[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).

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

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IvanC
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Post by IvanC » Tue, 30. Dec 08, 05:41

great mod, loving my new mule and hyper, but im having a problem with the "beam in astronaut" hotkey. everytime i load a saved game it adds an extra hotkey, now i have a total of 16 "beam in astronaut" hotkeys.

i reinstalled the game with latest patch(1.4) and plugin manager(beta 6) but still have the same problem

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apricotslice
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Post by apricotslice » Tue, 30. Dec 08, 06:07

Ah........yes.........*blush*

I honestly dont know why its doing that. One of the few things I havent gotten to the bottom of yet.

Adding hotkeys was something new for me, so theres obviously something I've done wrong. They work perfectly other than being virus like in the hotkey list.

IvanC
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Post by IvanC » Tue, 30. Dec 08, 06:13

other than that it works great, thanks for the fast reply and the AMSM

DasFlo
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Post by DasFlo » Tue, 30. Dec 08, 16:00

Ok thanks, I get it ;)

Didn't know you disliked the b-word, my bad. Anyways, I'd love to use your gunbus, but I don't want it handed to me. I'd like it to be something that I have to work for - in other words, it should be in a shipyard at a price that reflects the power of the thing. Does it already work like that / can it be arranged that way?

Again, thank you :)

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apricotslice
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Post by apricotslice » Wed, 31. Dec 08, 00:29

Its in the shipyards, but cheaper than a normal M6.

If you dont use the Argon Patriot start, you wont get any of the ships to start with.

IvanC
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Post by IvanC » Fri, 2. Jan 09, 22:04

Is it possible to use the Whitestar(v1.22) Mod and your AMS Mod. I've tried to fake patch either one, but it seems they overwrite each other.

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apricotslice
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Post by apricotslice » Fri, 2. Jan 09, 23:33

No, ship mods are incompatible with each other.

You would have to edit the AMS tships file and add the whitestar on the end of the file.

IvanC
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Post by IvanC » Fri, 2. Jan 09, 23:38

I've never done that before, but I can try.

IvanC
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Post by IvanC » Sat, 3. Jan 09, 01:00

I did what u said, but it didnt work. I used X3 ModManager to edit the AMS tships file. Do I also have to add the rest of the Whitestar files? And if so how do I do it? Thanks

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apricotslice
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Post by apricotslice » Sat, 3. Jan 09, 03:39

You need to read my Modding 101 guide I think.

Modding the t files is one thing, but you also need to include the model as well.

So its a matter of merging the 2 mods into 1 new one.

IvanC
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Post by IvanC » Sat, 3. Jan 09, 03:57

I've been reading ur Modding 101, but I'm not 100% sure what to do. From what I understand, I have to put all the Whitestar files in ur AMS Mod.. example: Do I rename whitestar's "t\8686-L044.pck" to AMS's "t\0001-L044.pck" or do I leave the name as is and just copy/paste.

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apricotslice
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Post by apricotslice » Sat, 3. Jan 09, 05:03

The 8686 files is AMS.

If whitestar is using 0001 then someone needs to point out just how bad an idea that is, and it violates basic modding theory.

Yes, you need both language files and the scripts that load them into the script editor.

You should create a new directory, create separate mod directories, extract both mods into their directory. Then copy what isnt duplicated into a new directory for the new mod itself. Then edit the whitestar tships and copy the last line in it. Edit the AMS tships and paste the whitestar on the end of the file, and add 1 to the ships counter at the top of the file. Save into the new mod directory. Check using Xeditor to make sure the file is ok. Then use modmanager to create a new cat/dat file and add everything back in its correct directory. Very easy once you've done it a few times, but mystifying the first time I know.

Edit : I've pmed the whitestar author about changing the language file. In the meantime, I do not recommend trying to use that mod with anything else until the language file issue is addressed. For example, if his language file is 1.3, and you are using 1.4, then his file overwrites the entire 1.4 update. This is NOT good.

IvanC
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Post by IvanC » Sat, 3. Jan 09, 07:11

Yeah, I had no luck, yet. Thanks for letting me know. I'm messing around with the X3 Editor now just for practice.

I don't know if this would help, but ur apricot bus is in argon shipyards and where the whitestar should be ( in Great Reef shipyard). Thanks again.

IvanC
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Post by IvanC » Sat, 10. Jan 09, 03:07

Hi apricotslice,
Can't figure this out :evil:

I used whitestar's latest version (1.27) which has the new language file (7555-L044)

I followed your instructions. Copied everything that isnt duplicated into the new mod directory.Copied the last line of whitestar's tships and pasted on AMS's tships end of file, also added 1 to the ships counter (total=380). Saved to new mod directory and made sure file was ok with Xeditor. Then used modmanager to create a new cat/dat file (named it Apricot.Whitestar 1.27)and added everything back.

When I start either a new game or saved, it still has the apricot bus in Great Reef's shipyard. If I remove the bus from tships then it has the camel in Great Reef's shipyard. If I install whitestar before your apricot ships then whitestar is in Great Reef and Argon shipyards, but prices, guns, etc. is out of whack for both type of ships. I knew something like this might happen as your Modding 101 pointed out, but I thought I'd give it a try anyways. This is my first time, I'm learning as I go :D

Oh, I installed whitestar's script by XPluginManager and I also tried by extracting the script and installing directly to game's script folder, but no luck. Am I missing something or is it something else.

Either mod by itself works like it should....AWESOME....love em both.



[/quote]

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apricotslice
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Post by apricotslice » Sat, 10. Jan 09, 03:32

Plugin Manager for TC doesnt do ships yet.

When you add a ship to the tships file, you MUST add it on the end of the file. Then in the add ship to shipyard script, it needs to be edited to select the right ship. At a guess, either the ship isnt on the end, or you have not updated the shipyard script.

If you cant get it going, send me what you did and the latest version of Whitestar and let me have a look.

IvanC
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Post by IvanC » Sat, 10. Jan 09, 03:51

Apricot, where would I find the add ship to shipyard script. I checked in the game directory and in both mods.

sent u an email with the files

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apricotslice
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Post by apricotslice » Sat, 10. Jan 09, 04:36

Presumably the whitestar mod has one. Should be one of the scripts included in it.

No email as yet. Check that the attachments dont exceed 10mb.

IvanC
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Post by IvanC » Sat, 10. Jan 09, 05:59

Apricot, you are the man. New mod is up and running. Thank u very much for your help.

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apricotslice
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Post by apricotslice » Sat, 10. Jan 09, 06:01

Send me the completed pack :)

IvanC
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Post by IvanC » Sat, 10. Jan 09, 06:30

package sent

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