[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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Cedric_FP
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Post by Cedric_FP »

Gazz wrote:
delray wrote:It's really cool mod but can't it use another model instead of those ugly 2006 boxes?
No, because the whole point of this mod is to reduce the FPS loss from complexes.

Using an HQ model that would drop the FPS all by itself would be funny but unproductive.

But if you like... edit TFactories and just enter another scene for those factories.
Seriously. That's all it takes.
delray wrote:There's tons of really good models that are better than boxes and don't ruin FPS. EQs for example.

Will editing scene file allow capital ships dock at it?
Gazz wrote:Just assigning another scene will do.
No need to even edit the scene.
Gazz, would you mind briefly explaining how to do this?

Or anybody else - how do we edit tfactories? In the CC MOD cat file (tfac... .pck - need to unpack with X3MM?)
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Gazz
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Post by Gazz »

Cedric_FP wrote:Gazz, would you mind briefly explaining how to do this?
In TFactories, at the Container stations 1-8, you see a blahblah_scene entry.

You change that to pretty_object_scene and... that's that.
Use the Torus model or a spacefly if you like. Any object in the game...
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Cedric_FP
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Post by Cedric_FP »

Gazz wrote:
Cedric_FP wrote:Gazz, would you mind briefly explaining how to do this?
In TFactories, at the Container stations 1-8, you see a blahblah_scene entry.

You change that to pretty_object_scene and... that's that.
Use the Torus model or a spacefly if you like. Any object in the game...
But as you said we need to use a factory with a node point in order to make a complex.

Thanks Gazz - I'll give it a shot.

EDIT: Thanks Gazz- it seems to have worked with usc_small_station_f_scene.
Doc Quixotic
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Post by Doc Quixotic »

Hmmm, you just confused me. Why does the 'box' model need a node? Aren't the invisible factory modules connected rather than the shell itself? Or is the node only needed when you want to connect the box itself to the complex (which apparently is a bad idea)?
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Gazz
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Post by Gazz »

The node is a safeguard in case someone or something changes the owner race to player, making complex connection a possibility.
No X3 crash in that case...
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thunderai
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Post by thunderai »

Not to dig this back from the depth, but can I use this on already constructed complexs?
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Brooder
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Post by Brooder »

"Your ship Your Magnetar was destroyed in sector Ore Belt by Module Container 2"

First time any of my ships crash into something in TC. I was looking at the magnetar, it just went straight at the module thinking it could go through it. Could there be something wrong with it? Can the ships not see they'll collide with it?
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apricotslice
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Post by apricotslice »

Dont put it anywhere near flight lanes. At least 15km down is best.
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Brooder
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Post by Brooder »

I was using the magnetar to bring some E-Cells to get the complex rolling. Also I had a carrack patrolling the sector and it managed to get destroyed by the module container 2 while I was OOS, that seems just wrong.

Edit:
Sorry, misread the timestamp on the message. Seems the carrack got destroyed around the time I was connecting the stations. Those boxed are brutal. 60+ mils of hardware down the drain.
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apricotslice
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Post by apricotslice »

Positioning them is everything. But like all complexes, if you build them where ships will travel, they become lethal. Its not just a box issue.

Also, when complex building, DONT have you own ships wandering about in the sector. Stop them in different places well away from everything, or dock them BEFORE you jump in. Then you wont lose them while your IS.

Being IS for complex building makes all your ships vulnerable. Keep them out or keep them docked while your building.
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Brooder
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Post by Brooder »

Alright, I guess I've just been real lucky up to now, I've had M6's and M7's and even an M2 patrolling around where I built complexes and never had an accident before. The complex is currently out of the way of ships, but since the box is at zero level and the docking clamps are below it ships seem to act stupid and opt for going through the box to dock. If I could move the complex higher up all issues would probably be gone. I'll try to modify its position and place it higher.
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apricotslice
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Post by apricotslice »

Put the complex at 15km up, and the docking bay 5km up.
Roady1976
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Post by Roady1976 »

Hi thanks for creating this mod, it has made complex building much easier :)

However, i do have a problem.

My complex currently builds lots of different things as i am sure may other peopls do. But what i am noticing is that i am getting alot of ships flying around the hub waiting to dock which isn't very good for business.
Whilst i do accept this isn't a problem relating to this mod... my 2 possible solutions were... so here goes..

1. I tried to be clever and join another hub to the existing one, so when i added the hub, i also added another factory or 3 to my complex and when i crunched them... well... the hub got crunched too lol.
So yea that plan didn't go down too well..

2. I thought about making multiple complex setups within the same sector (i like to have all my bits in one place). So i set up one small complex to test. I created a second complex about 80km away but when i crunched that one, it just merged into the first one, i should of guessed this would happen :) (i figured using the second hub for the 2nd complex would prevent this)

So my question(s) is:
1. Is there a way to have multiple complexs, using this mod, in the same sector?
2. Does anyone know a way to increase the docking ports available for this mod? (I am guessing i would need to find a bigger hub mod?)

Thanks for reading.
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apricotslice
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Post by apricotslice »

There is a docking Hub mod out I think.

The other way, is use FDN mod and an HQ. The HQ is your docking, and FDN will automatically transfer all your products from the complex to the HQ.

Put the complex well out of the way, and the HQ central but not quite in the trade lanes.
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Gazz
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Post by Gazz »

Roady1976 wrote:1. I tried to be clever and join another hub to the existing one, so when i added the hub, i also added another factory or 3 to my complex and when i crunched them... well... the hub got crunched too lol.
X3 does not allow to add a hub to a complex that already has a hub.
It automatically turns into a tube connection.
My complete script download page. . . . . . I AM THE LAW!
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zigyzigy
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Post by zigyzigy »

not sure if this has happened before but i got this message once i had installed, it was something along the lines of installation failed but factoories not found ... can anyone help ?

edit:

ok here is the message:

complexcleaner v404 installation/upgrade failure

text files: detected

station objects: not detected at index null
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apricotslice
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Post by apricotslice »

Did you install the mod part correctly ?
zigyzigy
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Post by zigyzigy »

im not sure, i got the CAT + DAT files that were in the mod folder and put them in the X3 TC folder then changed thier names so they followed after the previous ones ... is that what i was supposed to do ?

edit:

also when i extracted the scripts folder to the one in my X3 TC directory it asked me if i wanted to replace several files, i said yes to all, was i supposed to ?
zigyzigy
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Post by zigyzigy »

oh just got a new message when i loaded along with th =e original one, this one said:

ReadText8845-1400
thunderai
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Post by thunderai »

Here is the bug I have to deal with.

When you start the game, and loud your previous save you can drop five stations, and then the Complex Creator option in the Custom meu turns into "Patrol this Sector". If you click on Patrol this sector, you get all of the options for the complex creator and everything still work, but something is very wrong.

At first I thought it was because i had three TL's fully loaded with factories and the game got confused, so I manually dropped them all in the sector and nothing would work. I then reloaded the game, droped five more stations and the name revereted again. I reloaded.

the next time I tried the Patrol this sector option and it worked so as long as I know I can do that, this doesn't bother me, but it was very annoying.

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