
[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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Help with some mods
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.
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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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.
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.
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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.
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.
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Apricot Rename Hub Sector
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?
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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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
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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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.
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.