[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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Yes. You broke XRM's hq file.bluetorc wrote:Is this something that would cause the issue I am seeing
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You replaced one mod with another; which wipes out the first mod. In this case, the first mod is XRM.bluetorc wrote:Could you explain how that breaks it?
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I still don't understand. Yes, I wiped out one piece of the XRM mod, but the rest of XRM works fine. I guess I don't understand how overwriting something will "break it" and cause issues.
How does it differ if I overwrite a file or open it up and replace it with the same modifications that would have overwritten it?
How does it differ if I overwrite a file or open it up and replace it with the same modifications that would have overwritten it?
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You do not "replace". You "edit".bluetorc wrote:How does it differ if I overwrite a file or open it up and replace it with the same modifications that would have overwritten it?
Big difference.
Your goal is to merge the features from both mods into a single hq.xml file.
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I was looking through XRM thread for more details:
as of v1.19c XRM is "comparable with Apricotslice's AMS blueprints script for building weapons, stations etc. at HQs, as requested by a few users".
Since the only thing that isn't working is this blueprint script which is compatible I'm not sure writing over hq.xml is the issue.
Maybe a stupid question: is the blueprints script included in the PHQ extension v5.3? It sounds like it on pg 1, but I just looked at Apricotslice's homepage and there is a separate download for blueprints as well.
as of v1.19c XRM is "comparable with Apricotslice's AMS blueprints script for building weapons, stations etc. at HQs, as requested by a few users".
Since the only thing that isn't working is this blueprint script which is compatible I'm not sure writing over hq.xml is the issue.
Maybe a stupid question: is the blueprints script included in the PHQ extension v5.3? It sounds like it on pg 1, but I just looked at Apricotslice's homepage and there is a separate download for blueprints as well.
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Forgive the bluntness, but you are just not getting it.bluetorc wrote:I'm not sure writing over hq.xml is the issue.
LOOK AT THE FILES.
Both are modified from vanilla. XRM's hq.xml is *more* modified than Apricot's. If you overwrite it, then you are going to break major features of XRM.
Read the Tools section of Ship Tricks (in my sig). Get a copy of WinMerge and use it to compare vanilla, XRM, and Apricot hq.xml's.
Then this entire conversation will make sense to you.

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You keep coming back to that it can break XRM. Yes, it obliterates any changes to hq.xml that XRM made as well as messes up any XRM changes that connected or use that file.
I haven't been concerned with that: I'm trying to get a blueprint script to work.
How does XRM's hq file being overwritten by AMS hq file affect a script which should be compatible with either of them?
I haven't been concerned with that: I'm trying to get a blueprint script to work.
How does XRM's hq file being overwritten by AMS hq file affect a script which should be compatible with either of them?
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@bluetorc
How many PHQ's do you have in the game ? If you have multiple PHQ's, then the add blueprints command ONLY adds the blueprint on to the LAST PHQ type station created. There is no work around for this. If your deliberately creating multiple PHQ's, you need to plan how and when to add them, so that you add all the blueprints you want on each one, before you create the next one.
Also, any change to hq.xml does not affect any existing PHQ. The file is only accessed for the creation of a PHQ. So the only way to get an existing phq to use a new hq file, is to delete the station, install the hq mod, then drop a new PHQ station.
I've not seen the XRM file, so cant comment on compatibility. But the suggestion to use WinMerge is the correct course of action. You need to look at both files side by side to see what is different, then make a new file that incorporates all of what you want from both. That may or may not be simple, depending on how much difference there is. If you want to email me the XRM file, I'll have a look for you.
According to that statement you quoted from XRM, it would seem that what you want from my file is already included in the XRM file. My file contains a lot of extra stations, so using that one in XRM which presumably has its own stations in the file, will affect functionality in XRM. Likewise, using the XRM file with the AMS mod, would have some major negative effects inside AMS.
How many PHQ's do you have in the game ? If you have multiple PHQ's, then the add blueprints command ONLY adds the blueprint on to the LAST PHQ type station created. There is no work around for this. If your deliberately creating multiple PHQ's, you need to plan how and when to add them, so that you add all the blueprints you want on each one, before you create the next one.
Also, any change to hq.xml does not affect any existing PHQ. The file is only accessed for the creation of a PHQ. So the only way to get an existing phq to use a new hq file, is to delete the station, install the hq mod, then drop a new PHQ station.
I've not seen the XRM file, so cant comment on compatibility. But the suggestion to use WinMerge is the correct course of action. You need to look at both files side by side to see what is different, then make a new file that incorporates all of what you want from both. That may or may not be simple, depending on how much difference there is. If you want to email me the XRM file, I'll have a look for you.
According to that statement you quoted from XRM, it would seem that what you want from my file is already included in the XRM file. My file contains a lot of extra stations, so using that one in XRM which presumably has its own stations in the file, will affect functionality in XRM. Likewise, using the XRM file with the AMS mod, would have some major negative effects inside AMS.
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Just 1. I added it via script to the ship and then dropped it.
It's quite weird: in the past you always had to create a new HQ for any changes to take affect. With the latest version of PHQ Extended it updated the time, wares required to build a ship (even on my currently in queue ship), storage space etc on my existing HQ. (I still deleted it and added a new one)
Oops, it should have been "compatable" not "comparable". My bad.
Could you explain (or give link) to how overwriting a mod can cause both to not work? I understand that XRM may have issues due to being overwritten but don't understand how PHQ Extension can have issues. I tried searching for the topic but didn't come up with anything other than you "should do it this way to avoid conflict. . ."
It's quite weird: in the past you always had to create a new HQ for any changes to take affect. With the latest version of PHQ Extended it updated the time, wares required to build a ship (even on my currently in queue ship), storage space etc on my existing HQ. (I still deleted it and added a new one)
Oops, it should have been "compatable" not "comparable". My bad.
Could you explain (or give link) to how overwriting a mod can cause both to not work? I understand that XRM may have issues due to being overwritten but don't understand how PHQ Extension can have issues. I tried searching for the topic but didn't come up with anything other than you "should do it this way to avoid conflict. . ."
Last edited by bluetorc on Tue, 26. Mar 13, 17:16, edited 1 time in total.
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BTW: the reason I've been trying to figure out something other than comparing the two files is my main form of internet is at work where I can't download/upload; I have to drive 30min to get internet with my laptop to download the program and compare the files.
I'll do that tomorrow and let you know. Is there a particular part of the PQH file that is the blueprint script (how do I identify)?
Thanks again.
I'll do that tomorrow and let you know. Is there a particular part of the PQH file that is the blueprint script (how do I identify)?
Thanks again.
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It depends on what has been done to that file.
In the AMS mod and MM, that file has additional stations added, to give them increased storage space. If you overwrite the file, then those stations suddenly store zero and become useless.
The generic file of mine doesnt have the extra stations, but its changes to production are fairly significant. So if you overwrite it with a file where the production stats are less significantly changed, then the cost of production will rise by whatever the difference is.
As I said, I dont know whats in the XRM version. If you overwrite that one, its possible it will break some new stations that will suddenly have zero storage capacity, because the new file doesnt specify the stations.
Its why a check of the files is essential, to know what the differences are.
If you only have 1 phq, I cant see why the blueprint script doesnt work, unless the script itself has coding issues. Perhaps you should post the script code in a new thread and get help from the scriptors.
In the AMS mod and MM, that file has additional stations added, to give them increased storage space. If you overwrite the file, then those stations suddenly store zero and become useless.
The generic file of mine doesnt have the extra stations, but its changes to production are fairly significant. So if you overwrite it with a file where the production stats are less significantly changed, then the cost of production will rise by whatever the difference is.
As I said, I dont know whats in the XRM version. If you overwrite that one, its possible it will break some new stations that will suddenly have zero storage capacity, because the new file doesnt specify the stations.
Its why a check of the files is essential, to know what the differences are.
If you only have 1 phq, I cant see why the blueprint script doesnt work, unless the script itself has coding issues. Perhaps you should post the script code in a new thread and get help from the scriptors.
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Many mods use PHQ's for some docks and shipyards (including XRM, I believe). So it would be normal to have multiple PHQ's in the game... even if they are called something else.
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Good point.DrBullwinkle wrote:Many mods use PHQ's for some docks and shipyards (including XRM, I believe). So it would be normal to have multiple PHQ's in the game... even if they are called something else.
You may have only 1 PHQ in the game, but you may still have other mod stations which are PHQ type. Eg all the FDN stations are PHQ's, so if you add buy a trading dock, you automatically have a second PHQ type station, and if its the latest one, the blueprints will go there.
Perhaps check all non-vanilla stations to see if your blueprints are showing somewhere you didnt expect them to go.
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Well, overwriting XRM hq.xml wasn't the problem. I downloaded the blueprint script and installed it on top of the XRM + HQ Extension and everything worked (Yes, yes, everything but XRM hq features). Also everything worked on my currently existing HQ without any need for destroying and re-dropping the HQ.
Apparently the blueprint script isn't combined with the HQ extension. I looked through PHQ extension (now that I knew what it looked like) and there isn't any sign of the blueprint script.
@Apricotslice: could you add the script to the HQ extension or make a note on pg1 that the blueprint script must be added separately so others don't run into the problem that I did? Thanks.
Apparently the blueprint script isn't combined with the HQ extension. I looked through PHQ extension (now that I knew what it looked like) and there isn't any sign of the blueprint script.
@Apricotslice: could you add the script to the HQ extension or make a note on pg1 that the blueprint script must be added separately so others don't run into the problem that I did? Thanks.
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I am a bit confused. What script are you talking about ? Full file name if possible.bluetorc wrote:Apparently the blueprint script isn't combined with the HQ extension. I looked through PHQ extension (now that I knew what it looked like) and there isn't any sign of the blueprint script.
@Apricotslice: could you add the script to the HQ extension or make a note on pg1 that the blueprint script must be added separately so others don't run into the problem that I did? Thanks.
The HQ extension is a straight 1 file mini-mod. Always was. The only place I put a blueprints script was in the mods.
The HQ extension in the mod has extra blueprints in it, but the standard version for vanilla does not.
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For adding station/ware blueprints to the HQ: X3AP-Apricot-Cycrow-Blueprints-Cheat.ZIP 10.36 KB Wed, 07 Mar 2012 08:39:01 -0500
For Extended PHQ: X3AP-Apricot-Extended-PHQ-Patch-v5-3.zip 1.18 KB Tue, 02 Oct 2012 01:35:48 -0400
On pg 1 of this thread under Apricot Extended PHQ Patch v4 for TC v3, v5.3 for AP 03 patch: it says "Also builds Factories, Shields, Missiles and Guns if you script on the blueprints." but doesn't say anything about having to download anything other than the PHQ patch to get this functionality.
Also, I asked in the previous page of this thread if the Apricot Extended PHQ v5.3 included the blueprint script or not.
For Extended PHQ: X3AP-Apricot-Extended-PHQ-Patch-v5-3.zip 1.18 KB Tue, 02 Oct 2012 01:35:48 -0400
On pg 1 of this thread under Apricot Extended PHQ Patch v4 for TC v3, v5.3 for AP 03 patch: it says "Also builds Factories, Shields, Missiles and Guns if you script on the blueprints." but doesn't say anything about having to download anything other than the PHQ patch to get this functionality.
Also, I asked in the previous page of this thread if the Apricot Extended PHQ v5.3 included the blueprint script or not.
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This is a modified script from out of the cheat pack. It will only work on the last PHQ type station built.bluetorc wrote:For adding station/ware blueprints to the HQ: X3AP-Apricot-Cycrow-Blueprints-Cheat.ZIP 10.36 KB Wed, 07 Mar 2012 08:39:01 -0500
Adds blueprints for the Tug Laser, Adv Sat and DroneMk2. I dont actually recall doing this, but probably added them when I updated for AP.For Extended PHQ: X3AP-Apricot-Extended-PHQ-Patch-v5-3.zip 1.18 KB Tue, 02 Oct 2012 01:35:48 -0400
The functionality is there. BUT to build anything, you need a blueprint. Getting the blueprints is a completely different thing. The easiest way is using the cheat pack to cheat them in. That sort of goes without saying really. Only ships can be re-engineered, anything else the blueprints have to be scripted in or cheated in. There is no alternative, and the cheat pack is the obvious easiest way of doing it. Shouldnt need to be said, imho.On pg 1 of this thread under Apricot Extended PHQ Patch v4 for TC v3, v5.3 for AP 03 patch: it says "Also builds Factories, Shields, Missiles and Guns if you script on the blueprints." but doesn't say anything about having to download anything other than the PHQ patch to get this functionality.
I answered that somewhere above and said no, it doesnt.Also, I asked in the previous page of this thread if the Apricot Extended PHQ v5.3 included the blueprint script or not.
Its a separate download, which is a modified cheat script for those who dont want to instal the cheat pack and want to just run the script out of the script editor manually.
The PHQ extension goes back to the PHQ implementation in X3R.
Blueprint mucking around was done in TC sometime.
The 2 were never actually developed in tandom so never released as an integrated function.
The cheat script was released solely because it was asked for. I never planned on doing it. My mod blueprint requirements is specifically scripted in the mods.
If your serious about adding blueprints, then get the blueprint script out of my AMS mod, and change what you want it to add. What I do is keep that script up to date with every blueprint I want on a PHQ type station, and I run it after I drop any PHQ station. That way, all such stations have all the blueprints I want. Just means being methodical about adding phq type stations. I dont muck around with the cheat pack, I just script what I want. Anyone serious about using non-ship blueprints, should do the same.
The whole concept of non-ship blueprint construction is non-standard and wasnt really designed by the devs. It just happens that it works. But to use it effectively, you should know what blueprints you want, and write your own script to add them every time a phq type station is added to the game.
Edit : Page 1 amended as suggested.