[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

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TECSG
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Wed, 19. May 21, 16:12

HI milytar,

Glad you like the script!

I will have a look at the new expansion and see what the differences are between that and X3/AP, if they are not too different, it should be possible to port the SCS scripts to FL.

If the engine is the same, you should be able to install the scripts immediately, but if (like LU) some of the ships have been modified in the game, there may be some issues.

Hm, didn't know there was a new version of Cycrow's Plugin Manager, I'll have a look at that too!

Will post an update when I know more about FL compatibility.

Quick Update:

Have just checked some of the FL scripts, the 2 in-game scripts that SCS modifies for the Stealth Satellites now contains some FL specific commands so none of the editors I have can edit them (Exscriptor or X-Studio). Until either of those is updated to support FL, the SCS scripts won't fully work. :(

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by milytar » Thu, 20. May 21, 14:28

I thankyou you for the answer and i wait till you make some adjustments or make something new and interesting :roll:
Anyway good luck and prosper to your modding endevour!
PS!Im not native english speaker so exquse my poor language skills!
And one day ... one day i will be there ...
And if not... then i will be here ...

Me

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by X2-Illuminatus » Sat, 22. May 21, 23:42

TECSG wrote:
Wed, 19. May 21, 16:12
Have just checked some of the FL scripts, the 2 in-game scripts that SCS modifies for the Stealth Satellites now contains some FL specific commands so none of the editors I have can edit them (Exscriptor or X-Studio). Until either of those is updated to support FL, the SCS scripts won't fully work. :(
There's an unofficial update for X-Studio by Deniskos.
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Sat, 22. May 21, 23:49

Thanks, I'll check it out.

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Koumi » Fri, 4. Jun 21, 17:05

Hello, I heard you had updated the V5 version of this mod to work with Litcube's mod, but I also heard that you had problems with the wares, is that the reason why you didn't post it? Or I'm dumb and I'm not seeing it? I don't mind testing it myself, since I would love to have this script, but I also don't know how much I can help, since I don't know too much about scripts and stuff

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Fri, 4. Jun 21, 18:23

Hi Koumi,

In the latest version of Litcube's mod (1.7.2 I think) , my wares (and several others) appear as 'unused'. Additionally, I can't find any of the ships that support Repair Laser as well as a number of wares like the Camera Drone being replaced/removed also. so there are a number of issues.

On top of that a bug in the X-Studio editor corrupted a load of the SC script files, so I'm in the process of rebuilding/testing everything!

A fair amount to work has gone in to adding support for LU and other mods, but it is still ongoing at the minute.

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Koumi » Sat, 5. Jun 21, 00:27

I understand, also please don't feel pressured or anything, I can't express myself very well in english

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Sat, 5. Jun 21, 02:03

Hi Koumi,

No problem. You're doing fine! :)

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by hairyhermit » Sun, 20. Jun 21, 13:15

anyone confirmed which commands are or are not working and if any of the rest are game breaking?
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Mon, 21. Jun 21, 01:03

Hi hairyhermit,

Most of the commands work with LU, it's just that many of the ships/wares were removed/replaced in that mod which can cause some problems or stop features working.

For example, the camera drones have been removed, so the camera drone commands will not be able to use that ware/ship.

Also most (if not all) of the ships have had the Repair Laser option removed, so the Salvage Debris command will work, but will not show the ships firing the Repair Laser at the debris (will possibly default to another laser?)

The Stealth Satellites script modifies an in-game script (ie, one written by Egosoft) and I think LU modifies the same script, so whichever is installed last will work. My script can detect if the Stealth modification is active though.

Worst of all, the Experimental Shuttle was removed in LU, so the XPS missions will give a different ship as the 'prize', not sure which one that is as I can't get the LU mod to work.

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Taylor2008 » Tue, 22. Jun 21, 15:44

Uploaded Pind changes to xdownloads : https://xdownloads.co.uk/index.php?opti ... Itemid=116

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Wed, 23. Jun 21, 09:30

Er, thanks?

What is this?

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Taylor2008 » Wed, 23. Jun 21, 15:35

oh, i posted in the wrong thread , sorry.

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Wed, 23. Jun 21, 16:52

Phew! Cool.

Thought I'd missed something there!

Thanks for the update. :)

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Post by Sapiel » Sat, 31. Jul 21, 21:32

When trying to install this in the script folder, it worryingly wants to replace files. I decided not to, because it will probably break my game.

Things I have installed:
XRM
No gates rep loss
Pirate and Yaki ranking
Bounce

Do you think it will be safe? How do I know what I can overwrite? Why are they overwriting in the first place?

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Sat, 31. Jul 21, 23:29

Hi Sapiel,

There are a few in-game files that are modified to implement the Stealth Satellites.

The files: !fight.targeting.pck, !fight.attack.object.pck and !fight.attack.object.std.pck are replaced. If you don't use any mods that also replace them, you should be fine.

If it's another file or files (other than the 3 above), let me know the filename.

As far as I can recall, my scripts work with XRM (unless they've changed anything) and the other mods you mention shouldn't be affecting any of the targetting scripts.

If you have any concerns, male a copy of your X3 folder prior to installing and then try it, if there are any problems you can then simply delete the modified folder and replace it with the backup.

TECSG.

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Post by Sapiel » Sun, 1. Aug 21, 02:10

Thank you for the fast reply! This mod looks very cool, just wanted to say that.

I looked at the date of the files last modified/created, they seem to be part of the base game, so it should be fine to replace.

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Sun, 1. Aug 21, 09:19

No problem. :)

Enjoy the game!

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V5 Teaser!

Post by TECSG » Sun, 1. Aug 21, 10:26

Hi All,

Just so you know I'm still working on the new V5 update, here's a teaser for one of the new features...

This is a little program that will come with the V5 scripts that lets you configure some options prior to the game launching...

Here's a screenshot:
http://www.tecsg.co.uk/scs/V5Config.png

This allows you to (for example) turn off high-lighting the sectors the new bonus ships are created in, for those who want to have to find the ships manually!

Also the 'Super Start' option recreates a game start I got once that had some really cool bonus ships relatively close to the starting position for the Humble Merchant Start (Argon Prime)

I'll be asking for Beta testers soon, but the V5 scripts are currently only available in English though due to massive re-writes!
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Taylor2008 » Mon, 2. Aug 21, 22:14

Awesome!!!

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