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

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vanguardian1
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by vanguardian1 » Mon, 26. Apr 21, 00:42

Any chance the new Litcube compatible version will work with the Star Wars Litcube mod? :)

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

Post by TECSG » Mon, 26. Apr 21, 01:10

Hi vanguardian1,

Not at the minute unfortunately, I contacted litcube about his mod but he has not responded.

Should I hear back, I will update this thread though. :)

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

Post by vanguardian1 » Tue, 27. Apr 21, 09:02

TECSG wrote:
Mon, 26. Apr 21, 01:10
Hi vanguardian1,

Not at the minute unfortunately, I contacted litcube about his mod but he has not responded.

Should I hear back, I will update this thread though. :)
I noticed you mentioned a problem with the wares distribution, and I know the Turbo mod is part of the Star Wars Litcube mod by XenonArchitect7, maybe he would know about this issue? FYI, I tracked down this mod (Version 4.11 beta?) to my SWLU large ship battle lock-ups, but I'm hoping to use it again, if even the basic scanner version is still so much better than the satellite monitoring mod. :o

Also, how about making each part of the mod togglable, with a default off state for maximum compatibility with other mods? Just an idea (that may or may not help, but I'm trying!). :gruebel:

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

Post by TECSG » Tue, 27. Apr 21, 10:24

Hi vanguardian1,

The two main problems were that after I installed the latest LU version (1.7.2 I think) my SCS ware would not show up, it looked like the LU mod had 'nuked' all the wares it was not using. My ware was just showing up as 'Unused' in the wares list.

Also, my mod used some of the internal X-ships that the LU mod replaced and there were no alternative new ships that could (for example) carry a Repair Laser as used by the NPC Salvage Repair ships and Debris Salvagers.

I've not seen the Star Wars mod yet, unfortunately too much IRL at the minute!

It is a good idea to make some of the parts 'toggleable', but given there are around 80 commands in the version I have (5.01), it would require far too much work to go through all the commands/routines to implement that.

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

Post by milytar » Wed, 19. May 21, 15:42

Hello and thankyou for that script i loved it and used it on AP!
But now i ask that can you make it work on FL ... Please!
I mean SPK for new version of Plugin Mananger.
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 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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TECSG
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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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