[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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NSSA99
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Post by NSSA99 »

apricotslice wrote:v1.01 uploaded.

Added Game starts for AMS, Goner and Khaak.
AMS start activates the AP link plot.

NICE!
Mark

Honesty, Integrity and sincerity. Once you can fake these you have it made.
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apricotslice
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Post by apricotslice »

NSSA99 wrote:
apricotslice wrote:v1.01 uploaded.

Added Game starts for AMS, Goner and Khaak.
AMS start activates the AP link plot.
NICE!
The main difference as far as I gather, is that the link plot doesnt get you sent all the war update reports that you get in the full plot.

It is possible to set AMS to the full plot, and its also possible to do 2 AMS starts with 1 doing full and the other doing link. Still pondering that. I'll probably hold off on that decision until I play the link plot myself and see. Or if I get definitive feedback on whats preferred.
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apricotslice
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Post by apricotslice »

Final update for tonight.

v1.02 uploaded.

Added in Factories and Docks.
Added in PHQ. Added in AMS stations and Thankyou Superstores.
Added in Complex Cleaner, LI-Mod, FDN, PM, SSDN.
Added all scripts.

Nothing tested yet. Please break it and let me know how.
NSSA99
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Post by NSSA99 »

apricotslice wrote:Final update for tonight.

v1.02 uploaded.

Added in Factories and Docks.
Added in PHQ. Added in AMS stations and Thankyou Superstores.
Added in Complex Cleaner, LI-Mod, FDN, PM, SSDN.
Added all scripts.
Nothing tested yet. Please break it and let me know how.

Is that all ?????? :?
Mark

Honesty, Integrity and sincerity. Once you can fake these you have it made.
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apricotslice
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Post by apricotslice »

NSSA99 wrote:
apricotslice wrote:Final update for tonight.

v1.02 uploaded.

Added in Factories and Docks.
Added in PHQ. Added in AMS stations and Thankyou Superstores.
Added in Complex Cleaner, LI-Mod, FDN, PM, SSDN.
Added all scripts.
Nothing tested yet. Please break it and let me know how.

Is that all ?????? :?
Damn, I forgot the steak knives. :lol:
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apricotslice
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Post by apricotslice »

As it happens, I really did forget the "steak knives", so if your testing the current version, please be aware another version is on the way with some fixups, and it will need a game restart, as at least 1 oversight was in the run once scripts.

Will upload as soon as I run out of things to fix, or run out of day, whichever comes first.
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apricotslice
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Post by apricotslice »

A new version of 1.02 has been uploaded. The only changes are scripts that needed fixing.
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apricotslice
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Post by apricotslice »

Version 1.03 uploaded.

Added in the Mod loading screen.
Tweaked Docks.
Tweaked scripts.

PHQ works in all ways, including building Apricot guns, blueprints for which are pre-loaded.

Only 1 issue outstanding, but I need scripting help for it.

So at the moment, this would be a beta release, pending notification of any bugs.

Please break it and let me know how.
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apricotslice
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Post by apricotslice »

I've uploaded an additional scripts zip for v1.03.

It seems that Egosoft fixed a TC bug in starts without documenting it, so the work around used in TC is unnecessary in AP, and also has side effects. The relevant scripts have been changed. This zip should overwrite the existing scripts.

I also made a minor change to the main claim script.
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apricotslice
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Post by apricotslice »

AMS Mod v1.04 uploaded.

Fixed an issue with CC models.

Returned most of the setup scripts to active running status instead of run on second load status. Solved some hotkey and command issues.

Added a call to cbeam within apricot.claim. Now the claiming hotkey, claims, strips the ship, beams it aboard your ship if it has docking slots, and then beams the containers dumped by stripping the ship in automatically.

Added scripts to put PHQ and MO in Terran and ATF shipyards.

Modified the Cheat Menu to add blueprints to the HQ for stations and wares.
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apricotslice
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Post by apricotslice »

Known issues list.

1. Too many Wanderers ? Coded for 100, but maybe 50 would be better.
2. Jump to Derelict working ?
3. OOS values on guns not high enough ?

Untested so far.

1. FDN, PM and SSDN

Not completely tested but known to be working.

1. Complex Cleaner
2. Apricot ships, turrets and guns.

Tested and working.

1. NPC Bail.
2. All Apricot scripts except Jump to Derelict.
Gilgamec
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Post by Gilgamec »

Hey, thanks for all the work on this script. Quality stuff as always!
Having a minor annoyance more so than an issue.

On load its telling me that complex cleaner failed to install.
I think it states something about station files not being found or something like that (at work now so dont have the message right in front of me).

Any ideas?
Other than that most everything looks to be working ok, stoked about getting off and playing some AP.
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apricotslice
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Post by apricotslice »

Gilgamec wrote:Hey, thanks for all the work on this script. Quality stuff as always!
Having a minor annoyance more so than an issue.

On load its telling me that complex cleaner failed to install.
I think it states something about station files not being found or something like that (at work now so dont have the message right in front of me).

Any ideas?
Other than that most everything looks to be working ok, stoked about getting off and playing some AP.
If the mod is loaded as a mod, then look for a types folder under addon. If you have one, and it has a tfactories in it, then CC is being overwritten, which is why it wont start.

Likewise, if your loading AMS as a false patch, then any mod you select could also be doing this.

What else are you using besides the mod ?
Gilgamec
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Post by Gilgamec »

Hey that was crazy fast lol.

I did a fresh install last night but loaded up:
-Improved Races
-Cycrow's Cheats
-Salvage Command Software
-MARS
-Apricot Mapping Service
-Capture Station

Pretty sure that is all I have done at the moment, will take another look when I get back. Most everything seemed to run smooth, was just getting my wings back. I just don't like error messages lol.

Edit: I am using it as a mod, rather than as a false patch. Mars is also being applied as a mod.
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apricotslice
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Post by apricotslice »

Ummm, you cant have 2 mods.

A mod is selected from the mods list in the jump off screen. There can only be 1 selected.

A false patch is renamed to a number and placed with the game patches. So in AP, this would be in addon starting at 03.

Mars would normally be used as a false patch, so it should be in addon as 03. I dont know what IR has in it, I've not looked at it.

Look at addon folder. If it has a types folder, check whats in there.

If you mixing up mods and patches, check which order your numbering your false patches.
Gilgamec
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Post by Gilgamec »

Hmm...

By mod I mean I extracted the files directly into the addon folder.
If that is incorrect...forgive my misunderstanding..I have been out of technical speak for a long time lol.

I saved all the addons in a separate folder so I can see what they alter when I get back.

Edit: Bah, I think its coming back to me...I didn't take out the fake patches from the "mods" folder and re-number them as false patches....officially making me a noob. I am pretty sure I need to do that in order for it to work if I am correct?

Or rather, AMS or MARS will work as the MOD but the other will have to be applied as a false patch?
Last edited by Gilgamec on Thu, 15. Mar 12, 02:16, edited 1 time in total.
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apricotslice
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Post by apricotslice »

AMS should be extracted into the TC folder. Everything in the zip is coded to extract to its correct place under TC.

If you extract into addon, then another addon will get added below addon, and everything will be out of place.

But that doesnt sound right, since the scripts are obviously running.

Can you do some screen shots of addon folder and whats in it, so I can see what it looks like ?

Are you extracting out of the mod itself ? As in using modmanager on the cat/dat's ?
Gilgamec
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Post by Gilgamec »

I used Cycrow script manager for everything except MARS and AMS as they were zips. With the zips I just extracted them on my own.

I think I can head back and re-number MARS and it should be fine.

I may have also missed an option at the start menu. I don't recall seeing a select mod option...which makes me feel fairly r*******. Will do more investigation when I get home...yet still the scripts are running just the complex cleaner error appears at this point.

Will post later with more details, fixed/not fixed, and/or an update on my potential cerebral disorder

Edit: Its my first time doing the non-false patch install. I think i discovered that the likely culprit is the fact that I A) was attempting to use 2 mods, B) the scripts were running but the mod portion was not in effect because I did not turn it on. Apologies for the time, thank you for pointing me in the right direction. I think I have gained a little more understanding for it all.
Last edited by Gilgamec on Thu, 15. Mar 12, 02:31, edited 1 time in total.
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apricotslice
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Post by apricotslice »

Ok, that makes more sense. If you didnt select the mod, then the scripts would have run without the hardware.

Then it would depend on the game start you chose. The ego starts would have run normally and you wouldnt have noticed anything until the cc message came in on the 2nd load.

But the AMS starts should have done weird things, since the starting ships would not have existed in the game.
Gilgamec
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Post by Gilgamec »

Yea, I did humble merchant.
Dang, gotta restart now lol.
Meh at least I will have a full working AMS!

Thanks for explaining the rules of all this to me, love the mods you and a lot of the other guys have made...your HQ scrips and the FDN/SSDN mods/scripts are....amazing.

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