[SCRIPT] Salvage Commands & NPCs v1.5 [2008-11-20]

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faberdonax
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Post by faberdonax » Wed, 11. Jan 12, 09:10

Hi everybody!

Quick question: i have installed the Salvage Claim Software (the one suggested in the main post) to use it in combo with Salvage Commands... but I can't select it in the config menu (only Special Command and Override Software available). Why? :(

Thanks in advance!

pgfujg
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Post by pgfujg » Sun, 18. Mar 12, 09:23

Perhaps this has been discussed, but why is the vanilla System Override Software illegal? Why would claiming ships via spacewalking be kosher but not using a software to do so? What would be really cool, is if the SOS software was modified so that instead of the useless role it plays now, it was a super expensive software available only from, say, pirate anarchy ports, or even better, the Yaki, that when used forced the targeted pilot to bail. Then it would make sense for it to be illegal, and make obtaining it and the scrabler software to conceal it worthwhile. What do you think?

kelmenwong
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Post by kelmenwong » Mon, 2. Apr 12, 16:10

is there a way to increase the claim distance?

and is this compatible for AP 2.0?

Requiemfang
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Post by Requiemfang » Mon, 2. Apr 12, 17:59

It does indeed work for AP 2.0 if you want increased range I suggest getting a claiming script like TESCG script.

Troubleshooter11
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Post by Troubleshooter11 » Sun, 22. Jul 12, 23:29

Has anyone encountered any problems with NPC salvagers not doing anything? So many times i see an abandoned ship and a Rescue ship heading towards it then turning around or passing by after circling a bit, but never claiming.

The same with Scavengers.

EDIT: This is with X3-AP with the latest patch and XRM installed. I just did a test and set NPC response time to 0 and turning on SETA while i observed 3-4 salvagers appearing within minutes and flying around an abandoned ship, only to leave the sector a while later.

EDIT 2: Did some more testing by forcing the pilot of a NPC M6 to bail through a script. Then sat back to see if it got claimed, which never happened.

Troubleshooter11
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Post by Troubleshooter11 » Tue, 24. Jul 12, 19:15

Noone else has encountered this problem with AP + XRM?

Neferdias
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Post by Neferdias » Mon, 3. Sep 12, 03:54

I'm going to assume the same rules apply to the NPC's as they do for player ships.

Scan the salvagers and see what equipment they have on board... I've personally seen a couple salvagers flying around my regular sectors, either picking up astronauts or crates but leaving the ships alone. I've also seen salvagers flying around only picking up ships. I've never scanned any of them... but it seems the jobs set up for each salvager is different and probably depends on their ship equipment.

I've run into a problem where my own salvage claim software equipped ships will not claim ships unless I'm in sector... and ignore abandoned ships all together when on sector salvage command. Is there something wrong with the script? Or does the fact that my salvage claim software showing up as a ware in the cargo hold instead of actual software have something to do with it?

dispostableatheist
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Post by dispostableatheist » Sat, 20. Oct 12, 14:20

Can somebody please modify this script to only claim abandoned ships of any class in all universe scanable where satellites are?

Universe Salvager does work, however, I do not want to claim astronauts, but I do need to use cargo support system, because I'm using Lucike's military transport with 4 military passengers making my claim ship faster.

Problem is, if I use cargo support system, then the Universe Salvager command will claim astronauts.

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joelR
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Post by joelR » Sat, 20. Oct 12, 14:32

dispostableatheist wrote:Can somebody please modify this script to only claim abandoned ships of any class in all universe scanable where satellites are?

Universe Salvager does work, however, I do not want to claim astronauts, but I do need to use cargo support system, because I'm using Lucike's military transport with 4 military passengers making my claim ship faster.

Problem is, if I use cargo support system, then the Universe Salvager command will claim astronauts.
Is this an issue with TECSGs script or this one? You can disable astronaut claiming in the setup options for SCS.

dispostableatheist
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Post by dispostableatheist » Sat, 20. Oct 12, 14:42

I don't use Salvage Claim Software Mk. 1 nor do I want to. It's a bloated script I have no need for.

The Universe Salvager from this script does its job just fine, except the problem I listed.

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joelR
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Post by joelR » Sat, 20. Oct 12, 15:11

dispostableatheist wrote:I don't use Salvage Claim Software Mk. 1 nor do I want to. It's a bloated script I have no need for.

The Universe Salvager from this script does its job just fine, except the problem I listed.
Well if youre going to take that attitude I wouldnt expect much help.

Just use a different ship that doesn't have that software......did you consider that option?

dispostableatheist
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Post by dispostableatheist » Sat, 20. Oct 12, 15:52

What attitude? It's a bloated script I just have no need for. There's no attitude. It's a statement.

As for using another ship. No can do, I use carrier for ship claiming so that these claimed ships don't have to go to the nearest shipyard with 10% hull.

But carrier are usually slow, that's why I use Lucike Military Personel, specifically

Helmsman, Navigator, Flight Controller and Machinist, those are 4 passengers I need on my carrerier. They make my carrier faster and add more steering.

That's why the carrier needs a cargo support system. However, as I stated, if I have a cargo support system, the Universe Salvager FIRST claims all abandoned astronauts, THEN ships.

I don't need the astronauts. That's why I'm asking for a modified version of this script.

With Universe Salvager from this script I can run an automated, this is the important part, AUTOMATED ship claimning fleet of 1-2 small carriers.

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joelR
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Post by joelR » Sat, 20. Oct 12, 16:06

I see youre new here.

No one is going to rewrite an entire script for one person simply because they dont want a passenger in their cargohold. Either get used to it or delete that part of the script yourself. Thats how I learned basic modding/scripting. If you have half a brain you can figure it out in a few minutes.

dispostableatheist
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Post by dispostableatheist » Sat, 20. Oct 12, 16:29

I didn't ask for a complete rewrite, I asked for a modification. And if I could, I'd do it myself, however, I have no idea how the script engine works nor is it worth getting into for 1 script and with Rebirth around the corner.

Additionally, there's more than enough skilled people on the forums, so that why I asked for somebody.

I can explore the .spk just fine, and I'm pretty sure the modification I want are needed to be done in:

plugin.salv.collect.universe and plugin.salv.collect.sector and probably plugin.salv.find.insector .

I can see these .xml files, I can't export them in xml, it's just a jumbled mess of something. Even so, like I said, I got no idea how it works.

So, that's why I'm asking for somebody to modify it. All it needs is to remove crates and astronauts from Universe Salvage.

CoSm1c RaVeR
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Post by CoSm1c RaVeR » Fri, 18. Jan 13, 19:04

I wanted to use it to make NPC scavenge containers that are worth good money but I dont see changes with this mod. Containers are not taken by nobody.

I got pirate guild mod and even pirates not picking up that free crates. Even those S containers with 1 missile that is worth 20k credits. They just dont care. That mod pirate guild made pirate bases spawn on route from gates and even there if some ships are destroyed by this pirate base and pirate ships they are not collecting those crates so what is the point in that pirate base mod if they are no pirate afterall lol.

In vanila game those pirates are like brainless enemies xenon, kha'ak and they just kill kill kill kill so why they are called pirates anyway. SO WEIRD. For me this ruins immersion. I want to find script that would make so simple thing just to make NPC pick up those free cash. If I know that they are left only for me then it ruins my gameplay and immersion is just out of window.
Game becomes boring because I can make lots of money just by picking up containers that are leftover from fights. And those bailing pilots makes another source of VERY easy money. Im using NPC bailing addon script and I set it all to 1 so it somehow fixed that part but those free containers bothers me now :/

inty20
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Post by inty20 » Thu, 6. Jun 13, 13:25

Hi,

Is this mod XRM compatible? It doesnt show up in the plugin menu after install. Or does it need a game restart?

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joelR
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Post by joelR » Thu, 6. Jun 13, 14:30

inty20 wrote:Hi,

Is this mod XRM compatible? It doesnt show up in the plugin menu after install. Or does it need a game restart?
For some reason you sometimes have to install this script twice sometimes. At least thats been my experience. Yes it works with XRM.

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ahddib
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Post by ahddib » Tue, 17. Sep 13, 14:08

Thanks for the awesome script, and thanks to the last 2 posters for asking and answering the very question I had.
Game Player, Designer, Fanatic

sdfg
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Post by sdfg » Wed, 16. Oct 13, 23:57

I've got an interesting one for you. I set up a TP as a salvager, gave it Freight Scanner and Salvage Command Software, and told it to do the universe (so to speak). It did one sector, then it just wanted to sit in a trading post somewhere. I manually moved it into a sector filled with crates and set it running again, but again it wanted to move back through to the trading post. I checked the volume of freight and it wasn't even at 25%, never mind 80%. Anyone got any advice/insight?

-Steve-

stars2heaven
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Post by stars2heaven » Wed, 23. Oct 13, 01:35

I am having a similar problem as inty20. I even tried installing the mod manually by extracting the contents of the spk with the package explorer and installing them that way, but nothing seems to work.

As a side note, I am trying to install this mod because I also want to use the npc bailing addon. Unfortunately, I'm having the exact same issue with that mod. However, I am not having trouble installing older versions of that mod, which really confuses me.

Since both mods are by the same author I guess the problem with both of them could be related. Does anyone have any ideas why neither of these mods seem to be working for me?


Edit: Actually, after taking a closer look at the contents of the files themselves, I notice that even the readme.txt file for this mod has many strange characters, as do all of its xml files. The other mod is exactly the same, save for the older version that works. While I can't find any other scripts that look like this from any other mods I have, I'm still uncertain if it's related.

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