[MOD] Reduced Civilians Mods + X3:R Naming Callback v3 (X3TCv2.6 and SRM compatible)

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GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:I had those issues when I attempted to merge two massive mods by simply overwriting them with each other...those sorts of things cannot be caused by this mod, since it only changes the Jobs files. Give me a few minutes to download it on my desktop (where my modding programs are) and unpack the .cat/.dat to make sure I didn't pack the wrong files. I'll edit this post when I'm done.
So would this happen from using the X Plugin Manager with more than one mod? Because on it I currently have 3 mods running on it: Cheat Console, Race Invasions and Extended Shipyards.
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OOZ662
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Post by OOZ662 »

GruntOfAction wrote:
OOZ662 wrote:I had those issues when I attempted to merge two massive mods by simply overwriting them with each other...those sorts of things cannot be caused by this mod, since it only changes the Jobs files. Give me a few minutes to download it on my desktop (where my modding programs are) and unpack the .cat/.dat to make sure I didn't pack the wrong files. I'll edit this post when I'm done.
So would this happen from using the X Plugin Manager with more than one mod? Because on it I currently have 3 mods running on it: Cheat Console, Race Invasions and Extended Shipyards.
I'm not sure the X Plugin Manager can handle multiple mods. I've never used it myself, but I'm pretty sure it uses the splash screen mod selection and either only does one mod at a time (which would cause this if it removed a mod with ship model changes in it) or attempts to merge them all together.

That being said, I believe the three items you listed are scripts, not mods.
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:
GruntOfAction wrote:
OOZ662 wrote:I had those issues when I attempted to merge two massive mods by simply overwriting them with each other...those sorts of things cannot be caused by this mod, since it only changes the Jobs files. Give me a few minutes to download it on my desktop (where my modding programs are) and unpack the .cat/.dat to make sure I didn't pack the wrong files. I'll edit this post when I'm done.
So would this happen from using the X Plugin Manager with more than one mod? Because on it I currently have 3 mods running on it: Cheat Console, Race Invasions and Extended Shipyards.
I'm not sure the X Plugin Manager can handle multiple mods. I've never used it myself, but I'm pretty sure it uses the splash screen mod selection and either only does one mod at a time (which would cause this if it removed a mod with ship model changes in it) or attempts to merge them all together.

That being said, I believe the three items you listed are scripts, not mods.
Hmm.

You're right. I just checked and they are scripts...

I wonder what is causing the weird symbol/explosion of doom error then?

This happened last time I tried installing a No Civilians mod also...
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OOZ662
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Post by OOZ662 »

Did you install it through the Plugin Manager? If so, uninstall it and try installing it as a Fake Patch.

Do you have any mods installed in the Plugin Manager? What number is your highest .cat/.dat pair?
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:Did you install it through the Plugin Manager? If so, uninstall it and try installing it as a Fake Patch.

Do you have any mods installed in the Plugin Manager? What number is your highest .cat/.dat pair?
I have it installed as a fake patch.

Highest .cat/.dat pair is 10, 10 being your script.

I have no mods installed on the plugin manager, only scripts.

Also I just checked, and only the two Terran starts have the weird explosion at start glitch. Boring Boron did not.
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OOZ662
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Post by OOZ662 »

GruntOfAction wrote:Also I just checked, and only the two Terran starts have the weird explosion at start glitch. Boring Boron did not.
This piece gives me a clue, and I'll be pissed at myself if I did what I think I did. Another minute, please. :P
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:
GruntOfAction wrote:Also I just checked, and only the two Terran starts have the weird explosion at start glitch. Boring Boron did not.
This piece gives me a clue, and I'll be pissed at myself if I did what I think I did. Another minute, please. :P
...Did you by any chance reroute all Civilian Spawns to the Terran sectors to get revenge on them for being so CPU hungry?


Or did you divide by zero?
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OOZ662
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Post by OOZ662 »

I thought perhaps I had accidentally merged my optional mod for NRSM that plopped a Valhalla on patrol in The Moon, but that isn't the case. I just so happen to have a fresh install from a day or two ago, so I'll go see if it happens on mine.

EDIT: Nope, just started a Terran plot just fine, so something is conflicting in a very strange way. Are those three you listed the only mods/scripts/everything-not-vanilla you have installed?
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:I thought perhaps I had accidentally merged my optional mod for NRSM that plopped a Valhalla on patrol in The Moon, but that isn't the case. I just so happen to have a fresh install from a day or two ago, so I'll go see if it happens on mine.

EDIT: Nope, just started a Terran plot just fine, so something is conflicting in a very strange way. Are those three you listed the only mods/scripts/everything-not-vanilla you have installed?
Those are the only things...


Would having an "Extra Ship Package" in my X3 Mod folder cause this to happen???
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OOZ662
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Post by OOZ662 »

GruntOfAction wrote:Would having an "Extra Ship Package" in my X3 Mod folder cause this to happen???
Possibly. But, mods selected through the splash screen (which are in the Mods folder) always take top priority as if they were installed one higher than you highest .cat/.dat pair. Regardless, do you know where I could download that to have a look into it? I've never heard of it.
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:
GruntOfAction wrote:Would having an "Extra Ship Package" in my X3 Mod folder cause this to happen???
Possibly. But, mods selected through the splash screen (which are in the Mods folder) always take top priority as if they were installed one higher than you highest .cat/.dat pair. Regardless, do you know where I could download that to have a look into it? I've never heard of it.
No clue where you could find it...

Renaming the mods folder so it would not appear did not help me at all. :(

This is starting to suck...

I'm going to disable the No Civilian thing and see if it works...
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OOZ662
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Post by OOZ662 »

Makes me want to break out TeamViewer and download your game/Plugin Manager folders. :x
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:Makes me want to break out TeamViewer and download your game/Plugin Manager folders. :x
No need to. I just narrowed down the problem.

When I removed the .cat/.dat 10 files, aka your mod, the exploding error of death does not happen upon starting both Terran starts...
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OOZ662
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Post by OOZ662 »

But I wanna know why it does it so I can fix it. Something else you have is magically relying on the Jobs file.
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:But I wanna know why it does it so I can fix it. Something else you have is magically relying on the Jobs file.
I have no idea though. The only other thing I have is a script running ingame to remove all asteroids except Mine ones.
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OOZ662
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Post by OOZ662 »

I use that too. Very strange indeed. I know the cheats aren't a problem. The Shipyard script would access the TShips file, not Jobs. That makes me suspicious of Race Invasions. I'll look into it.
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:I use that too. Very strange indeed. I know the cheats aren't a problem. The Shipyard script would access the TShips file, not Jobs. That makes me suspicious of Race Invasions. I'll look into it.
I know it isn't the numbering system of the .cat/.dat files as doing a fake patch of a different file worked fine.
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OOZ662
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Post by OOZ662 »

Race Invasions worked fine...last chance at breaking it is the Shipyard script and I doubt that'll do it. I'm starting to wonder if you got another corrupted download. I'm even using a copy downloaded from the links since I was too lazy to dig it out of the archives on my other computer, so I know they have a good copy.
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OOZ662
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Post by OOZ662 »

I can't find an "Extended Shipyards" script or mod anywhere. Is it one of Amurph0's mods that you're using?
GruntOfAction
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Post by GruntOfAction »

OOZ662 wrote:I can't find an "Extended Shipyards" script or mod anywhere. Is it one of Amurph0's mods that you're using?
I forget.

It's the one that adds the ATF Shipyard, the Yaki one, the Xenon Research one in Blackhole Sun, and some other one I believe.

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