[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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apricotslice
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Post by apricotslice »

apricotslice wrote:Added a new MD for AP.

TC Plots Complete for AP

This is a re-worked version of Dillpickles All Plots Complete MD.
All plot ship rewards now appear in Argon Prime.
The Final Fury payout has been increased.

Edit : Dillpickle has pointed out some issues, so consider this a beta version. Use at own risk.
New version uploaded. Same zip file name.

I've addressed Dillpickle's concerns and removed everything but the rewards and the messages concerning them.

Someone please test it, I'm currently unable to.
Dosan
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Post by Dosan »

apricotslice wrote:The zip is designed to unpack into the correct place.

It assumes your unpacking into the main TC folder, that contains the X3TC.exe file.

It creates (if it doesnt exist) a 'director' folder immediately below, and puts the plot file in it.
That's where I put it last night so I guess we'll see... I still have about 140k Teladianium to go so it won't show for a while :wink:

D
Shenzo
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Post by Shenzo »

Will the extended HQ mod work for AP by chance?
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apricotslice
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Post by apricotslice »

Shenzo wrote:Will the extended HQ mod work for AP by chance?
It should.

As far as I can tell, they didnt change the PHQ file at all.

I used an unchanged one in the AP AMS mod, and the only change I did for it was adding in a new station.

Mind you, I havent tested it yet. :)

If you instal it as a false patch, then it needs to be 03 in the addon folder (or the next highest number if you ahve other false patches). Otherwise it should be fine as it is selected as a mod.
Jumee
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Post by Jumee »

apricotslice wrote:
Shenzo wrote:Will the extended HQ mod work for AP by chance?
It should.

As far as I can tell, they didnt change the PHQ file at all.

I used an unchanged one in the AP AMS mod, and the only change I did for it was adding in a new station.

Mind you, I havent tested it yet. :)

If you instal it as a false patch, then it needs to be 03 in the addon folder (or the next highest number if you ahve other false patches). Otherwise it should be fine as it is selected as a mod.
Is it possible (well it probably is) and if yes than how to change the storage place and some other values in PHQ after installing extended HQ? (I really like the weapons and stations reverse-engineering thing but 500 mil storage is a bit too much :) )
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apricotslice
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Post by apricotslice »

hq.xml is easily editable. If you get the modmanager tool, you can extract the mods version, then just edit the space value to whatever you want. Put the result back in the mod using modmanager, or just put the file in addon\types.

I cant see the problem with too much space myself. :)
Jumee
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Post by Jumee »

apricotslice wrote:hq.xml is easily editable. If you get the modmanager tool, you can extract the mods version, then just edit the space value to whatever you want. Put the result back in the mod using modmanager, or just put the file in addon\types.

I cant see the problem with too much space myself. :)
well I also just wanted to experiment with different production speeds costs and etc :), oh and thanks btw
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apricotslice
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Post by apricotslice »

New AP script.

Modified Cheat menu script to include the adding of the blueprints of stations and wares to your PHQ

What I've got it to do is as follows :

Target HQ and select add blueprints option as usual.

Ship list is presented. Select ship or hit esc.
Station list is presented. Select station or hit esc.
Wares list is presented. Select ware or hit esc.

Only 1 selection from each menu, but its a step forward.

Caution with adding wares. Making food out of ore and computer components doesnt make sense. And while it will allow you to make software, a high cost in resources also doesnt make sense.

You will need a modified hq.xml file that includes stations and wares in the production area. The Extended PHQ mod for TC should work, as will the version in the AP AMS mod if you use the mod.
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apricotslice
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Post by apricotslice »

AP version of the PHQ mod has been uploaded to the AP download area.

See notes in post 1.
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Drewgamer
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Post by Drewgamer »

apricotslice wrote:New AP script.

Modified Cheat menu script to include the adding of the blueprints of stations and wares to your PHQ

What I've got it to do is as follows :

Target HQ and select add blueprints option as usual.

Ship list is presented. Select ship or hit esc.
Station list is presented. Select station or hit esc.
Wares list is presented. Select ware or hit esc.

Only 1 selection from each menu, but its a step forward.

Caution with adding wares. Making food out of ore and computer components doesnt make sense. And while it will allow you to make software, a high cost in resources also doesnt make sense.

You will need a modified hq.xml file that includes stations and wares in the production area. The Extended PHQ mod for TC should work, as will the version in the AP AMS mod if you use the mod.
This is awesome news and I thank you much for doing this. Now if only I was able to play X3 at work :P

As a side question, does the PHQ allow RE'ing of things other than ships? I have no issue cheating in blueprints for Stations, but I think it would be pretty cool to be able to RE and produce say, Xenon ships/weapons.

One more thing, I assume your script only covers vanilla assets or will it dynamically account for added content?
Check out my mod Crystal Rarities
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apricotslice
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Post by apricotslice »

Hektos wrote: This is awesome news and I thank you much for doing this. Now if only I was able to play X3 at work :P

As a side question, does the PHQ allow RE'ing of things other than ships? I have no issue cheating in blueprints for Stations, but I think it would be pretty cool to be able to RE and produce say, Xenon ships/weapons.

One more thing, I assume your script only covers vanilla assets or will it dynamically account for added content?
Last question first. It will include anything added to the game. I tested it using the AMS mod, and was adding AMS ships using it. As far as I can see, everything is there, including the EMP ware placeholders, and my ship, factory and dock placeholders.

The blueprints for all the Xenon stuff are available. If you need "realism", then find a Xenon ship with the parts you want and scrap it, and call that a re-engineering of the ship and parts blueprints, then cheat them in. You had to go to the effort of getting the ship and the parts and you dont have it after, so the main aim of realism is accomplished.

I've never tried (that I remember) to add REing to other than ships. Logic suggests that the code for this is building a list from landed ships only. So in theory, adding stations or wares to that section of the spec, wont actually do anything. I'll give it a try sometime and see though.
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apricotslice
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Post by apricotslice »

2 New versions of the TC All Plots Complete MD.

1. Terran version, with all ships appearing in Mars.

2. Hub given to player and TL carrying the PHQ appears in Mars. All else removed.
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Drewgamer
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Post by Drewgamer »

Haven't tried Stations yet, but wares work great. I was able to produce some missiles no issue (even ones added by other mods).

One thing though, is it possible to make it so I can build in blocks bigger than 10 at a time?
Check out my mod Crystal Rarities
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apricotslice
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Post by apricotslice »

Hektos wrote:One thing though, is it possible to make it so I can build in blocks bigger than 10 at a time?
As I remember it, how fast you can bonk the enter key determines how many it will build at one go. I can remember building 200+ drones at once because I was rapid entering them. But other times I'd only get 50.

I'm not aware of any way of selecting in multiples. Or any way of changing something to do this. I doubt it occured to egosoft that anyone would want to.
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Drewgamer
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Post by Drewgamer »

Oh well, I figured as much.

Won't be too big of a deal since I will only use it for making missiles that don't have an in-game factory already.

Thanks for the awesome blueprint script though, it's been helpful :P

Now if only EQ docks worked like NPC ones...
Check out my mod Crystal Rarities
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apricotslice
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Post by apricotslice »

I've found an AP issue for Jump to Derelict.

If the sector it wants to go to is unknown to you, it goes nowhere.

The only work around at the moment is having all sectors revealed in the cheat menu.

I'm looking for an alternative fix. The idea was to allow the ship to jump blind. But apparently ego now thinks this shouldnt happen. Got to be a way around it.
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apricotslice
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Post by apricotslice »

Uploaded a new Salvage Pack for AP v2.5.

Puts all the files in the correct place.
Fixes the Jump to Derelict hotkey.
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apricotslice
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Post by apricotslice »

Jump to Derelict got a rewrite specifically for AP.
The jump count is back, and you probably wont notice the difference, but its a much neater script.

JtD zip and Salvage Pack zip updated and uploaded.
Alexology
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Post by Alexology »

I tried to install this but I am really not sure that it actually installed. I am using the Advanced Plugin Manager and after downloading I proceeded to install it the same way as other '.spk' files.

I installed v.1-60 and the v1.60c updated scripts but only the 1-06c updated is appearing in the installed archives.

So that could be fine but is there a quick way to see if it has installed correctly?
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apricotslice
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Post by apricotslice »

Alexology wrote:I tried to install this but I am really not sure that it actually installed. I am using the Advanced Plugin Manager and after downloading I proceeded to install it the same way as other '.spk' files.

I installed v.1-60 and the v1.60c updated scripts but only the 1-06c updated is appearing in the installed archives.

So that could be fine but is there a quick way to see if it has installed correctly?
If your talking about the AMS Mod, your in the wrong thread.

The mod isnt a plugin manager file. Its a zip. You unzip it into the TC folder. Same with any zip I make, they all unzip into the TC folder and put everything in the correct place.

Dont use plugin manager for anything except a spk.

Btw, theres a new version of the mod up, v1.1. Use that instead.

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