[Mod] Apricot Merge Mod v2.07 [For TC v3]

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poiuytrewq
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Post by poiuytrewq »

Just a few thoughts on the mod.

The apricot ships are awesome, maybe even too awesome. Flying around in the gunbus makes the player nigh on invincible. So as a superbox should there be a balance between the ships?I'm not suggesting changing ship attributes here or anything but a better reflection of the performance in the cost else players just stick to a limited few of the massive range available.

I have the following installed:
Advanced Jumpdrive
Advanced Product Chaser
Auto prep ships
Autoscan smugglers
IL carrier Drone Software
Improved Boarding
Lazcorp Claim Sector
Marine Repairs
NPC Bailing Addon
Salvage Claim Software
Slipstream Drive
The Marauder Shipyard

*Get the out of memory message-NPC bail probably?
*Claim ship with the software installed not working
*Beams menu not available
*Unsure whats causing it or if its meant to happen but a capital ships around, noticed this in the apricot start (only one tested thus far).

I suspect these are just conflicts that can be ignored for superbox, just putting them up in case someone else having them.
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apricotslice
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Post by apricotslice »

Remove salvage claim software, the mod already has one and the 2 will be conflicting.

No idea why your getting an out of memory error. Address that in its own thread please. Its some combination of your computer, the mod and what you added. Remember to put in a dxdiag as well so people can assess your computer.

Beams menu ? If you mean cbeam, abeam and dbeam, these are all hotkeys.

"but a capital ships around" - whats that mean ? If you mean that when you start the AMS start, you get capital ships, thats normal. Its designed to be a head start type of start.

There wont be any balancing for superbox. The whole idea behind the mod was to make it easier for the player, especially the one with limited time to play. That includes cost. Personally, I only use my own ships. I scrap or sell everything else.
poiuytrewq
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Post by poiuytrewq »

Yes sorry for the gibberish and as I ended up here from a thread with superbox in the title I think I posted the stuff about balance and stuff in the wrong place anyway.

Never had the memory issue before but was using retail version of X3TC on windows vista, now using steam on windows 7 so could simply be down to that tbh. Will address it after my exams.

I had access to the beam commands through the menu, I think it was under 'special', now I don't but its probably just mod conflicts so I'll sort that soon enough with a fresh install.

With the capital ships comment I had noticed an increase in the number of enemy capital ships particularly Xenon I was encountering and was wondering if anything had been changed in that respect. Its probably just down to having a much faster jump drive enabled ship from game start meaning I'm seeing a lot more of the universe than I would be if I was chugging around in my newb TS.

Personally I also only use your ships and was just wondering if anything was going to added to give the player a reason to diversify their fleet. I was unaware of what the point of the superbox was but according to your explanation it makes sense to leave everything as is. Anyway cheers for the many hours of procrastination this mod and much of your other stuff afforded me.
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apricotslice
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Post by apricotslice »

There is nothing in the MM specifically changing the number of Xenon capital ships. However, the Wanderer's often play havoc in Xenon sectors so when Xenon replacements spawn out of sector and have to travel to get to where the last ones were killed, then it could seem like there is a lot more Xenon activity.

If Beamdock isnt showing up on the nav menu, then its likely got a conflict with something else.
SirCandi
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Post by SirCandi »

Heya,

I've just installed the merge and have one main issue.

The new stations - AMS, and I'm assuming the other three superstores do not show up. I can't see them nor interact with them. I can get "info" on them, but can not set them as a target, see them in space, dock with them, nor do anything else.

On the sector listing, the store that sells the Goner temple and the Headquarters shows up as <invalid>. It looks like I could remote buy these items, if I had enough money. However I still can not actually see the store or dock at it.

The other three all show up on the sector list as ReadText17-0.

Also with every game load I see a mesage that the Complex Cleaner failed to install. It says the text files were detected, but the "station objects: not detected at index null". Any idea what this means and how to fix it if a fix is needed?

Any help you can give me on fixing this will be appreciated.

Thanks,

SirCandi
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apricotslice
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Post by apricotslice »

Sounds like you have an old copy of the mods text file in your types directory.

Check the t directory. If you have an 8686 file in there, delete it.

If you are running the mod as a mod, then that should fix the text errors.
SirCandi
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Post by SirCandi »

8686-L044 is in there. So just delete it?

I'll give it a go.

Thanks, and I'll let you know.

Any idea on the Cleaner issue?
SirCandi
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Post by SirCandi »

Nope that did not help and actually made it worse in one respect.

Instead of AMS showing the name of your two lasers when I use the Info command on the station, it shows Spare Laser 1 and Spare Laser 2. Heh

So I'll put that file back in. Any other suggestions?

Thanks,

SirCandi
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apricotslice
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Post by apricotslice »

Yes, just delete it.

Did you have complex cleaner installed before installing AMM ?

Also, check the types directory for a tfactories file. If you have one, delete that too as it will be overwriting the one in the mod and deleting the complex cleaner stations.

Edit :

Exactly how do you have the mod installed ?

08 is 2.1
09 is 2.5

What other numbers do you have, and what is the mod selected, and what other mods do you install without cat files using the game directories ?
SirCandi
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Post by SirCandi »

Okay so I put the 8686-L044 file back. Is that correct?

<<Did you have complex cleaner installed before installing AMM ? >>

No I did not. I did have other things installed.

Cycrow's cheats.
Cycrow's SEWN

MEFOS Weapon System by Lucike
CODEA by Luckie
Military Transport by Lucike
Personal Transporter by Lucike
Jump beacon by Luckie

Freight Transporter Upgrade by LV

Engine colours + particle trails v1.15 by killerog

I did install into a saved game, but I did not have any modded ships nor a player HQ. I did alter my ship with Cycrow's cheats, but my ship works fine. Even CODEA works great.

It is just the stations from your Merge that do not seem to work. I haven't tried Dbeam nor any of your other goodies. Suppose I could do that if it would help diagnose that issue here.

Let me know if that would aid.

<<Also, check the types directory for a tfactories file.>>

My Types directory is empty.

<<Exactly how do you have the mod installed ?

08 is 2.1
09 is 2.5 >>

I installed the mod as per your instructions. Unzip the files into the X3TC folder. I received the message that I would need to resave the game to activate your mod. I did this. Have saved the game a couple times while progressing with the Goner plot I am working on. Heh.

I have 08 and 09 in my main folder. I also have the same file the last fellow was talking about - Colour engBv1.15. This is per killerog's instructions on how to install his Engine colour mod.

As to what mod I have selected, I don't know how to tell this.

What mods I have installed without cat files....heh. Sorry for the ignorance here, but I'm not sure what you mean when referring to a cat file. I just follow the instructions per the modder.

Thanks in advance,

SirCandi
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apricotslice
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Post by apricotslice »

When you select the mod in the jump off screen before the game starts, which mod do you have highlighted ?

At a guess, either you dont have any mod selected, or you have a different mod selected from AMM. You can only have 1 mod on that screen selected at any time. If AMM is not selected, then the problems your having would occur.
SirCandi
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Post by SirCandi »

Heh!

Yeah I didn't have the mod selected.

It's the only mod that is listed there, so I guess everything else I have is not really a mod.

Sorry had no idea that screen was even there. Wow.

Guess I'll have to go ask killerog about his engine colour add on.

Complex cleaner loaded up fine once the mod was selected as did your stations.

Thanks!!

SirCandi
SirCandi
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Post by SirCandi »

Okay now they show up with the proper names in the sector listing.

However I still can not see them, nor dock with them.

I can fly to their position as marked on the sector map with the fly to coordinates command. But I can not target them, nor see an image of them. Nor see them in actual space.

I can autopilot to them, and the computer says autopilot engaged - even though I'm way out of range for autopilot. However that is all it does. The ship doesn't start moving towards their invisible position.

I saved the game and reloaded it to make sure that wasn't it. No go.

Anything else I did not do correctly?

Thanks,

SirCandi
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apricotslice
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Post by apricotslice »

Reload to a save before you first started to try and use the mod, then start it up, and do the 3 saves again.

Its likely not having the mod installed when the scripts were run buggered things up.
SirCandi
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Post by SirCandi »

Yup that did the trick. Thanks!

And I have one more question, which probably does not have an easy answer.

I'm wondering how you modded ship's cargo hold and hanger bay capacity? Also wondering about being able to make Terran ships use commonwealth weapons and missiles.

After looking at some of your ships, and knowing the problems I have in this area already, I would like to increase the cargo and hanger capacities in my ships, as well as give me a more versitile load of weapons and missiles.

Any help would be appreciated. Probably the wrong thread for this, but I haven't been able to find a thread for it as yet.

Thanks,

SirCandi
SirCandi
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Post by SirCandi »

Not sure if you know, but Abeam is still making the astronaut appear with your name as their race.

No biggie, I plan on using that mod that turns passengers into marines. Heh. Hopefully it will fix that.

Anyways, hope you can help me with the cargo and hanger bay modding. Or direct me to threads that talk about it. As well as the weapon and missile issues that Terran ships have.

Thanks,

SirCandi
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apricotslice
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Post by apricotslice »

Re Abeam, there is no way around that at present. There is no way in scripting to determine the race of the astronut. So when you create the passenger, you have to assign a race. Player race makes sense on the basis of pirates being conscripted instead of sold for slaves.

Read Modding 101 Guide. That will give you the basics behind modding. Cargo bay, guns and missile loads are in tships and turrent guns are in tcockpits. Essentially, you would need to extract both from my mod, and then change what you want.

Just remember though, that everything you change, changes everything in the game, so be careful what you do. eg, if you change a pirate nova to have ppc's, then all pirate nova's created after the change will have ppc's. The only way to avoid this is to create new ships, which is what I did.
Crathes
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Post by Crathes »

Just wondering.. is anything new coming? I just got the feeling that this thread has calmed down a bit.
The two most common elements in the universe are Hydrogen and stupidity.

I am THE STIG
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apricotslice
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Post by apricotslice »

Still waiting for XXL factories to be completed.

Ditto BSG which is still being bugfixed.

There are 1 or 2 other ship mods that are still under development that could be considered when finished and stable.

I'm contemplating adding some xsp ships now the facility is available again.

At the time egosoft announce a firm date for submissions for the superbox, the mod will be cut down to just non-copyright material specifically for the box.

In the meantime, yes, the thread has settled down, which shows its a stable mod. :)
Crathes
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Post by Crathes »

Sorry if im bothering you :oops:
I just noticed that there is a Normandy 1.5 version out. It features the Normandy SR-2 as well as the SR-1. Information on it is in the original Normandy thread here.

If you are allowed to use it you can find the download here.
The two most common elements in the universe are Hydrogen and stupidity.

I am THE STIG

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