[PATCH]1.1.5 Unofficial Trade patch

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bbeach
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Joined: Tue, 24. Feb 09, 03:47
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[PATCH]1.1.5 Unofficial Trade patch

Post by bbeach »

Here is a quick patch that fixes(ish) trading in 1.1.5.

There is a problem with the detach_from_masstraffic command that can get freighters stuck.

I put in a check for xl l ships and use unpark on them, and undock for the others.

I'm just uploading this as a pck file so that it's simple to remove when a patch fixes the problem. If I did it as a mod then you'd have to edit it out of your save game later which seems needless.


Just drag the aiscripts folder out of the zip file into your root xrebirth folder.


2 versions, both give audio queues when a trade fails.

Version that loops endlessly if there is a problem.
https://dl.dropboxusercontent.com/u/800 ... cripts.zip

Version that will cancel bad trades (like if you tried to trade more than you have)
https://dl.dropboxusercontent.com/u/800 ... cancel.zip

NOTE: Always back up your saves before installing any mod or fix. ALWAYS BACK UP YOUR SAVES!!!

Also, this will most likely need to be removed with the next egosoft patch.
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Jack08
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Post by Jack08 »

Just a warning in advance, this is incompatible with MCE. (The seccond link that is)

However a serious question... You havent patched anything, do PCK files override existing files?
bm01
Posts: 421
Joined: Wed, 22. Jul 09, 22:31
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Post by bm01 »

Doesn't seem to unfreeze already freezed ships.
dez505
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Joined: Wed, 6. Nov 02, 20:31
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Post by dez505 »

Sorry bbeach what they meant to add was Great work on this and many thanks!

Nice work man this is an epic fix that egosoft should have done already.
jeroll3d
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Post by jeroll3d »

Oh, Whait :idea:

First: this is no extension?

Second: this is incompatible with MCE?

:?
Entusiasta da série X3! The best game.
jeroll3d
Posts: 665
Joined: Thu, 26. Jun 08, 02:28
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Post by jeroll3d »

Jack08 wrote:Just a warning in advance, this is incompatible with MCE. (The seccond link that is)

However a serious question... You havent patched anything, do PCK files override existing files?
Is possible new version compatibile with scripts?

Many thanks.
Entusiasta da série X3! The best game.
bbeach
Posts: 100
Joined: Tue, 24. Feb 09, 03:47
x4

Post by bbeach »

Jack08 wrote:Just a warning in advance, this is incompatible with MCE. (The seccond link that is)

However a serious question... You havent patched anything, do PCK files override existing files?
Yes, changing the extension from .xml to .pck and putting it in the same folder structure in the main x rebirth directory will over ride the cab files version with the .pck version.

Oh, woops, I left in the player.default file in the second link. All it does is turn $debugchance to 100 for the trade script :p You can just remove the aiscripts/player.default.pck file and it should work with your MCE mod.
jeroll3d wrote: Is possible new version compatibile with scripts?

Many thanks.
Yes it is possible, but at the rate that egosoft is deploying patches, this file won't be needed long. I've been using it to kickstart saves when I do something like order twice from the same station and end up with a stuck trade order.

Their 1.1.5 patch fixed most of the trading issues, there are a few edge cases now.
bm01 wrote:Doesn't seem to unfreeze already freezed ships.
Try removing your ship from your squad and then re-adding to your squad.

Also do you have the 1.1.5 update through steam?
dez505 wrote:Sorry bbeach what they meant to add was Great work on this and many thanks!

Nice work man this is an epic fix that egosoft should have done already.
The Egosoft devs are infinitely more talented than myself. They have a lot on their plate right now, and I'm just an extra set of eyeballs that noticed an edge case that their 1.1.5 patch uncovered.
bm01
Posts: 421
Joined: Wed, 22. Jul 09, 22:31
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Post by bm01 »

bbeach wrote:Try removing your ship from your squad and then re-adding to your squad.

Also do you have the 1.1.5 update through steam?
Well, they're not mine :p My space if filled with lifeless NPC traders since 1.5 (or 1.1.5?).

I've talked about it there: http://forum.egosoft.com/viewtopic.php?t=352567

And yes, updated by Steam.
bbeach
Posts: 100
Joined: Tue, 24. Feb 09, 03:47
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Post by bbeach »

bm01 wrote:
bbeach wrote:Try removing your ship from your squad and then re-adding to your squad.

Also do you have the 1.1.5 update through steam?
Well, they're not mine :p My space if filled with lifeless NPC traders since 1.5 (or 1.1.5?).

I've talked about it there: http://forum.egosoft.com/viewtopic.php?t=352567

And yes, updated by Steam.
Yeah, this is only for your own traders(in your squad). I tried it out on the AI traders last night and it does get them moving! However they don't follow traffic patterns at all. So you'll be flying around a station looking for deals and a freighter will come flying through the station into you. Or you'll see 10 of them flying all clipping through each other taking the same route.

If anyone knows how to modify that detach masstraffic command, I'd take a look at it, but my understanding is that those tags aren't something we can change at the moment, plus I'm sure egosoft will be fixing the masstraffic thing soon enough.

The changes that I made to the scripts don't fix the detach masstraffic command, they just bypasses it.
taigen
Posts: 32
Joined: Sun, 8. Jul 07, 19:50

Post by taigen »

Is this mod still compatible/necessary/useful with 1.16 or 1.17?

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