[SCR] [X3:TC/AP] [v1.8.9.8] [11/16/2019] MK3 Improvement Reloaded

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

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gnasirator
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Post by gnasirator » Wed, 21. Aug 13, 17:42

with "unhandled exception number 72755143 (or some other number)"
This smells like a corrupt installation maybe caused by steam ...

Maybe I should post a hint on page #1 to use the nosteam .exe.

OR follow a very early suggestion of BullWinkle and change the script name to Galaxy Explorer and rename all the script files so they won't conflict anymore.
But then people will have two Autotraders ingame and I'd have to manage the coexistence .... naaah :roll:

shabitz
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Post by shabitz » Tue, 27. Aug 13, 16:02

After reading back a few pages I think I know what I need to do, install with the .exe. I didn't know it removed unneeded files from vanilla bonus.

I'm going to try that tonight when I get home but this is what I'm experiencing. I manually copied the files from scripts and t folders into the game directory for X3TC. I already had the bonus pack and many other scripts and mods installed. After installing this my UTs and now my CAGs no longer auto repair. I'm wondering if maybe there's some sort of file conflict which caused the auto repair function to stop? The UTs at least mail me and tell me they need assistance, need repair before they can continue. The CAGs however will now just sit in a shipyard on standby and not say anything. They must be sharing some sort of functionality to some extent. I just hope I can get this fixed cause it's annoying.

So far I love this script. Prior to using it I was loosing UT's left and right and the stupid part was I would go check on them they have pirates heading for them, they have jump fuel but refused to escape slow boating for a gate or station. Now they are smart enough to get out of dodge.

shabitz
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Post by shabitz » Wed, 28. Aug 13, 05:30

I'm 95% certain the re-install from .exe has fixed my problem UT's have been attacked several times and yet all are still running. CAGs I haven't had any stop at shipyard yet that I've noticed.

gnasirator
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Post by gnasirator » Fri, 30. Aug 13, 15:24

great! Glad, all is working fine now :)

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Simoom
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Post by Simoom » Tue, 24. Sep 13, 14:17

Hey there gnasirator! Got a quick question here... wondering if anyone on X3AP version 3.0 can double-check...

The improved MK3 was working great before 3.0. I then took a long break from the game, and only recently updated and went back to it to check out the new contents (figured I would at least finish the added story missions before X Rebirth is released). After a while of gameplay, I noticed that my MK3's were accumulating leftover wares in their cargo hold (I manually cleared them several times, but they still build up). The problem isn't as severe as the stock MK3, but it still happens. I don't remember this being an issue back in 2.5.

I tried reinstalling the Improved MK3 - did it by the proper way:
-Cleared out the X3AP script folder. Had Steam re-download all the default scripts.
-Ran the .EXE from the Improved MK3 package.

Is there anything I am doing wrong? Did the 3.0 update affect this script in any way or?

gnasirator
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Post by gnasirator » Tue, 24. Sep 13, 21:01

It should not ... your way of installing seems fine. Maybe try using the no_steam .exe for the game?

Else, please upload a save somewhere with some traders having leftover wares so that I can watch over their shoulders and figure out, why they're not selling their stuff.

Maybe 3.0 DOES affect the script, I might just have to test it ...

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X2-Illuminatus
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Post by X2-Illuminatus » Tue, 24. Sep 13, 21:09

There weren't any changes made to the Mk3 trader scripts in X3AP version 3.0. See also the AP Steam patches Documentation thread for a list of added / changed files.
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Simoom
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Post by Simoom » Wed, 25. Sep 13, 03:42

X2-Illuminatus wrote:There weren't any changes made to the Mk3 trader scripts in X3AP version 3.0. See also the AP Steam patches Documentation thread for a list of added / changed files.
Hmm, so technically I shouldn't have needed to reinstall the script at all right?

This is really strange...

@Gnasirator - Okay, I'll be sure to make a save next time this happens. I haven't played in a while again. :P

Hiper-Boy
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Post by Hiper-Boy » Thu, 26. Sep 13, 21:00

Getting a bit of a problem, I do not know if its because of this script or intended do to the game.
My ships would get to 80% hull and dock, I would receive a message saying that I need to go there and repair it.
I have about 10 ships doing UT in SATA throughout the night, when I came back 9/10 of them stoped doing anything waiting for me to repair them.

If anyone got insight on this please let me know.

gnasirator
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Post by gnasirator » Thu, 26. Sep 13, 23:53

Could be simply a coincidence. You should be happy that the ships are still alive :)

In this script, the behaviour is still intended that damaged ships wait at a shipyard for repairing.

So I'd suggest to upgrade their shields and maybe restrict them as local traders to a safer area.

Hiper-Boy
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Post by Hiper-Boy » Fri, 27. Sep 13, 01:07

gnasirator wrote:Could be simply a coincidence. You should be happy that the ships are still alive :)

In this script, the behaviour is still intended that damaged ships wait at a shipyard for repairing.

So I'd suggest to upgrade their shields and maybe restrict them as local traders to a safer area.

Uuugh I think I was under the impression that the ships would auto repair on there own... My apologies.

gnasirator
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Post by gnasirator » Sat, 28. Sep 13, 01:44

No they don't simply because repairing can be quite expensive and especially in the early game it could be very disturbing if a Mk3 spends the first hard-earned million credits for repairing his ship while the player wanted to use the money otherwise.

Keridos
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Post by Keridos » Thu, 3. Oct 13, 17:43

With newest AP 3.1 XRM 1.30b and a few other scripts (that should not touch trading at all, except Trading Overview (the supported one)) I got an unhandled Exception 623806174 from my only UT after a few minutes.
Is it possible that XRM alters some of the MK3 features?

edit: After restarting the trader everythings seems to run fine, but he does strange things for now: He has some Argnu beef that he is not selling, and he trades 0 items sometimes, meaning, buy 0 then sell 0, altough his cargo still has space. My Sector Traders seem to work fine though.

gnasirator
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Post by gnasirator » Thu, 3. Oct 13, 23:27

That sounds weird. As soon as I'm back home and got some time, I'll do some testing with your setup.

edit: did a vanilla test run with 3.1. So far no problems at all. Will test with XRM later.

Maybe try a clean install? :?

Servile
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Post by Servile » Mon, 14. Oct 13, 23:05

My UT's are messed up, and I understand this script is the cure. AP Vanilla latest version and bonus pack. Basicly they never give me a message when they get attacked. I dont even get a "Your ship is under attack in sector x". They launch drones but dont jump out and just continue normal operations.

Will this script make my game modified? If so, do anyone know wether Egosoft actually takes this bug seriously enough to do something about it, or is the MK3 trader software that comes with vanilla and bonuspack gonna stay bugged?

gnasirator
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Post by gnasirator » Tue, 15. Oct 13, 13:27

phew, actually I haven't used vanilla traders for quite some time now for obvious reasons.

But this script will make your game modified, yes. You don't need to activate the SE, though.

Best way of installing:
Use the supplied .exe and point it to you /addon folder.
Then start X3 using the no_steam exe.

You will notice improved behaviour of you traders afterwards. ;)

I still think this script would make a valuable replacement for the vanilla traders and should be implemented into the game. But the devs are busy with other stuff so I've given up on that. Everybody who needs it can get it from here.

Fraggle Rock
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Post by Fraggle Rock » Sat, 26. Oct 13, 23:43

I've downloaded this script to give it a go :)

I am a tad concerned though. Just started my first sector trader in Ore Belt, then planning to make them a universal trader once they get up to around level 12.

They have got to level 4 and are just on constant standby. Ok I thought, that occasionally happened with vanilla MK3 trader. So I've moved them to Empire's Edge. They are still on standby, and they've been there for around an hour.

Are they waiting for some kind of "improved" software/hardware delivery? Or is my game borked?

PS I am playing TC 3.2

PPS I've gone thru the earlier pages of this thread and found this was an early problem. I really don't want to have to uninstall X3TC on my computer and lose all my accrued game starts to uninstall this script.

Is there some easy way to uninstall this script?

Vayde
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Post by Vayde » Sun, 27. Oct 13, 12:36

Is your freighters cargo bay full or partially filled?

Are there any enemies about?

Are you using the latest version of the script?

The only issue I've had with these scripts in the last year has been traders assigned a home base get stuck at level 6. Work around is wait until they get level 7 then home base them.
Still life in the old dog yet...

gnasirator
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Post by gnasirator » Mon, 28. Oct 13, 09:41

How's your reputation to the paranid people?
If your sector trader can't dock at any station, he can't find trade routes, too.

So I guess there are no profitable trades in ore belt and you don't have docking permission in empire's edge.

Filled cargo bays CAN be a problem, too, if there's no station around to sell the stuff to.

Vayde: Can you please give me a save with a stuck lvl 6 trader? I couldn't reproduce that problem at home.

Vayde
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Post by Vayde » Mon, 28. Oct 13, 10:39

I'll try and find one.

I may have archived the campaign before the work around. If not I'll try and recreate a new version from scratch.
Still life in the old dog yet...

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