[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
Mythrantar
Posts: 173
Joined: Fri, 17. Jun 05, 06:35
xr

Post by Mythrantar » Wed, 10. May 17, 05:24

Hello there! I was wondering if the new AP version 3.2 have any negative effects on this mod.

TechSY730
Posts: 115
Joined: Tue, 26. Jul 16, 02:51
x3ap

Post by TechSY730 » Thu, 11. May 17, 03:31

TC plots for AP overwrites some of the fixes introduced in 3.2 with versions that are still broken (leave garbage that accumulates in your save) with regards to generic missions.
I fixed this by extracting the versions of director files in 04.cat into my director folder directly.

Other then that, there aren't really any conflicts introduced in 3.2

TechSY730
Posts: 115
Joined: Tue, 26. Jul 16, 02:51
x3ap

Post by TechSY730 » Thu, 11. May 17, 18:00

Sorry for the double post, but I just want to clarify that you should NOT extract all director files in 04.cat; some of the changes made in TC plots in AP are plot related and extracting those plot related director files WILL cause breaks.
You should only extract director files that refer to "generic" missions.

Here is the list of ones I extracted:
  • 0.1 Assassinate 1.xml
    0.83 Dual Convoy.xml
    2.105 Generic Return Ship.xml
    2.119 Trade Convoy.xml
    2.127 Generic Destroy Convoy.xml
    2.144 Buy Asteroid Information.xml
    2.180 Repair Station.xml
    2.181 Multiple Transport.xml
    2.182 Tour Of A Lifetime.xml
    2.183 Dual Convoy.xml


SirNukes
Posts: 546
Joined: Sat, 31. Mar 07, 23:44
x4

Post by SirNukes » Mon, 15. May 17, 01:24

Aldebaran_Prime wrote:are you sure, that the 2.180 through 2.183 were not modified in this mod?
I recall looking through those scripts and they looked like copies of the older vanilla AP scripts, though my memory is getting a little fuzzy and I can't be 100% sure that I didn't miss something. My play through of the TC+AP plots completed successfully after doing the script replacement, for what that's worth. That said, my advice wasn't perfect because even the AP 3.1 scripts had some bugs in them. Hopefully people are having good fortune with the 3.2 scripts.

FriendlyFirePhoenix
Posts: 90
Joined: Tue, 14. Feb 17, 10:06
x3ap

Post by FriendlyFirePhoenix » Wed, 17. May 17, 06:43

@Sir Nukes & TechSY730

Mythrantar is looking at fixing the "TC Plots in XRM:Albion Prelude" mod for the latest versions of X3:AP and XRM. See https://forum.egosoft.com/viewtopic.php ... 8&start=75

I think he/she would find it useful to have a 'fixed' version of "Terran Conflict plots 2.2a for Albion Prelude 3.1". I'm just wondering which one is best. @Sir Nukes replaced 2.180 - 2.183 missions. TechSY730 replaced more missions from the 04.cat file. In my case, I replaced more than that, including some from the 03 file, but still just generic missions. Which can be considered the correct one?


User avatar
bbn
Posts: 88
Joined: Mon, 31. Jan 11, 18:30
x4

Post by bbn » Sun, 21. May 17, 13:56

Any plans to update this mod to the newest AP version?

Mythrantar
Posts: 173
Joined: Fri, 17. Jun 05, 06:35
xr

Post by Mythrantar » Sat, 27. May 17, 05:14

OK, I compared the files affected by patch 3.2 versus TCAP and only 2 of them needed to be updated (both for the generic missions), which I did. You can find the zip file in my signature below. Just install TCAP as per the instructions, then unzip the file in your "addon" folder, overwriting if needed. By the way, this update should also work for TCAP-IEX. Let me know if you run into any issues.

Aphil
Posts: 9
Joined: Sat, 31. Dec 11, 03:38
x4

Post by Aphil » Sat, 3. Jun 17, 17:01

Hey Mythrantar,

The link in your signature seems to be broken. :( Can you please reupload the files.


maxolina
Posts: 130
Joined: Sun, 17. Jul 11, 16:02
x4

Post by maxolina » Tue, 6. Jun 17, 18:22

There's something I don't understand about the installation:

I want to use this mod with "IEX" and with "TC plots for AP".

Which one of these two install orders do I need?
Intall Order:
01-04 CAT -> Egosoft
05 Immersive Environments
06 IEX
07 TC Plots 2.2 for Albion Prelude 3.1 IEX



Intall Order:
01-04 CAT -> Egosoft
05 Immersive Environments
06 IEX
07 TC Plots 2.2 for Albion Prelude 3.1 IEX
08 TC_2.2_AP_3.1_IEX_Maps_Only
What is the difference between these two? What is the "Maps Only" file for?
lol

Mythrantar
Posts: 173
Joined: Fri, 17. Jun 05, 06:35
xr

Post by Mythrantar » Tue, 6. Jun 17, 18:28

The Maps only file is for compatibility reasons with older versions that did not include IEX support built-in to the mod. As long as you get the TCAP IEX version, follow the first group of instructions.

maxolina
Posts: 130
Joined: Sun, 17. Jul 11, 16:02
x4

Post by maxolina » Tue, 6. Jun 17, 18:31

Alright!
Thanks for the incredibly fast response! :)
lol

br83taylor
Posts: 3
Joined: Mon, 13. Nov 06, 15:48
x2

Post by br83taylor » Mon, 19. Jun 17, 08:09

Hi

Having lots of fun playing through this mod. A few questions...

I have completed the "A new home" plot, however i cannot find the sector that is the reward. I noted in the 1st post a reference to the fact it had been moved... I just can't find where.

Also, as part of the "AFT Outpost" plot it asks for spaceflies, i am really struggling to find them in stock anywhere. any hints?

thanks

User avatar
soulmata
Posts: 154
Joined: Thu, 15. Nov 12, 10:34
x4

Post by soulmata » Fri, 23. Jun 17, 01:56

Mythrantar: A HUGE thumbs up to you for making a patch for this mod!


IMO, this modset is an absolute must-have for AP, and I was getting really tired of having to manually clean my saves up dumping blank missions files in every now and then, so I was really happy then 3.2 came out.


br83taylor: your best best is to buy a spacefly collector and instead collect them yourself. you could also try building an ED somewhere, adding Spaceflies to them with the ware manager, and setting your buy price to the max. If there are any NPCs anywhere that know how to find spaceflies, they'd eventually sell them to you.

Mythrantar
Posts: 173
Joined: Fri, 17. Jun 05, 06:35
xr

Post by Mythrantar » Wed, 28. Jun 17, 23:00

I have updated the TCAP patch for AP3.2 to Version 2.0: It restores the most recent official (unmodded) EGOSOFT versions of "0.27 Destroy Convoy" and "2.127 Generic Destroy Convoy" MD files, which seems to resolve an issue with certain (but not all!) instances of these generic missions. This is save-game compatible.

If you are already using these files (e.g. by manually extracting 0.27 from X3TC 13.CAT and 2.127 from AP 04.CAT) you don't need to download and install the new version.

User avatar
soulmata
Posts: 154
Joined: Thu, 15. Nov 12, 10:34
x4

Post by soulmata » Thu, 29. Jun 17, 04:10

FWIW your patch, at least in my game, renders the mission text for destroy colony to be replaced with just "???".

You can take the mission, but you have no idea what the mission is in advance.

Mythrantar
Posts: 173
Joined: Fri, 17. Jun 05, 06:35
xr

Post by Mythrantar » Thu, 29. Jun 17, 04:33

It shouldn't - that's exactly what the new version is supposed to fix. Did you download V2?

Nuit
Posts: 262
Joined: Wed, 18. Jul 07, 07:22
x3tc

Post by Nuit » Thu, 12. Oct 17, 00:39

Could not find any case like mine in all the post before, but maybe I have overseen it.

I am currently facing a very strange behavior within the war sectors:
Whenever I enter such a sector the stations within the sector seem to get kinda recalculated, which usually ends up in getting a duplicate of almost every single station within the sector.
Only stations that have been newly added (have not been there during my last visit at all) do not receive a duplicate.

The TCAP-Mod is the only Mod I am running, so no other mods running and interfeering.
Running the latest Game version (Steam) having updated to the latest version of the mod including the fix V2.

Example of Omicron Lyrae:
View before jumping into the sector and after reaching it
(my game language is German, I already tried switching to English, but the problem persists):

http://imageshack.com/a/img924/6741/zhC5xF.jpg

Cheers,
Nuit


{Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked - Terre}
Hitman - In Space

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”