[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1
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Are the requirements for A New Home just being 2-6 sectors from Danna's Chance, Terran (not Aldrin or anything else) and Goner plot complete? I can't seem to get it to start, despite leaving seta on for ~8 hours in Hatikvah's Faith.
I'm using this mod, the ships version of the X-Tra Ships pack, Numeric Race Ranks, Sector Take-Over, some of the bonus pack scripts, and Terran Marines and Operating Base from here.
http://forum.egosoft.de/viewtopic.php?t ... sc&start=0
If I start the Interactive plot manager it says the plot is eligible to start, but will only give me the regular options (pay, wait, cheat, or play.)
Is there another requirement I'm forgetting, or a way to jump start the plot? I'm up for restarting or waiting to install conflicting mods until the after the plot is over, but don't want to keep restarting over and over to try to get this working.
Edit: If I complete the plot using the Interactive Plot Manager it works correctly (ish.) It connects the Unknown Sector 2 jumps from Legend's Home, but renames the Unknown Sector to the left of Cathedral of Xaar.
I'm using this mod, the ships version of the X-Tra Ships pack, Numeric Race Ranks, Sector Take-Over, some of the bonus pack scripts, and Terran Marines and Operating Base from here.
http://forum.egosoft.de/viewtopic.php?t ... sc&start=0
If I start the Interactive plot manager it says the plot is eligible to start, but will only give me the regular options (pay, wait, cheat, or play.)
Is there another requirement I'm forgetting, or a way to jump start the plot? I'm up for restarting or waiting to install conflicting mods until the after the plot is over, but don't want to keep restarting over and over to try to get this working.
Edit: If I complete the plot using the Interactive Plot Manager it works correctly (ish.) It connects the Unknown Sector 2 jumps from Legend's Home, but renames the Unknown Sector to the left of Cathedral of Xaar.
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You must get that a lot, but how do one get to Family Zyarth sector ? All the gates leading to this sector are shutdown
Here's what my map looks like :
http://cloud-2.steampowered.com/ugc/598 ... 5FFB01DD9/
IIRC it should be east to Zyarth's dominion, but the gate here is shutdown, the gate south of Ocean of Fantasy is shutdown too and there's no gate east of Family Njy
edit: oh i understand what is happening, i messed up the install order of IEX package
The instructions in OP should be updated ...
Here's what my map looks like :
http://cloud-2.steampowered.com/ugc/598 ... 5FFB01DD9/
IIRC it should be east to Zyarth's dominion, but the gate here is shutdown, the gate south of Ocean of Fantasy is shutdown too and there's no gate east of Family Njy
edit: oh i understand what is happening, i messed up the install order of IEX package

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Yeah well i can't seem to make it work with IEX, using the cheat engine to reveal all sector, even with placing the files in this order :
04 = IE.1.1
05 = IEX 1.5a
06 = TCAP for AP 3.0
07 = TCAP for IEX 1.5a
The map is wrong in the Zhyarth area (this time the sector Zhyart Stand and Twin skies were not connected to anything, and some other sectors were also left alone without connections.
04 = IE.1.1
05 = IEX 1.5a
06 = TCAP for AP 3.0
07 = TCAP for IEX 1.5a
The map is wrong in the Zhyarth area (this time the sector Zhyart Stand and Twin skies were not connected to anything, and some other sectors were also left alone without connections.
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What mods/files would conflict with the A New Home Plot starting? I've played through a few other plots without issue, and haven't noticed anything quirky in-game besides the things already reported.
If anyone has any help I'm all ears, since I'm stuck in game and would like to figure this out before playing any more.
If anyone has any help I'm all ears, since I'm stuck in game and would like to figure this out before playing any more.
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So, I'm looking at making a version of this mod compatible with XRM. Probably a good amount of work, but still - looks interesting enough for me to try. I'm cross-posting the following portion from the XRM thread; I'd like any input either of you have regarding what may or may not be required.
Here's what I think would need to be altered; let me know if you see anything else that might need doing:
Sectors that must be changed:
Earth
Elysium of Light (remove completed Goner Temple)
Aldrin and Terran Unknown Sectors (reset to prior-to-Aldrin plot)
Family Zyarth/Circle of Deceit (rename and add gate to Dominion back)
Change Terran sector jumpgates to TOAs (Jump Beacons replace the need for them being gates anyways)
Other Required Changes:
Remove XRM war (use stop war script or similar)
Add back in normal war, which starts off in 'disabled' state
- May be able to just use Dillpickle's normal AP->TC mod for this
- Alternatively, make Argon plot compatible with XRM war and make XRM war start up at appropriate time (after TC plots) and end at appropriate time (after AP 3.0 plot)
- Something that must be tested!
Examine potential conflicts/changes to Corporation/Treasure Hunt plots
Alter locations in mission director scripts: A New Home sector; extra player sectors introduced in Dillpickle's mod; Mu Epsilon (unknown sector in Terran plot); Eta Psi (unknown sector in Khaak plot)
Alter the naming choices for the ANH and Breaking Grounds plots so there is no overlap between them and XRM
The galaxy .bod file may need to be altered to take into account the New Home/extra player sectors. I'm not sure how it handles the creation of a sector that it has no data for; I'd assume not well.
Lots of play testing would, of course, be required.
The big job looks to me like getting the war working properly, and not necessarily altering the plots to make them work with the TC plots.
---
While doing this, I'll also look into the two reported bugs I've seen - the duplication of Terran stations at the end of the AP 3.0 plot (should be as simple as removing everything from the NOWAR map file and placing it into the primary file) and the A New Home plot not completing properly/having the right gates. The Zyarth-sector bugs don't seem to be from this mod, but instead IEX, so I'll not bother with that.
Here's what I think would need to be altered; let me know if you see anything else that might need doing:
Sectors that must be changed:
Earth
Elysium of Light (remove completed Goner Temple)
Aldrin and Terran Unknown Sectors (reset to prior-to-Aldrin plot)
Family Zyarth/Circle of Deceit (rename and add gate to Dominion back)
Change Terran sector jumpgates to TOAs (Jump Beacons replace the need for them being gates anyways)
Other Required Changes:
Remove XRM war (use stop war script or similar)
Add back in normal war, which starts off in 'disabled' state
- May be able to just use Dillpickle's normal AP->TC mod for this
- Alternatively, make Argon plot compatible with XRM war and make XRM war start up at appropriate time (after TC plots) and end at appropriate time (after AP 3.0 plot)
- Something that must be tested!
Examine potential conflicts/changes to Corporation/Treasure Hunt plots
Alter locations in mission director scripts: A New Home sector; extra player sectors introduced in Dillpickle's mod; Mu Epsilon (unknown sector in Terran plot); Eta Psi (unknown sector in Khaak plot)
Alter the naming choices for the ANH and Breaking Grounds plots so there is no overlap between them and XRM
The galaxy .bod file may need to be altered to take into account the New Home/extra player sectors. I'm not sure how it handles the creation of a sector that it has no data for; I'd assume not well.
Lots of play testing would, of course, be required.
The big job looks to me like getting the war working properly, and not necessarily altering the plots to make them work with the TC plots.
---
While doing this, I'll also look into the two reported bugs I've seen - the duplication of Terran stations at the end of the AP 3.0 plot (should be as simple as removing everything from the NOWAR map file and placing it into the primary file) and the A New Home plot not completing properly/having the right gates. The Zyarth-sector bugs don't seem to be from this mod, but instead IEX, so I'll not bother with that.
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Just thought I'd pop back in and say that I fixed the problem myself. I started with a fresh AP install and added back all of the mods I was previously using, triple checking for any conflicts.
Oddly enough, I didn't find any, but I did realize that I made an idiotic mistake, although I'm not sure if it was the source of my problem. I didn't realize that this mod install included a version of the Plot Manager mod, and installed the download from the linked thread. I read it as suggested add ons, no included add ons.
I'm not sure if I had the cat/dat pairs in the wrong order, the TC Plot Manager was the problem, or some rogue file that made everything wonky, but if I use the plot manager to complete the Terran and Goner plots, A New Home starts properly this time. If I complete them legitimately and I still have problems I'll report back and cry some more, but all looks well besides the other common issues noted around: duplicate stations and A New Home finale gates.
This would be really great if you got it up and running. I played XRM for TC a long while ago and really enjoyed it. I didn't use it for this reinstall because I wanted to play the TC plots again (with the AP ui and other upgrades) so didn't bother with it, but it would definitely be a welcome and appreciated upgrade to the XRM AP experience.
Oddly enough, I didn't find any, but I did realize that I made an idiotic mistake, although I'm not sure if it was the source of my problem. I didn't realize that this mod install included a version of the Plot Manager mod, and installed the download from the linked thread. I read it as suggested add ons, no included add ons.

I'm not sure if I had the cat/dat pairs in the wrong order, the TC Plot Manager was the problem, or some rogue file that made everything wonky, but if I use the plot manager to complete the Terran and Goner plots, A New Home starts properly this time. If I complete them legitimately and I still have problems I'll report back and cry some more, but all looks well besides the other common issues noted around: duplicate stations and A New Home finale gates.
MutantDwarf wrote:So, I'm looking at making a version of this mod compatible with XRM.
This would be really great if you got it up and running. I played XRM for TC a long while ago and really enjoyed it. I didn't use it for this reinstall because I wanted to play the TC plots again (with the AP ui and other upgrades) so didn't bother with it, but it would definitely be a welcome and appreciated upgrade to the XRM AP experience.
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As I seem to be getting a few questions aboput this mod, I have restarted a fresh run,with my current collection of mods.
Don't expect to much feed back yet,as I am busy with other projects,and will be away the last two weeks of October.
But when I get back, I will get into this mod and find the weak spots and any work arounds I know of.
So stay tuned.
I loved my first run with this mod and it opened up a lot of little tricks , which I cited early in this thread.
So I have started again with these updates.
bfn
Don't expect to much feed back yet,as I am busy with other projects,and will be away the last two weeks of October.
But when I get back, I will get into this mod and find the weak spots and any work arounds I know of.
So stay tuned.
I loved my first run with this mod and it opened up a lot of little tricks , which I cited early in this thread.
So I have started again with these updates.
bfn
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So, we've got AP 3.1 (at last
).
Judging by changelog, TCAP is completely compatible with it (you just need to rename your cats&dats to allow new 04.cat), but you wont get any fixed MD scripts (all AP scripts have their own TCAP versions).
Question is, when (if at all) will 3.1 fixes be incorporated to this mod?

Judging by changelog, TCAP is completely compatible with it (you just need to rename your cats&dats to allow new 04.cat), but you wont get any fixed MD scripts (all AP scripts have their own TCAP versions).
Question is, when (if at all) will 3.1 fixes be incorporated to this mod?
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Neither the parameter TitleID nor the single time it is called are present in the vanilla 0.8 generic battle ships.xml. Removing them fixed the titles for now.biohazard15 wrote:TextIDNotFound title on Xenon Invasion briefing happens with my game, too. But it's only briefing title, the briefing text itself is OK, and mission are working flawlessly.
I guess there's some problem with MD file or text file (typo, maybe?)
Fortunately, it is only related to lines 30; 160-164 and 166-168; and 222.
Does anyone know how to get Destroy Convoy mission briefings to include target race? It uses different text IDs than vanilla/Enhanced Briefings and just patching Enhanced Briefings' solution to 7360-L044.xml doesn't begin to work.
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Private Sector Extra Gates
I was wondering if there was any purpose to the extra gate in the private sectors (TC 'A New Home' Sector, and the AP 'Breaking Grounds' Sector.) I was kinda hoping that after finishing both, they'd link up with each other, but so far nothing has happened. Anyway, if they're useless, would somebody let me know so I can delete them with Cycrow's cheat menu.
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They'll activate after you've finished both ANH and BG, in following order:vindr20 wrote:I was wondering if there was any purpose to the extra gate in the private sectors (TC 'A New Home' Sector, and the AP 'Breaking Grounds' Sector.) I was kinda hoping that after finishing both, they'd link up with each other, but so far nothing has happened. Anyway, if they're useless, would somebody let me know so I can delete them with Cycrow's cheat menu.
1 - west gate in BG sector (to a new sector west of BG)
2 - north gate in ANH sector (to a new sector north of ANH, it also links with extra sector #1).
3 - north gate in extra sector #1
There is random timer between activation (2-4 hours).
Note that script actually removes inactive gates and places active, so you shouldn't remove them manually.
Also note that sometimes it removes north gate instead of west in extra sector #1 when it connects #1 to #2, means that you'll have to be EXTRA careful when flying through it in person. Don't worry, it'll be removed when #3 kicks in.
If you finished ANH, but you didn't get the "Congratulations" video (and you still have "Find Gates" in your missions) - this script won't activate. Look here for possible solution.
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A couple questions there:They'll activate after you've finished both ANH and BG, in following order:
1 - west gate in BG sector (to a new sector west of BG)
2 - north gate in ANH sector (to a new sector north of ANH, it also links with extra sector #1).
3 - north gate in extra sector #1
There is random timer between activation (2-4 hours).
1. There's a new sector (apart from the ones gained by the plot normally)?
2. When would this happen as far as timing goes, because I've waited a bit and nothing has happened. EDIT: Just say the random timer, 2-4 Hours part. I'll see what happens with that.
I don't remember getting a congratulations video (Seriously, I just don't remember...) but I completed it through the plot manager to avoid the problem with that message.
Assuming something happened, and the script failed to operate, would it be possible for me to use the script manager to activate it?