[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

gastovski
Posts: 152
Joined: Tue, 3. Dec 13, 11:20

Post by gastovski »

Finally did it. I installed plot manager and overwrote existing files then reset now the plot started. Bu i did not install conversation file in "t" folder. I hope other missions don't get screwed because of this :).
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

Glad you found a solution to your immediate problem.

I hope that it did not mess with the linking plot from TC to AP.
Not sure how dilpickle implemented that.
dillpickle
Posts: 1159
Joined: Mon, 3. Nov 08, 14:25
x3tc

Post by dillpickle »

gastovski wrote:As i said i talked with ozias but won't start. I don't know which mod conflicts i completed Terran and Final Fury. Now doing HUB mission but i want to complete all TC missions before AP functions start(war and other stuff).

These mods i'm using atm.

XRM
TC plots in AP+XRM Patch
Salvage Claim Mods(all)
Advanced Fight Scripts
Anarkis
AP Bonus Package
Bounce
Galaxy Explorer
Mk3 Optimization
Drone Mining
DrBullwinkle's list(%90 of them)
LIFE (i removed temporarily but the mission not starting)
OK Traders
LIFE will mess things up, unless the instructions in the readme.txt found in it's 't' folder are followed for merging the conversations file.

If a plot can't find the required conversation when needed by the plot it will break it, and simply uninstalling the mod with the wrong conversations folder won't fix it.

The Plot manager also relies heavily on conversations, so will not work with an incorrect conversations file.
BankruptAssasin
Posts: 496
Joined: Thu, 4. Mar 10, 17:54
xr

Post by BankruptAssasin »

Hi, I have downloaded this and installed but nothing seems to have happened, the sectors are still named as they would be in AP, i only downloaded the TC Plots for AP and not the Plot Manager or immersive environments etc do i need these for this to work?

Do I need to turn the War off and if so how do i accomplish this?

Thanks All
X3TC - Awesome
AP - Just started playing - Looks impressive
don't play Reunion - Too old
Rebirth - we all know the problems here

We're All dying from the moment we are Born.
dillpickle
Posts: 1159
Joined: Mon, 3. Nov 08, 14:25
x3tc

Post by dillpickle »

BankruptAssasin wrote:Hi, I have downloaded this and installed but nothing seems to have happened, the sectors are still named as they would be in AP, i only downloaded the TC Plots for AP and not the Plot Manager or immersive environments etc do i need these for this to work?

Do I need to turn the War off and if so how do i accomplish this?

Thanks All
Albion Prelude uses the same universe as X3TC - just with a few additional sectors, so the names will be the same.

Plot Manager is included, but optional whether it is activated in game.

Immersive Environments is an optional mod which changes the sector backgrounds etc... see the IEX - AP/TC Sector Visual Enhancement - IEX 1.5a thread for further details.

The war being turned off is handled automatically.
BankruptAssasin
Posts: 496
Joined: Thu, 4. Mar 10, 17:54
xr

Post by BankruptAssasin »

Cheers, got it sorted. How would i turn the war bk on?
X3TC - Awesome
AP - Just started playing - Looks impressive
don't play Reunion - Too old
Rebirth - we all know the problems here

We're All dying from the moment we are Born.
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

When you start with mod,there is no war.
A script turns on the war when TC section finishes.

A plot then enables you to switch it off,if you wish,or leave it on.

if you choose not to do that part of the plot until later,the war will continue until you either decide you want the war to continue ,or you do the part that disables the war.

Once done ,I do not think you can start the war again, except by further scripting or modding.

At least,this is how I understand it.
BankruptAssasin
Posts: 496
Joined: Thu, 4. Mar 10, 17:54
xr

Post by BankruptAssasin »

Thanks :D
X3TC - Awesome
AP - Just started playing - Looks impressive
don't play Reunion - Too old
Rebirth - we all know the problems here

We're All dying from the moment we are Born.
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

dillpickle wrote:LIFE will mess things up, unless the instructions in the readme.txt found in it's 't' folder are followed for merging the conversations file.
Wait.. TC plots does NOT contain any files for the t-folder.

So I'm supposed to extract the conversations file from the CAT/DAT 1st? That's a fairly big gotcha. I think life should mention this as a special case.
dillpickle
Posts: 1159
Joined: Mon, 3. Nov 08, 14:25
x3tc

Post by dillpickle »

Barleyman wrote:
dillpickle wrote:LIFE will mess things up, unless the instructions in the readme.txt found in it's 't' folder are followed for merging the conversations file.
Wait.. TC plots does NOT contain any files for the t-folder.

So I'm supposed to extract the conversations file from the CAT/DAT 1st? That's a fairly big gotcha. I think life should mention this as a special case.
TC plots for AP does contain a t folder - it's in the CAT/DAT.
TC plots for AP Original Post wrote:Modifications:
director / various... :roll:

t / 7360-L044.xml
t / 8340-L044.xml
t / conversations.xml
LIFE Original Post wrote:I've appended LIFE specific mission conversations to t/conversations.xml, this will probably cause issues with any mod that also modifies this file, but it is trivial to cut the LIFE specific sections out and paste them into the modified one on a per mod basis.
In future releases of LIFE, Shush is going to include the conversations from this mod so no merging should be necessary for compatibility.
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

dillpickle wrote:In future releases of LIFE, Shush is going to include the conversations from this mod so no merging should be necessary for compatibility.
That's the easiest for users of course, assuming no funkyness occurs for people who do NOT have AP plots running.

In any case, I already patched my conversation file, embedded file is just easier to miss.. And it'd be nice if Xmod actually told you it's about to overwrite something.
Spaceman8472
Posts: 1
Joined: Sat, 1. Nov 08, 22:39
x3tc

Post by Spaceman8472 »

Hi, I'm using your mod and playing though the corporation missions.

A lot of the time the assassinations give targets the have no race prefix while also having a space before the name.

Is there any to fix this?
Boooster
Posts: 15
Joined: Sat, 20. Feb 10, 16:01

Post by Boooster »

I played X3TC years ago and am just starting up again, this time with AP. I am using your mod but was hoping to clear a few things up.

1. Can I play TC plots at the same time as AP plots? Or is finishing TC plots a pre-requisite? I haven't looked into AP plots at all, but wouldn't the timeline conflict between TC Terran plot and AP plots?

2. Upon starting the AP plots, does the war turn back on? Can I set it to be on?

3, Is there anything I need to watch out for? I saw in the main page I need to choose between AP PHQ or Loose Ends - am I given warning before choosing?

Thanks!
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

!. generally no.
The mod is supposed to synchronize the two sets of plots,so that you finish Tc main plots BEFORE starting the AP ones.
The is a link script to do that within the mod.

2.In TC the war is off.
The link script mentioned above will set the war-zones when the AP part of the game is ready

3.
This is part of the link script.
You will get a message from both the Terran and the Commonwealth (principally Argon) to contact them if you wish to assist. Once you have contacted one or the other, the choice is made for the rest of the game.

I have simplified the answer.
Dilpickle will say where I am wrong ,in the mechanics of the game, if he feels I should be corrected.

But generally you play TC in the AP environment,less the war.
Then you play AP plots with the war.
One of the AP plots enable you to end the war again ,if you so wish.
Once the war is ended,you will not get it back.


However, You can , unless Dilpickle has "fixed" it in this last version, switch around a bit and have interesting results, as shown in my earlier posts in this thread.

Hope this answers your questions.
biohazard15
Posts: 193
Joined: Tue, 1. May 07, 20:40
x3tc

Post by biohazard15 »

Boooster wrote:I played X3TC years ago and am just starting up again, this time with AP. I am using your mod but was hoping to clear a few things up.

1. Can I play TC plots at the same time as AP plots? Or is finishing TC plots a pre-requisite? I haven't looked into AP plots at all, but wouldn't the timeline conflict between TC Terran plot and AP plots?

2. Upon starting the AP plots, does the war turn back on? Can I set it to be on?

3, Is there anything I need to watch out for? I saw in the main page I need to choose between AP PHQ or Loose Ends - am I given warning before choosing?

Thanks!
1. Finishing most of TC plots are pre-requisite to AP war plots. You'll need to finish all of them (ATF Outpost included), except A New Home, Treasure Hunt and final leg of the Hub plot (Microchips).
To unlock Corporations Trouble plot, you'll need to finish A New Home.
Note that you can finish Corporation Troubles long before war.

2. The war in TCAP isn't the same as in vanilla AP - there is no Argon and Terran ships spawning in war sectors and attacking each other. To participate in it, you'll need to seek special War Coordinator NPC in war sectors, who will give you war-themed mission (generic, but with war-themed briefing, and enemies will be Argon or Terran, depending on which side you're on)

3. You'll need to choose your side in war:
- if you choose Argon, you'll get Argon and AP PHQ plots.
- if you choose Terran, you'll get Loose Ends plot, also the Hub will become hostile until you finish Loose Ends (This doesn't affect your progress on the Hub plot)
- after you choose your side, you'll get -5 rep with your "enemy" (Argon or Terran).
Boooster
Posts: 15
Joined: Sat, 20. Feb 10, 16:01

Post by Boooster »

Thanks for this!

Am currently running through my second play through (after realizing I didn't install the AP plots because I didn't RFM) and am having a blast with the Poisoned Paranid. 2 days left and am well on my way to making the 25m. Been using my Teladi Kestrel almost exclusively, but have also switch to a Kha'ak fighter I found (with 3 betas!).

Anyway, I have started the HUB plot and the Goner plot but have a question

Both need me to deliver a lot of cargo; Goner plot I don't mind, but I recall the Hub plot being insane. I thought I read somewhere that this mod reduces the requirements to more manageable levels - since I am tasked with providing 500 computer chips for the first phase, can I edit anything to reduce the requirement for future transactions? I remember getting the microchips to be *annoying*. Is this something I can edit somewhere?
User avatar
TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

If you enable Plot Manager, you will get the options to have reduced requirements for the Hub Plot.
You will also have the opportunity to pay for the plot to be completed...or even have it completed for you with no charge.

To activate, just rename yourself as PlotManager
NOTE the Cap. P/M.

If you wish to do the plot, then get your Hub to allow npc traders.
Set your prices higher than average.
Have a few MK3 traders homebased to the hub.(This puts in funds for purchasing resources for the Hub).
don't forget to give the Hub an initial working funds.
Maybe even get a few CAGs working for the Hub.
All you will have to do yourself is get the Nividium, but even most of that task can be automated.( see my TC story Tutorial in the Creative forum)
biohazard15
Posts: 193
Joined: Tue, 1. May 07, 20:40
x3tc

Post by biohazard15 »

Boooster wrote:Both need me to deliver a lot of cargo; Goner plot I don't mind, but I recall the Hub plot being insane. I thought I read somewhere that this mod reduces the requirements to more manageable levels - since I am tasked with providing 500 computer chips for the first phase, can I edit anything to reduce the requirement for future transactions? I remember getting the microchips to be *annoying*. Is this something I can edit somewhere?
Goner Plot is actually pretty easy to complete - all resources can be found in Elysium of Light's neighborhood.

For the Hub plot, there is one more option to get required wares:
- Bring at least one unit of ware to the Hub (to add it to the warelist)
- Complete Boron "Fight" mission (Station Defence, Patrol, Xenon Invasion, Assasination). "Boron" means that questgiver must be Boron.
- You'll get a message from boron - he'll offer you an equal amount of wares instead of credits (and detailed instructions on how to get them).
PDouma39
Posts: 247
Joined: Thu, 26. Aug 10, 04:15
xr

Post by PDouma39 »

On page 27 Fri 29 nov '13 I wrote I had some problems with left over heavy load transporters.
Well at the time I just manually destroyed those ships in the x-universe.
But after a few months I started a new game and well, there's still the issue with these 'left overs' heavy load transporters.
In the vanilla game they go their own way, when using this mod, after a while when their mission had faded out, so to speak, they just fly and stay around in the same sector for ever, unless they get destroyed by enemies or me. So my question: is there a sollution for this?
Other than me just deleting manually all those just flying around ships in my game.
Awareness in life is rewarded by many
Boooster
Posts: 15
Joined: Sat, 20. Feb 10, 16:01

Post by Boooster »

Quick question: I've noticed a few issues with this mod and woudl appreciate some help:
1. I completed the first Terran mission and side-tracked doing other things before taking the second one. Somehow I lost rep with the Terrans (to -1) and now it seems the plot is broken; it send's me to Heretic's End but there is no objective and nobody to talk to. Also some of the Argon/Terran shi[s fighting there are invulnerable (not a big deal to me). I tried loading the PlotManager but I got something along the lines of "=Text not found" at the bottom of my screen. I tried to go to one of the sectors where Terran representatives are and the game crashed

2. I notice for the attack a convoy missions, I also get the =text not found in the mission description (I only discovered what these missions were when I took one for the hell of it).

3. There are no Kha'ak in my game anywhere (aside from kha'ak sectors or part of the OFF plot). I am also running a mod that is supposed to add them back in KhaaksinUFJD.spk - could this be a conflict?

#1 for me is the critical one, I am doing so well with my Poisoned Paranid start that I'd hate to start over. I am using AP 3.1 and the latest version of this mod.

EDIT: Read through this thread; I'll try loading a game where I am docked at a station and check if I can use the comm to reset the plot there. Will check later tonight

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”