[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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apricotslice
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Post by apricotslice »

Thats normal, as vanilla X3 wont allow you to claim something M6 or bigger.

You need one of the claim scripts to get past this. There are several versions out now, mine is probably the least balanced of them :)
Snus
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Post by Snus »

Hi!

First i will say thanks to apricotslice for his good and very helpful mod(s) :)

I have a thread in the spoiler forum about the ship recycle option you get from the PHQ, the problem for me is that i dont seem to have that option..

So i guessed it might have to do with any of the scripts/mods im using, and the only PHQ related mod im using is the extended storage space mod, and i also used the very easy hub plot mod :)

So i wondered if anyone else using these mods might be in the same situation ? or can confirm if this issue has nothing to do with the mods.

Thank you very much

/snus
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apricotslice
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Post by apricotslice »

I dont think its to do with the mods.

The only circumstance I'm aware of where the PHQ doesnt function properly is if you script it in using a cheat script, where its not fully turned on.

In R, you couldnt do it. You had to script the kit into a TL and drop it, in order that it work correctly.

In TC, I'm told it works, but I think they added an extra scripting command to turn docks on fully, that wasnt there in R. If you dont turn it on after creating it, it wont do any of the functionality.

Otherwise, I havent heard any issues.
Snus
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Post by Snus »

Thanks for the quick reply.
I got the PHQ from doing the hub plot (with the very easy hub plot mod)
Havent used any cheat scripts other then that, but atleast now i know my recycle problem has nothing to do with the mods/scrips.
I have all other options active in my PHQ except for the recycle thingy.

Thanks again :)

/snus
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apricotslice
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Post by apricotslice »

Then it could be a script issue, just not one of mine.

Are you using one that changes the nature of the RE process ? :D
Snus
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Post by Snus »

apricotslice wrote:Then it could be a script issue, just not one of mine.

Are you using one that changes the nature of the RE process ? :D
No i dont.

These are all scrips/mods im using:

Station Financial manager
Complex cleaner
Grax remove rocks (one time use)
Super tractor beam
Bulk beam upgrade
Jump to me script
Extended PHQ storage + very easy hub plot

And thats about it :)

All are installed by instructions from creator.
And im playing the latest 2.0a patch.

I have searched all forums (x3TC) and not found one post regarding the problem i have :D Guess im one in a million :lol:

/snus

PS I have a thread "PHQ question" in x3TC spoiler forum about the recycle issue
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apricotslice
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Post by apricotslice »

No idea then, sorry.
Painman
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Post by Painman »

Hi apricotslice,

Thanks for the scripts :) I'll be using the "hard" Hub requirements MD file in my game.

One thing, though... these MD files contain the "Bulletproof Billy" bug, aka the indestructible Enhanced Dolphin. Not your fault, sir; entirely Egosoft's.

I'm quite a scripting noob, but not completely helpless :) the problem is that the MD file contains:

Code: Select all

<set_invincible object="L2M007.MaShip" invincible="1"></set_invincible>
But there's no corresponding reset of the flag @ the point where Mahi Ma ejects from the Dolphin.

I threw one in @ the point where Mahi Ma ejects, and that does indeed make the Dolphin killable... the question for you (if you happen to know the answer) is whether that's all there is to it, or is there further tinkering I should do in there in order to avoid unintended consequences.

I tried to have a look at 2.0's MD file, but the X3 editor is confounding me a bit (like I said, noob). :oops:

Thanks.
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apricotslice
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Post by apricotslice »

I'll be surprised if they didnt fix that in v2, so if you use an xml editor, it should be findable fairly easily.

I'll put that on my list of things to do.
Painman
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Post by Painman »

Yup, it's undocumented, but they did fix it in 2.0. I wanted to extract the 2.0 MD .xml to compare it to the 1.4, but my X3 Editor-Fu is very weak... having some trouble seeing the contents of the .pck files contained within the cat/dats.

EDIT: Nevermind, I was using the wrong tool anyway. I extracted the 2.0 version of 2.007 HUB Plot.xml out of 07.cat with X3MM. Having a look at it now.
Painman
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Post by Painman »

Yep. I'm double posting, but I mean to get your attention.

You may have no choice but to update this mod to something based upon the newer 2.007 MD file from 07.cat. The older MD file that this mod is based upon may be breaking the new Aldrin missions. See here:

Thread

I've already created my own custom MD file based upon what I found in 2.0's 07.cat/dat; its modded for the "hard" mission requirements (and contains Ego's own Bulletproof Billy fix), but it's easy enough to convert it however you like of course. LMK if you want it. I've tested it as far as completing Hub/spawning the PHQ plot and it seems to be OK.

I'll test it vs. the Aldrin missions spawn, but not right now. I need to go to bed.
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apricotslice
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Post by apricotslice »

Ok, thanks for the heads up.

Since Aldrin is a no go on my computer, doing the new missions isnt going to happen until I get a better computer.

I'll have a look at the new files over the weekend.
hoax1210au
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Xml

Post by hoax1210au »

Apricot or anyone that can help

I've downloaded the Apricot (Very Easy Hub Plot) XML file
and made a folder director in the X3TC directory then placed this XML file inside the folder.

I would like to know is this all you have to do for this cheat to work?

Appreciate some help
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apricotslice
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Post by apricotslice »

Thats all.

But be advised that v2a has made changes to that file, so if your running v2a then it might pay to wait until I get an updated version out.

Its on my list of things to do fairly soon.

From what I hear, the hub plot has something added in relation to the new Aldrin Plot. I havent confirmed that yet.
hoax1210au
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Post by hoax1210au »

Thanks Apricot

and thanks for all your hard work your a good man
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apricotslice
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Post by apricotslice »

Update on the HUB plot....

I'm not convinced that whats being said about the Hub plot effecting the Aldrin plot is actually accurate.

There is a change in the HUB plot to correct the invincible dolphin bug, but as far as I can see, nothing else was changed. The Aldrin plot appears to me to be using the Hub cues as written originally.

As such, unless people really dont want the invincible dolphin, I'm not feeling a great need to modify the new Hub plot file and update.

Perhaps anyone who has used the modified hub plots, can advise if the Aldrin plot has come active or not for them ?

Update of the update (thanks Carlos) :

I stand corrected and it appears as if there is a flag set in the v2 hub plot to allow Aldrin missions to begin after the ore is delivered. However, the other condition is the HQ plot activated, so if that after ore flag is not set, then once the Hub plot is completed, Aldrin becomes available anyway. Since the modified version of the hub plot speeds up when this happens anyway, it probably doesnt matter much. It might to those playing the hard option, but the easy option it shouldnt matter at all.

Anyone want to comment ?
JCanning
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Post by JCanning »

I'm staring at the v2.0 Hub plot code and also the easy code (a modified version from Merge Mod 1.0) and I see the changes Painman is referring to.

I'm using a multi-headed monster of several different mods so I'm just going to change it. I am curious on whether a change in a plot file at a point later in the plot than where I'm at will take effect. I'm guessing it will. At any rate my 2.007 does have the HQ plot starting fairly quickly.

My opinion for what it's worth, I'd patch it for the next version or for the next AMS or Merge Mod but I wouldn't lose any sleep over it.

Appreciate all your work!

JC
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apricotslice
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Post by apricotslice »

Anything changed after where you are, will get used the next time the game accesses the plot file.

So changes wont affect where you are, but anything after that will be changed.

So for example, if you have already delivered the ore, the change in the v2 plot for Aldrin will be missed anyway.
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Carlo the Curious
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Post by Carlo the Curious »

apricotslice wrote:So for example, if you have already delivered the ore, the change in the v2 plot for Aldrin will be missed anyway.
I think that's why it's in there twice - one of them is a catch-all for when you've already got past that step but the HUB Plot is still running (maybe...).
hoax1210au
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Post by hoax1210au »

Apricot

One thing else I forgot to ask you mate.

In order for the (easy hub plot xml file placed in a director folder etc.) to work

do you have to be playing your mod the:
(X3TC-Apricot-Mapping-Service-Mod-v1.11)'s character plot.

Or can you just start a normal plot game e.g (Terran defender) etc.

Thanks Apricot

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