've done everything I can think of to fix it. Including removing the Capitol Ship Crews script from the PM (v2.12), but for some strange reason this breaks my XTM instal!
Is there anyone who can help me with this? It's driving me nuts!
usually that happens when a script tried to add wares that done exist.
ie a mod has changed the ware files, and no longer has entries for what the script is using.
if i was to guess, i would say those are the 2 wares used for repairing ships
it uses the custom wares feature of the plugin manager, so make sure thats enabled, also make sure XTM is selected as the base mod.
the latest plugin manager lite 1.40 beta might be a better option too, as its custom ware support is better, althou it should work fine in 2.12
ie a mod has changed the ware files, and no longer has entries for what the script is using.
if i was to guess, i would say those are the 2 wares used for repairing ships
it uses the custom wares feature of the plugin manager, so make sure thats enabled, also make sure XTM is selected as the base mod.
the latest plugin manager lite 1.40 beta might be a better option too, as its custom ware support is better, althou it should work fine in 2.12
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Answered by the mighty Cycrow himself. I am indeed honoured.
Hence why I'm posting in this thread. I have also seen these wares change slots to. I.E if you look at the screenie I linked in my previous post, you will see the 2 repair components present. They have been listed before in the blank slots. Weird!Cycrow wrote:if i was to guess, i would say those are the 2 wares used for repairing ships.
It is enabled, because if I remove the tick from the 'Allow custom wares' box, it breaks my XTM install.Cycrow wrote:it uses the custom wares feature of the plugin manager, so make sure thats enabled.
If you mean selecting the XTM mod in the X3 launcher, I don't need to. I have it installed as a false patch.Cycrow wrote:also make sure XTM is selected as the base mod.
Hav'nt used the lite version of the PM before. I've just gotten used to version 2.12 and would like to think I'm pretty good at using it to solve some of the other problems I've had.Cycrow wrote:the latest plugin manager lite 1.40 beta might be a better option too, as its custom ware support is better, althou it should work fine in 2.12
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I did it! Just replaced all "Big Ship" references to "Ship". Now I can hire an ENTIRE CREW to a fighter if I so want! Off course I'm not gonna do it.
All I wanted was to put a mechanic in all my Mercury Freighters.
My question is: I didn't fully test it yet. Do you thing thats it? Or should I change something else?
Great Script anyway!!!
All I wanted was to put a mechanic in all my Mercury Freighters.
My question is: I didn't fully test it yet. Do you thing thats it? Or should I change something else?
Great Script anyway!!!
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Did this work??
Did this work Rurquiza? sounds like a handy 'lil extra and lore friendly, can't expect the pilot to do everything can you?rurquiza wrote:I did it! Just replaced all "Big Ship" references to "Ship". Now I can hire an ENTIRE CREW to a fighter if I so want! Off course I'm not gonna do it.
All I wanted was to put a mechanic in all my Mercury Freighters.
My question is: I didn't fully test it yet. Do you thing thats it? Or should I change something else?
Great Script anyway!!!
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Hello Cycrow
I need your help regarding the problem I'm still having with this script. I know you're a busy person, and would probably rather work on scripts for AP, than Reunion. But this is doing my head in.....still!
(see 2nd post on this page)
I've faffed around a bit more, but still have 2 blank slots in all the EQ docks in my Universe.
I thought I had figured it out when I found the entries for the Ship & Equipment Repair Components in BOTH TWareT.pck files present in 'cat 14' and in 'pluginmanager.cat' in the 'mods' folder.
And yes, the plugin manager is being used as the selected mod from startup.
So my next step was to use 'X3 ModManager' and delete the last 2 lines in TWareT.pck file in 'cat 14'. That did'nt work. So I tried deleting 'cat 14' altogether. That did'nt work. Then I tried deleting the same 2 lines in 'pluginmanager.cat. That then gave me 4 blank slots! So that did'nt work either.
I'm at a loss as to which file is being read to cause these blank slots.
Can you shed some more light on this plase mate?
Thanks in advance.
I need your help regarding the problem I'm still having with this script. I know you're a busy person, and would probably rather work on scripts for AP, than Reunion. But this is doing my head in.....still!
(see 2nd post on this page)
I've faffed around a bit more, but still have 2 blank slots in all the EQ docks in my Universe.
I thought I had figured it out when I found the entries for the Ship & Equipment Repair Components in BOTH TWareT.pck files present in 'cat 14' and in 'pluginmanager.cat' in the 'mods' folder.
And yes, the plugin manager is being used as the selected mod from startup.
So my next step was to use 'X3 ModManager' and delete the last 2 lines in TWareT.pck file in 'cat 14'. That did'nt work. So I tried deleting 'cat 14' altogether. That did'nt work. Then I tried deleting the same 2 lines in 'pluginmanager.cat. That then gave me 4 blank slots! So that did'nt work either.
I'm at a loss as to which file is being read to cause these blank slots.
Can you shed some more light on this plase mate?
Thanks in advance.
first thing you could check, is if you view the ware list in game, either via the script editor, or the cheat scripts to show it.
then see if you can find the 2 wares for the script. If they are there, then its likly your save game has the wares added twice at different ids.
you could then saftely ignore the blank lines, or use a script to remove them from the list.
you could also start a new game and check if the wares are still there or not
then see if you can find the 2 wares for the script. If they are there, then its likly your save game has the wares added twice at different ids.
you could then saftely ignore the blank lines, or use a script to remove them from the list.
you could also start a new game and check if the wares are still there or not
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Ok. I used the Add Ware cheat script and the 'Engine Repair Components' and the 'Ship Repair Components' were indeed present in the list. Not sure what the blank slots would have been represented by. Although, I did find 2 Read-Text errors in the list:Cycrow wrote:first thing you could check, is if you view the ware list in game, either via the script editor, or the cheat scripts to show it.
then see if you can find the 2 wares for the script. If they are there, then its likly your save game has the wares added twice at different ids.
Read-Text17-7403
Read-Text17-7413
Could these be the blank slots?
Oooooo no! lol if I was going to do that, I would not be asking you for help in eliminating the blank slots.Cycrow wrote:you could then saftely ignore the blank lines,
I have no idea how to do that. However, I did see a script made by you called 'Plugin.Manager.Purgeware' or something to that effect. I had no idea how to use it, as it asks for user input, when I run it:Cycrow wrote:or use a script to remove them from the list.
Ware count?
Start Num?
No idea what to input for those. But could it help?
Tried that and the blank slots did dissappear. So the problem is obviously with my current save game. Which just happens to be my DiD game....Cycrow wrote:you could also start a new game and check if the wares are still there or not
Typical!
I appreciate the help mate.
- X2-Illuminatus
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Scripts for X3R are generally not compatible with X3TC/AP without further adjustments.
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