[Script][V1.3|2.5|1.0] X2-X3//X3-X3-Converter//Copy Ships and Stations
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Hello, SymTec ltd.
I have few questions:
1. How to change player name to “Thereshallbewings”?
I ask that because I dont see "special menu" -> “X3-X3-Converter” (or "piracy" -> “X3-X3-Converter”) in my current savegame (latest version + bonus pack). I tried to load new custom game and found the option in "piracy" -> “X3-X3-Converter”. I also tried to load normal game and there is no such options.
2. Will I be able to play Xtended mod with those 90 new sectors after conversion of my safegame and loading the converted one?
Thanks in advance for answers
I have few questions:
1. How to change player name to “Thereshallbewings”?
I ask that because I dont see "special menu" -> “X3-X3-Converter” (or "piracy" -> “X3-X3-Converter”) in my current savegame (latest version + bonus pack). I tried to load new custom game and found the option in "piracy" -> “X3-X3-Converter”. I also tried to load normal game and there is no such options.
2. Will I be able to play Xtended mod with those 90 new sectors after conversion of my safegame and loading the converted one?
Thanks in advance for answers
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I could sure use some help on this. I don’t post much on the forums, but I have played a lot of X Universe!
I was playing an unmodified X3 game that I kept up after the main plot. I then did the Bala Gi missions when they became available and kept on until I could buy the sector for sale (880,000,000 credits that thing cost me!).
I installed the XTM.7 mod to expand my universe, but I don’t want to restart my game unless absolutely necessary.
I tried to follow the instructions, but I can’t get my saved games to even load up. I continue to get a “file corrupted” error on my desktop.
Can anyone walk me through the steps?
I was playing an unmodified X3 game that I kept up after the main plot. I then did the Bala Gi missions when they became available and kept on until I could buy the sector for sale (880,000,000 credits that thing cost me!).
I installed the XTM.7 mod to expand my universe, but I don’t want to restart my game unless absolutely necessary.
I tried to follow the instructions, but I can’t get my saved games to even load up. I continue to get a “file corrupted” error on my desktop.
Can anyone walk me through the steps?
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How to enable the option in the "pirate" menu.
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I've noticed a lot of users having issues where they cant find the x3-x3 converter. This is because if the script editor is not activated by loading the save game you wont see the option. Follow these instructions:
1) Load a save game
2) Activate the script editor by renaming the pilot to "Thereshallbewings"
3) Dock and save the game
4) Reload the save game you should also have a **modified** tag now
5) You will be able to see the pirate menu with the x3-x3 converter option
Hope this helps,
Zoozer
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I've noticed a lot of users having issues where they cant find the x3-x3 converter. This is because if the script editor is not activated by loading the save game you wont see the option. Follow these instructions:
1) Load a save game
2) Activate the script editor by renaming the pilot to "Thereshallbewings"
3) Dock and save the game
4) Reload the save game you should also have a **modified** tag now
5) You will be able to see the pirate menu with the x3-x3 converter option
Hope this helps,
Zoozer
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- Joined: Tue, 29. Nov 05, 06:56
I did manage to get that far, but the readme tells me to "select any object and position" and type "write." When I open the Piracy menu, it gives me only one option: "X3 to X3 converter." When I select that, it takes me to the Universe map and there to the sector level. I don't have an apparent opportunity to input text. Is something not right?
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Keep taping return until a text dialog box comes upJohnathanB wrote:I did manage to get that far, but the readme tells me to "select any object and position" and type "write." When I open the Piracy menu, it gives me only one option: "X3 to X3 converter." When I select that, it takes me to the Universe map and there to the sector level. I don't have an apparent opportunity to input text. Is something not right?
zoozer
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A few little questions...
1) Do you preserve the rotational values for stations you place? I ask this because I don't simply plop down a station and then hook up tubes to it. I turn and rotate them so the connectors line up and things look like someone planned it that way.
2) Do you need to remove complex hubs, changing a complex back to it's individual stations, before running your converter? (I'm guessing the answer is 'yes'.)
3) What about asteroid mines? Do the exact output values get preserved, like on big roids or high-output mines.
...which also brings me to...
4) What if you use Ashley's XXL fabs?
1) Do you preserve the rotational values for stations you place? I ask this because I don't simply plop down a station and then hook up tubes to it. I turn and rotate them so the connectors line up and things look like someone planned it that way.

2) Do you need to remove complex hubs, changing a complex back to it's individual stations, before running your converter? (I'm guessing the answer is 'yes'.)
3) What about asteroid mines? Do the exact output values get preserved, like on big roids or high-output mines.
...which also brings me to...
4) What if you use Ashley's XXL fabs?
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Hi,
When i use this convertor everything go fine except my ships, fight rank and trade rank how are not exported... (i have only satellites and two ships)
I follow the instruction in the readme but doesn't seem to work.
I think my problem is the logfile :
i have french version of x3 and i use XTM 7.2.
Editor are enabled and i have no error when exporting and importing.
When i use this convertor everything go fine except my ships, fight rank and trade rank how are not exported... (i have only satellites and two ships)
I follow the instruction in the readme but doesn't seem to work.
I think my problem is the logfile :
Code: Select all
<?xml version="1.0" encoding="UTF-8" ?><language id="44"><page id="8758" title=" " descr=" ">
<t id="1">u04Y0U10001581OZ80DA801h801f804e000000000000802100008000G0007nT n8000800080007nm08000J9J8J7I7H7G7F7F6F5E6E5D6D5C6B6B5B4A59C9B9A999594 89868584837A7978777675746967666563565554535247464544434241403938373635 3433323130252423222120151413121110050403020100</t>
<t id="2">zEOF</t>
</page></language>
Editor are enabled and i have no error when exporting and importing.
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First, thanks for this great tool, i forget to say it before ^^
I use Windows Xp, and i have installed in order :
X3 reunion french 1.0
Patch 2.0.0.2
Bonus pack
Xtm 7.2
Neumangui
When export the files, i see something like "10 object find" and after "1 object write in log files" it's normal ?
For information, when i import my files, i need to rename file to 338758.xml and change it language id. (lot of work for find that, didn't see this tip in the readme for french version)
I use Windows Xp, and i have installed in order :
X3 reunion french 1.0
Patch 2.0.0.2
Bonus pack
Xtm 7.2
Neumangui
When export the files, i see something like "10 object find" and after "1 object write in log files" it's normal ?
For information, when i import my files, i need to rename file to 338758.xml and change it language id. (lot of work for find that, didn't see this tip in the readme for french version)
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Problem using X3-X3 copier script to move from X3 Vanilla to Xtended mod
Dear all,
Has anyone used the X3-X3 copier script to move their empire from vanilla X3 to the Xtended mod? How did you do it?
I've tried and although I get a file generated, when I copy it into the t directory, rename etc and try to read I keep getting an error, 'cannot process null line, moving to next line.' Looking at the generated file gives no clues what I've done wrong, any ideas?
J.
Has anyone used the X3-X3 copier script to move their empire from vanilla X3 to the Xtended mod? How did you do it?
I've tried and although I get a file generated, when I copy it into the t directory, rename etc and try to read I keep getting an error, 'cannot process null line, moving to next line.' Looking at the generated file gives no clues what I've done wrong, any ideas?
J.
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- Joined: Mon, 11. Apr 05, 21:11
Re: Problem using X3-X3 copier script to move from X3 Vanilla to Xtended mod
You could try sending the file to me via email - I'll have a look.cogvos wrote:Dear all,
Has anyone used the X3-X3 copier script to move their empire from vanilla X3 to the Xtended mod? How did you do it?
I've tried and although I get a file generated, when I copy it into the t directory, rename etc and try to read I keep getting an error, 'cannot process null line, moving to next line.' Looking at the generated file gives no clues what I've done wrong, any ideas?
J.
@Kospy: There must be a problem with some script command - maybe the XTM changed something. But I have no idea.

1) No. This would be possible, but would require some more work, which I do not feel able to do.jumbled wrote:A few little questions...
1) Do you preserve the rotational values for stations you place? I ask this because I don't simply plop down a station and then hook up tubes to it. I turn and rotate them so the connectors line up and things look like someone planned it that way. Smile
2) Do you need to remove complex hubs, changing a complex back to it's individual stations, before running your converter? (I'm guessing the answer is 'yes'.)
3) What about asteroid mines? Do the exact output values get preserved, like on big roids or high-output mines.
...which also brings me to...
4) What if you use Ashley's XXL fabs?
2) No. Complex hubs are just not copied, no station will be connected.
3) No.

4) Try it.

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Ok, I can make my own little script to scan my factories and pull out the angles to a file so I can have a record of it for later. No problem.
As for the mines, if the factory size is the same as before (including any Ashley stuff), I have a "Station Relocate" script that can put it back into a TL, so I can just plant it on the same asteroid as before (new game, it should be back in it's old place, right?) and get my high yield again.
Complex hubs are cheap enough, though in a big complex, it adds up. But for all the work you've saved us in manually re-making our empires in a new game, I think we can handle a few Tinker Toy connections.
Great work, Thanks.
As for the mines, if the factory size is the same as before (including any Ashley stuff), I have a "Station Relocate" script that can put it back into a TL, so I can just plant it on the same asteroid as before (new game, it should be back in it's old place, right?) and get my high yield again.
Complex hubs are cheap enough, though in a big complex, it adds up. But for all the work you've saved us in manually re-making our empires in a new game, I think we can handle a few Tinker Toy connections.

Great work, Thanks.
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Before you do that, you can just have a look at the script, see how it works, and add the ~10-20 lines yourself... there is nothing complicated to it.jumbled wrote:Ok, I can make my own little script to scan my factories and pull out the angles to a file so I can have a record of it for later. No problem.
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getting the angels for the stations is fiarly simple really.
as for the mine yeilds, one of the problems is that once a mine is placed on the asteroids, you cant get what yield it was. But u could possibly create a script to work it outbuy using the cycle time of the mine.
but u still cant actually create a mine in a script and set what yield you want, for that, you have to create the asteroid, then manually deploy the mine
as for the mine yeilds, one of the problems is that once a mine is placed on the asteroids, you cant get what yield it was. But u could possibly create a script to work it outbuy using the cycle time of the mine.
but u still cant actually create a mine in a script and set what yield you want, for that, you have to create the asteroid, then manually deploy the mine
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The problem is not to get or set the angles, but to transfer them between two saves. You can do this pretty exact, but this will make the logfile somehwat bigger.Cycrow wrote:getting the angels for the stations is fiarly simple really.
Well, as the asteroids stay at the same spot for every vanilla game, it is easy enough to just pop a mine onto themCycrow wrote:as for the mine yeilds, one of the problems is that once a mine is placed on the asteroids, you cant get what yield it was. But u could possibly create a script to work it outbuy using the cycle time of the mine.
but u still cant actually create a mine in a script and set what yield you want, for that, you have to create the asteroid, then manually deploy the mine

I cannot possibly do all the work on my own... and it is more of your interest than of mine, as I have my empire transferred alreadyjumbled wrote:I see your ploy now... Get me to do the work for you! Clever boy.
