[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility

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Osiris454
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Post by Osiris454 »

Scoob wrote:Hi,

Quoting some of my earlier post re: MARS counting lasers & detecting CMOD - hope it helps.

Basically edit: "setup.plugin.gz.mars" and find the entry for CMOD showing 42 lasers and change to 43. Using the in-game editor is fine, save the updated script and either reinitialise MARS or re-load your game. You can use the MARS setup screen to confirm which version of the file it's using - see my full post on the previous page to detail the steps I went through.

Cheers,

Scoob.
Edit: Ok looks like there are 43 lasers in my game, not 42 as MARS is expecting for CMOD - I've updated the setup.plugin.gz.mars script to reflect this. MARS appears to be working correctly now. Guess there must be differences between the CMOD versions I was unaware of.
Scoob, Can you post the exact lines you changed and to what. I tried changing it to 43, but it's still not detecting CMOD.
orion84
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Post by orion84 »

Basically find the "setup.plugin.gz.mars" in the script editor, open the script, scroll down to where the script checks for laser counts.. the first should be a XTC check.

I can't recall atm but XTC has about 78+ lasers, then an if/else argument. goes down to CMOD which has 42, when it actually has 43. select the number. (red or green highlight i think, as grey is just comments). once you changed it, it will save, then rerun the script. You can reinit script caches, reload, or run the script. when you check mars plugin config it should say CMOD instead of Vanilla.

Not a scripter, thats my amateur guide. hahaha. Hope it helps. Thanks Scoob for being awesome.

EDIT: Osiris if Scoob doesn't post in a few hours, i'll do it. still at work. :D

EDIT: damn now i have a question too. Its working fine, but Scoob, shouldn't we change the laser count of multiGalaxy mod as well? its 43 like CMOD, i haven't experienced any issues yet, but it seems like a scripting "little prick on the finger that turns into gangrene" kind of thing.
***modified***
orion84
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Post by orion84 »

Hope Gazz updates his MARS script too..

Anyway, open "setup.plugin.gz.mars" script in the script editor, go to line 30.. should read

else if $lasers in game == 42.. change the 42 to 43 as CMOD has 43 lasers. when thats done rerun the script or reload the game. check your mars config to see that its now reading CMOD instead of vanilla TC.

I don't like changing someone elses work but its a quick fix.
***modified***
paulwheeler
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Post by paulwheeler »

The 43rd laser is only a new repair laser so shouldn't actually be used by MARS anyway. Its only for use by the SRM Maintenance Pods.

So I think its only the mod detection part of MARS that needs to look for 43 entries. The rest can probably be left.
paulwheeler
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Post by paulwheeler »

Osiris454 wrote:
zwierzu wrote:I've encountered small bug.

I was playing lately X3TC with SRM, CMOD 4.5 and few other recommenced mods and submods. Game was working perfect.
Unfortunatelly I have messed something up when installing some mod and had to reinstall X3TC completely. When it was done and I have loaded all mods and scripts (the ones I was using b4 crash) I've found some strange bug with Electro Magnetic Repeater - my ship computer doesn't 'say' its name, it's just '<silence> installed!'.

I dunno what's wrong. B4 crash everything was working perfect and now this small bug appeared :P
Is there any way to fix it? I tried reinstalling X3TC several times already, game is working fine but EMR 'name - sound' is still missing.
Did you remember to delete the 00044.pck file in the 'mov' directory? Betty won't say any of the new names with it still there.
Yes, if everything is fine except you're not hearing Betty for the new features, then a 00044.pck is blocking the CMOD one. Its either the vanilla one, which is in the "mov" folder in your TC install. Just delete or rename it. Or it could be one in another mod thats blocking the CMOD one.
Osiris454
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Post by Osiris454 »

orion84 wrote:Hope Gazz updates his MARS script too..

Anyway, open "setup.plugin.gz.mars" script in the script editor, go to line 30.. should read

else if $lasers in game == 42.. change the 42 to 43 as CMOD has 43 lasers. when thats done rerun the script or reload the game. check your mars config to see that its now reading CMOD instead of vanilla TC.

I don't like changing someone elses work but its a quick fix.
Thanks! I got it now. Windows was not saving the changes to the .xml file for some reason. I just used the script editor instead.
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

Just installed CMOD4MARSDATA.ZIP per these instructions.
Updated 20/1/11
Download MARS data file for CMOD4.4

This includes all the new CMOD4.4 damage values for use with MARS. Extract the file and place in your "t" folder in the main X3TC directory.

MARS automatically detects CMOD4 and will then read the TFile 7049 instead of 7047 (vanilla).

For Cmod4.4 this file is not necessary as it is already included in the latest MARS download. However, with future updates this file will be necessary.
But, Mars informed me at the loading of my game that it detected vanilla and was reading 7047. I'm assuming since this is 4.5, and thus an update as referenced in the quote... that I need the 7049 file. How do I make it read 7049, if I may ask?
paulwheeler
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Post by paulwheeler »

builder680 wrote:Just installed CMOD4MARSDATA.ZIP per these instructions.
Updated 20/1/11
Download MARS data file for CMOD4.4

This includes all the new CMOD4.4 damage values for use with MARS. Extract the file and place in your "t" folder in the main X3TC directory.

MARS automatically detects CMOD4 and will then read the TFile 7049 instead of 7047 (vanilla).

For Cmod4.4 this file is not necessary as it is already included in the latest MARS download. However, with future updates this file will be necessary.
But, Mars informed me at the loading of my game that it detected vanilla and was reading 7047. I'm assuming since this is 4.5, and thus an update as referenced in the quote... that I need the 7049 file. How do I make it read 7049, if I may ask?
Read the post immediately before yours. There is a fix there.

MARS needs an update, so until Gazz does this the fix outlined above should work.


P.S. The more people that post in the MARS thread about this, the more likely you'll get a fix quickly.

This is a bug with MARS, its not something I can fix in the CMOD.
builder680
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Post by builder680 »

paulwheeler wrote:
builder680 wrote:Just installed CMOD4MARSDATA.ZIP per these instructions.
Updated 20/1/11
Download MARS data file for CMOD4.4

This includes all the new CMOD4.4 damage values for use with MARS. Extract the file and place in your "t" folder in the main X3TC directory.

MARS automatically detects CMOD4 and will then read the TFile 7049 instead of 7047 (vanilla).

For Cmod4.4 this file is not necessary as it is already included in the latest MARS download. However, with future updates this file will be necessary.
But, Mars informed me at the loading of my game that it detected vanilla and was reading 7047. I'm assuming since this is 4.5, and thus an update as referenced in the quote... that I need the 7049 file. How do I make it read 7049, if I may ask?
Read the post immediately before yours. There is a fix there.

MARS needs an update, so until Gazz does this the fix outlined above should work.


P.S. The more people that post in the MARS thread about this, the more likely you'll get a fix quickly.

This is a bug with MARS, its not something I can fix in the CMOD.
Gotcha. Sorry I missed it right above me. It's a very long thread and I just finished installing this mod, mars, srm, and about 15 mods that each recommends. It got by me :P

Thank you very much for your help, and an excellent mod!

EDIT: Not working for me after using the script editor to change it to 43, and reloading the game. Still using 7047.
alioth81
Posts: 6
Joined: Mon, 28. Feb 11, 23:53

Post by alioth81 »

I installed SRM mod and this cmod - if docked to terran stations tha sell weapons I can see two weapons without text and info.

I guess this is the electromagnetic repeater and the other new terran weapon.


How can I get this text two appear?
I thought the emr compabilty is built in with the SRM mod?


Maybe I have to edit something somewhere?
paulwheeler
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Post by paulwheeler »

alioth81 wrote:I installed SRM mod and this cmod - if docked to terran stations tha sell weapons I can see two weapons without text and info.

I guess this is the electromagnetic repeater and the other new terran weapon.


How can I get this text two appear?
I thought the emr compabilty is built in with the SRM mod?


Maybe I have to edit something somewhere?
Did you install the director files that come with both mods? These load the required text files so need to run before you see the text. You should get two popup messages saying the SRM and CMOD have been installed.

You do not need to edit anything and they are both 100% compatible.
alioth81
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Joined: Mon, 28. Feb 11, 23:53

Post by alioth81 »

I installed both mods as spk
and did not add director files

however
I get the messages that both mods are installed.
something like:
"Combat Mod 4.5 now installed"
in the message log

They seem to work fine appart from that missing text.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

alioth81 wrote:I installed both mods as spk
and did not add director files

however
I get the messages that both mods are installed.
something like:
"Combat Mod 4.5 now installed"
in the message log

They seem to work fine appart from that missing text.
What language are you running on X3TC?
alioth81
Posts: 6
Joined: Mon, 28. Feb 11, 23:53

Post by alioth81 »

I am running it on English - over steam


I just checked out the Katana and its information lists compability with one laser that has no name.
So I guess the compability update with the SRM worked but just without text.

If I look at the info page of the "no name" lasers I get question marks only.
paulwheeler
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Post by paulwheeler »

alioth81 wrote:I am running it on English - over steam


I just checked out the Katana and its information lists compability with one laser that has no name.
So I guess the compability update with the SRM worked but just without text.

If I look at the info page of the "no name" lasers I get question marks only.
Please check in your "t" folder in the main X3TC directory for any of the following files:

9950-L044.xml, 9951-L044.xml, 9970-L044.xml.

The only thing I can think of is that you have a conflicting text file from another mod or script.

Also check and see if you can see the names of all the new ships the SRM adds or if they are all readtext errors too.

What other mods and scripts are you running?
alioth81
Posts: 6
Joined: Mon, 28. Feb 11, 23:53

Post by alioth81 »

paulwheeler wrote:
alioth81 wrote:I am running it on English - over steam


I just checked out the Katana and its information lists compability with one laser that has no name.
So I guess the compability update with the SRM worked but just without text.

If I look at the info page of the "no name" lasers I get question marks only.
Please check in your "t" folder in the main X3TC directory for any of the following files:

9950-L044.xml, 9951-L044.xml, 9970-L044.xml.

The only thing I can think of is that you have a conflicting text file from another mod or script.

Also check and see if you can see the names of all the new ships the SRM adds or if they are all readtext errors too.

What other mods and scripts are you running?
None of the files you mentioned are present

I have the following mods installed:
"no civilians" by ulfius
"remove adsigns" and asteroid debris by sniper wolf
"tubless complex mod" by laux
"combat mod 4"
"Ship rebalance mod: continued"
"SRM hull pack low"

all those are installed as spk

in addition
ImprovedRaces R15.22

i reinstalled the cmod and srm packages but the xml files did not appear

I did not specifically check for any new ships but the ones flying around looked and were named in the normal fashion.
But as I just started the terran campaign from scratch I only visited a few sectors so far.

Where should I look for them?
paulwheeler
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Post by paulwheeler »

Check in your "director" folder for two files, srminst.XML and cmod4inst.XML. These are the scripts that load the text files. The text files themselves are embedded in the main mods.

Also, install cycrows cheat scripts and use them to try and spawn a ship that is added by the srm. Is the text for that there?

We need to ascertain if it's all the srm/cmod text that's missing or just these two weapons.



Actually thinking about it, I bet I know what's wrong...

Make sure the cmod was installed after the srm. Use the plugin manager to reinstall it all making sure you add the srm first, then the cmod.

The srm has its own tlasers for people not using the cmod and it will override the cmod if installed after it.
alioth81
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Joined: Mon, 28. Feb 11, 23:53

Post by alioth81 »

paulwheeler wrote:Check in your "director" folder for two files, srminst.XML and cmod4inst.XML. These are the scripts that load the text files. The text files themselves are embedded in the main mods.

Also, install cycrows cheat scripts and use them to try and spawn a ship that is added by the srm. Is the text for that there?

We need to ascertain if it's all the srm/cmod text that's missing or just these two weapons.



Actually thinking about it, I bet I know what's wrong...

Make sure the cmod was installed after the srm. Use the plugin manager to reinstall it all making sure you add the srm first, then the cmod.

The srm has its own tlasers for people not using the cmod and it will override the cmod if installed after it.
Your second thought was right thanks a lot. Reinstalling them in this order fixed it.
Everything has its proper text now :-)
Ronux
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Post by Ronux »

I currently have CMOD3 installed and love it but running to an issue im wondering if this fixes. The increased shield recharge make capturing ships absolutely impossible. I will bring a ships shields down and then try and launch a boarding pod and the shields are already back up in a second. I have tried having a 2nd ship shooting at the target keeping the shields down but i either end up not doing enough damage and their shields recharge or i do hull damage.

Does this newer version reduce shield recharge or is there a way in it to reduce the shield recharge because im getting really tired of this issue.

Thanks
paulwheeler
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Post by paulwheeler »

Currently the cmod4 uses the same shield recharge rates as the cmod3 for the larger shields.

An easy way to get back to vanilla rates is, open the cmod3 or 4 cat/dat in the mod manager and rename or delete the file called "tshields". This will make shields return to their vanilla states.
Last edited by paulwheeler on Sat, 5. Mar 11, 15:10, edited 1 time in total.

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