[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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Dodgey
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Joined: Sun, 20. Sep 09, 23:49
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Post by Dodgey »

Thanks matey - realised I can do a save point late last night doh! - just about to complete the Teladinium. I don't mind the "hard" specs - I kinda like a challenge, though the original requirements are bordering on insane :-)
soroban925
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Joined: Sat, 30. May 09, 04:54

Help with some mods

Post by soroban925 »

I am sorry if what I am asking is already somewhere else.

I was trying to use the player headquarters mods, one just says fix, but does not specify what it fixes. The enhanced PHQ one though, says that it will make the HQ work faster and not required credits, but mine does not do that.

It also says the PHQ can build stations but I cannot figure out how to make it do that either.

Any help that can be offered would be appreciated, I already destroyed one save messing with it.
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apricotslice
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Post by apricotslice »

The fix version is the latest one, and was added to save having to rerelease one of the big mod files. So its a fix for a mod that contains a not working correctly version, and now actually replaced and updated.

However I left it there for anyone who just wants the single file.

Its a full file though, so works fine on its own.

The PHQ must NOT exist before the modified file is added. If it does, it is a standard vanilla PHQ and cannot be changed.

Add new phq definition.
Drop PHQ.

Then and only then will the PHQ have the changed functionality.

To build stations, you need to add the blueprints for the stations to the PHQ. At this point, it can only be done by writing a custom script to do it. In my Merge Mod, there is a script that does this. Extract it from the zip, put it in your scripts folder, modify it so it adds the stations you want, then run it from within the script editor.
soroban925
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Post by soroban925 »

Ah, thank you.

I think my problem was the 2.5 update, either that or another mod overwrote the 09 cat and.. something. It seems to be working now, sort of.

So, I don't need both the mod AND the fix?
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apricotslice
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Post by apricotslice »

The file placed in the types directory will override all patches and mods. So if your using the file, you dont need the patch.
soroban925
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Post by soroban925 »

Thank you for your help, and timeliness.
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apricotslice
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Post by apricotslice »

You caught me during my "catch up with forums" time, so no problems with a fast reply :)
Chris0132
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Post by Chris0132 »

I'm trying to use the PHQ patch which boosts production speed and reduces costs but whenever I activate the FDN/PM AL plugins it crashes when I reload any saves made with them active.

I've tried changing the patch order but that didn't help, are they incompatible?
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apricotslice
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Post by apricotslice »

Not the one here. Thats deliberately stand alone.

You need the one thats in the Merge Mod. Extract the hq.xml file from the AMM and put it in a 'types' directory. If you dont have one, create it first under the main TC directory.
Chris0132
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Post by Chris0132 »

Ah ok, should I also remove/replace the fake patch I downloaded from here or just leave it be?
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apricotslice
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Post by apricotslice »

Should remove it, but it wont matter, as it will be overridden.
Chris0132
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Post by Chris0132 »

Ah ok, cheers, I'll try it and see if it works.

Ok this is a bit harder to find than I thought, which program opens the cat and dat files? I can't see anything in the scripting tutorial sticky about it.

Wait nevermind found it.

Hmm that doesn't seem to work, it still crashes, and I still can't transfer anything to a PM complex.
McItoshi
Posts: 47
Joined: Fri, 16. Feb 07, 19:45
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Apricot Rename Hub Sector

Post by McItoshi »

I love this little script and thank you for it!

Is it possible to re-gig this to rename other unknown sectors like the one formerly know as Avarice, if so how would I go about it?
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apricotslice
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Post by apricotslice »

Yes, you can just add in the sector information to the same file, but you need to identify the sector properly first.

Averice seems to be partially hardcoded. I've never managed to change its name. Whatever I do in the text file is ignored.
McItoshi
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Post by McItoshi »

dam, shame about Avarice . .

I see the ID numbers in your tfile match the String ID in the Galaxy Editor, but I dont know where to look for the sector description ID can you point me in the right direction?
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apricotslice
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Post by apricotslice »

The id is the same same number, only in a different page.

The name is in page 7.

The description is in page 19.

But there are also duplications of them up around page 35,000, which you would need to search for in 0001.
virgil64
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Joined: Fri, 24. Nov 06, 14:17
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Post by virgil64 »

Hi there,

firstly thanks for your efforts i'm sure i'm one of thousands that use something of yours. I have read recent posts b4 asking.

I have upgraded to 2.5 and started a new game. I previously had the Hub Plot Hard V2 and the PHQ Expansion V2. I have noticed that you now have V3 for 2.5 listed, does that mean my old ones will not function with 2.5, or if required how do I overwrite the originals if i'm not 100% sure which number CAT/DAT I would have installed it under. It was a long time ago, lol

Thanks again :)
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apricotslice
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Post by apricotslice »

The hub plot should be updated. Just unzip it and it will overwrite the old one.

If your unsure which is the PHQ patch, just add the new version as the next available number. That will overwrite any previous version. Extract it to a temp directory and renumber it.
lettuceman44
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Post by lettuceman44 »

Is Apricot claim different from Cycrows version?
Just wondering as I can't really get an idea on it.
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apricotslice
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Post by apricotslice »

Apricot Claim is based on SOS Mk2. It requires Apricot Claim Software in your cargo hold to run.

It does not have any range constraints. If its on the scanner, you can claim it from anywhere.

The latest salvage pack version also initiates the stripping of the ship of all fittings, which are dumped into space ready for CBeam to slurp them into your cargo hold. It then also initiates beaming the ship onto a ship with docking ports (M1, M2, TL, TM). So this version, if run from say an M1, will claim the ship anywhere in scanner range, dump all its fittings into space and then beam it aboard, all in 1 click of a hotkey.

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