doubleshadow's X3 Editor (0.15 - patch 2.0 compatible)

The place to discuss scripting and game modifications for X³: Reunion.

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

User avatar
KanineLupus
Posts: 591
Joined: Tue, 8. Mar 05, 07:47
x2

Post by KanineLupus »

Burianek wrote:
0 - ? I don't know, I'm sorry. Have you ever encountered a non zero value for this parameter? That might help me narrow it down.

Hope this helps.
Can answer this one. This value is for the 'Skin Index', which from what I understand visually adjusts the product at hand. To e honest, the only place I have noticed this set at other than '0' is in the case of Pirate owned ships, which have a Skin Index of '1'
User avatar
Klyith
Posts: 594
Joined: Fri, 6. Jan 06, 01:38
x3

Post by Klyith »

Cylom KILLZONE wrote:i was just wondering if anyone could tell me how to make the sectors i am adding show up and have names instead of string id's
Two methods:
1) Edit 440001.xml, which is the main text file for the standard game. Adding things here will show up in game with no other steps required. The downside is that you will need to extract the file, edit it, and then make a new mod with your edited version.
2) Create a new text file in the 't/' directory of X3. This way you don't have to make a mod for it. The downside is you need a setup script to load the text to the game. But that's a really simple script to make, only takes one line.

In either method, sectors are on page 7, and all have the text id 102yyxx where xx and yy are <x or y coordinates of your sector>+1. So a new sector south of omicron lyrae, map coordinates x13 y7, would be 1020814.

----
crayolakidd wrote:Can answer this one. This value is for the 'Skin Index', which from what I understand visually adjusts the product at hand. To e honest, the only place I have noticed this set at other than '0' is in the case of Pirate owned ships, which have a Skin Index of '1'
:rofl: :thumb_up:
Ya think that maybe they've figured this out in the two years it's been since the post you quoted?
Cylom KILLZONE
Posts: 4
Joined: Sun, 24. Dec 06, 04:02
x3

Post by Cylom KILLZONE »

Hey thanks for the info and the quick response i have tried both methods but i think the problem is that my X3 directory is so littered with junk it is too confusing i will reinstall and retry both methods thanks
Cylom KILLZONE
Posts: 4
Joined: Sun, 24. Dec 06, 04:02
x3

Post by Cylom KILLZONE »

Well I wiped reinstalled I then extracted the 440001.pck file from the original cat and rewrote my text and descriptions as i was instructed and put it and my galaxy in the new mod I created with the mod manager GALAXY in "maps" dir and 440001 in the "t" dir and it makes the options menus have READTEXT-??????? instead of options. If I click the options they work but my systems still don't show. Also it was kinda funny but in the ingame galaxy editor if I put the cursor in the x/y coordinate where my system would be it shows nothing but if I hit enter it is there with all my asteroids and gates and factories suns and planets all where I put them. If anyone can help that would be great I have only been moding this game fo 3 days now and i am dooing my best to read all the post i can to get info and not bother people too much but i am stumped and can't seem to find my own way :evil: :oops: :lol: :?
If a man with multiple personalities threatens to kill him self is that a hostage crisis?? And if he kills himself is that a murder suiside??
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Click the link below, and go through to my Modding 101 guide, it deals with 440001.

You need to put the changes into your version of 440001, then open X3 using it as a mod, close down immediately without doing anything, then go back to the editor and add the 440001 entries to anything that accesses them, Save, recreate mod, then try to use it.

If my guide isnt enough, there is a more extensive one available, not sure of its on the list or not. Northstar wrote one. If yous till ahve trouble, go to the XFP site and ask the modders there for help.
Cylom KILLZONE
Posts: 4
Joined: Sun, 24. Dec 06, 04:02
x3

Click the link below, and go through to my Modding 101 guide, it deals with 440001.

Post by Cylom KILLZONE »

Thanks apricotslice and Klyith but i have to ask this because I changed one of the existing sectors and it works fine (thanks for the help cause even that would have been tuff) but all the sectors I added in the vacant slots just below... Stand by, I think I just had a break through... Never mind I thought because the outgame galaxy editor was now showing my sectors names and positions it would work in the game but no it didn't. Anyway I put my sectors in slots that aren't usualy occupied by sectors in the map is that even possible or am I restricted to making sectors in the currently ocupied slots.

By the way thatnks for all your help so far and maybe if I send a copy of my map could someone atleast tell me where I went wrong. This is just for me I am not releasing it to the public it is just to make my experiance beter.


***Edit***

I loaded the game to have a little fun with killing pirates and I noticed something odd when attempting to jump to mi tons refuge. My system was there but it dosen't show on the map it was a blank spot that said the name of my sector in the window margin no square or name on the map and no gates to jump into but all my stuff was there. All my setors were there all properly named and outfitted but no gates, is this my problem, the gates, cause I made sure they all had gates that were crosslinked with eachother.

***Edit*** ***Edit***

Ok so maby i am adumb ass for not getting this but the reason why my system was not working was cause my gate id's were all set to 1A and their ABG rotation was set to 0,0,0 duuuhhh. :lol: :D :D
:idea:
So here is the info incase anyone else has this problem. The gate id has to match with the destination gate and vise versa So if you want to link two gate one gate id has to be 1A and its destination gate has to be set to 1B the other gate has to have an id of 1B and the destination has to be set to 1A and if there are more tha one gate in a system the it has to be 2A/B 3A/B the conflicts only seem to mater with in the system so if the north gate is 1A the east gate can be 1B. The gate system seem to know that the destination gate refers to a gate that is in another system hope I helped :idea:

Was gunna correct ma grammer but ahh was lazy :)
If a man with multiple personalities threatens to kill him self is that a hostage crisis?? And if he kills himself is that a murder suiside??
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Why when I try to open the tcockpits file inside a new mod cat, do I get the error message "no entry in cat file" ?

I'm trying to update my Gunbus mod, but nothing seems to work like it used to, or I ahve forgotten how to do it.

No matter what I do, I cant get the new cockpits to show up in tships editing. And the bullets file is filled with unknown objects.

What am I doing wrong ?
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

apricotslice wrote:Why when I try to open the tcockpits file inside a new mod cat, do I get the error message "no entry in cat file" ?

I'm trying to update my Gunbus mod, but nothing seems to work like it used to, or I ahve forgotten how to do it.

No matter what I do, I cant get the new cockpits to show up in tships editing. And the bullets file is filled with unknown objects.

What am I doing wrong ?
Have you tried to use X3MM instead? Well, it will probably fail as well but you never know.

Send me the mod and I will take a look at it. Or use the "x3tools" from Egosoft - they are somewhere in the downloads section (outside this forum - on the main page).

The bullets indeed are filled with "unknown objects". That's because their description ID is set to 9001. Switch the name selector to "ID".
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

The mod uses a straight copy of 2 M6 ships, with the cockpits being different. So I've used the tships from 09, and the tcockpits and 448686 from my old version of the mod. Added the 2 new ships back onto the new bottom of the file, reapplied the main changes.

Used to be, you put the mod into /mods directory, started the game with the mod, then quit without actually opening a game save or starting new, and the 44???? file would be loaded and the cockpits made available to the editor to change the tships with. But this isnt happening, as if the mod isnt being loaded at all.

Am I missing something ?

I can send the mod to you, but will feel stupid if its something really simple I've forgotten.
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

apricotslice wrote:I can send the mod to you, but will feel stupid if its something really simple I've forgotten.
Well in that case, it's a bit late to worry about that... ;) Just send me the stuff so I can take a look.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Feels Stupid :oops:

:)
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

New patch is out - for those wanting to change the bullet types in TLaser. See the first post.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Just tried it and got "no suitable patches found" on trying to install it.
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

And you have the version 14? I just downloaded 0.14 from the web and patched it w/o problems... (but maybe I changed the installer after the release so the checksum doesn't match). Reinstall the 0.14 from the web and then apply the patch :oops:
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

ok, will do

Edit : That worked :)
reinhart_menken
Posts: 229
Joined: Sat, 27. Jan 07, 05:23

Post by reinhart_menken »

I've been trying to use the editor for a while but I keep getting "Object doesn't support this property or method". This happened whenever I tried to Open something in the TXT editor or the galaxy editor.

I also do have the runtime and the library installed.

Anyway to fix this?

And since I'm already at it and don't know where to ask, I'm trying to modify and create a new station, so it can create multiple products (like 25MJ shield, HEPT, etc) without my having to use all those complexs (pretty ugly deal), and also increase the product stock limit. Can this be done via the editor? Or at all? Where should i start?

Thanks a lot.
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

@reinhart_menken

About the X3E problem - I have no idea what can cause that. You may try to download the X3 ModManager and see if it will work.

About the stations - the probably easist way to change that, is to use a script. However you will have to ask Cycrow or somebody else for further details. You can also alter that in the Universe map. But that requires X3E :shock: and also game restart. So I vote for the script ;)
aska
Posts: 388
Joined: Thu, 9. Sep 04, 00:26
x3

Post by aska »

Dear Dobleshadow,
I was using your fantastic Galaxy Editor for X3, but after i did a round about in the Spring of Belive sector map, the editor crash down. Now when I try to open the CAT 5 x_universe.pck he say "error parsing file:
error loading file:
GZIP deflate/inflate failed."
I change the CAT 05 with a backup one, but he still with that error.
Have you some idea?
Thanks,

a.
doubleshadow
Posts: 671
Joined: Fri, 12. Mar 04, 08:14
x3

Post by doubleshadow »

aska wrote:Dear Dobleshadow,
I was using your fantastic Galaxy Editor for X3, but after i did a round about in the Spring of Belive sector map, the editor crash down. Now when I try to open the CAT 5 x_universe.pck he say "error parsing file:
error loading file:
GZIP deflate/inflate failed."
I change the CAT 05 with a backup one, but he still with that error.
Have you some idea?
Thanks,

a.
The "GZIP deflate/inflate failed" message means that the zlib library failed to decompress the data. Most likely something went wrong with the catalog. It's strange that you are not able to open the file even from the backup. Are you sure you've really overwritten the "bad" catalog?
aska
Posts: 388
Joined: Thu, 9. Sep 04, 00:26
x3

Post by aska »

Yes I'm sure, and yes it's strange... :D
But I reinstall the entire game :oops:
Now it work...
Thanks



a.

Return to “X³: Reunion - Scripts and Modding”