[MOD] Enhanced Equipment Docks (eEQ) [discontinued, forks available]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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dont know why this isnt working.
this is my current cat/dat install order
13 - Complex cleaner
14 - EED
15 - SRM
16 -HULL high
17 - advanced complex hub
18 - EMP - X
i have theoribital headquarters back now, but instead the OTAS stations have disappeared, the ones I have build in sectors have no models, but their names still appear.
this is my current cat/dat install order
13 - Complex cleaner
14 - EED
15 - SRM
16 -HULL high
17 - advanced complex hub
18 - EMP - X
i have theoribital headquarters back now, but instead the OTAS stations have disappeared, the ones I have build in sectors have no models, but their names still appear.
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ok, think i did as required. Did not install anything from "t" folder of EED into X3. and re-installed SRM ( latest version ).
Below is what i get, then game freeze up.
http://i1107.photobucket.com/albums/h38 ... 0006-1.jpg
dont understand what those blanks are.
[/img]
Below is what i get, then game freeze up.
http://i1107.photobucket.com/albums/h38 ... 0006-1.jpg
dont understand what those blanks are.
[/img]
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I don't wanna be a pain but i think you haven't fully installed SRM to begin with. There are 3 SRM packs needed to fully implement SRM: the base mod, add-on pack (hulls if you want), cockpit mod, then trails pack.
Coz to me they look like readtext errors, which i got when i didn't want cockpits.. no cockpits = no SRM
Coz to me they look like readtext errors, which i got when i didn't want cockpits.. no cockpits = no SRM

***modified***
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x2scripts.xml is just a file which contains the instructions for a browser, how to display an .xml-file. It's only used, to be able to see the source codes of the scripts inside your browser.
So, keep it or overwrite it, it doesn't matter for the game. I even think, they both are the same, even if they have differend dates.
PS: ... if you want to take a look into the source files and wonder, why .pck-files can't be shown inside your browser: You have to unpack them first (e.g. with 7-Zip or another similar programm) to get the .xml-versions of the files.
So, keep it or overwrite it, it doesn't matter for the game. I even think, they both are the same, even if they have differend dates.
PS: ... if you want to take a look into the source files and wonder, why .pck-files can't be shown inside your browser: You have to unpack them first (e.g. with 7-Zip or another similar programm) to get the .xml-versions of the files.
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No storage space at all, even after adding wares to it? First I would think of:
Check if there is any other mod loaded after mine, which modifies the hq.xml too. Seems to me, that another hq.xml is used, where the entries for the eed's are missing. So you would need to merge these two hq.xml files, meaning adding these entries. (Manual for Compatibility Adjustments, especially see Step 3 there.)
But, the eed would be needed to build again, so I recommend to keep/use a save without built eed until solving that problem, if you don't want your money being lost.
Check if there is any other mod loaded after mine, which modifies the hq.xml too. Seems to me, that another hq.xml is used, where the entries for the eed's are missing. So you would need to merge these two hq.xml files, meaning adding these entries. (Manual for Compatibility Adjustments, especially see Step 3 there.)
But, the eed would be needed to build again, so I recommend to keep/use a save without built eed until solving that problem, if you don't want your money being lost.
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Hello, I was wondering if these structures in this MOD have something special that prevent CLS1 pilot to remove wares from them. I have setup an ammo and missile complex in Ore Belt and placed an OTAS EQ above it. CLS1 pilot from complex takes products and filles the EQ to a certain amount. In essence, I use this EQ as a local storage space. Everything works great.
Now I have build a second EQ in another sector (Savage Spur) and have told another CLS1 pilot to take stuff from the Ore Belt EQ and bring them to the Savage Spur EQ.
However he does not.
setup: CLS1 pilot rank LO, homebased on the Ore Belt EQ and setup with homebase product EBC ammo, consumer Savage Spur EQ.
Both EQ are dockware managed. Ore Belt EQ holds 5000/5000 EBC ammo. Complex is running low on ammo but is producing more.
The CLS1 pilot will not take ammo from the EQ but instead goes to the complex and picks up very little (whatever the complex had time to make during his last trip). So it ends up with the CLS1 pilot ferrying 132 EBC ammo every trip, while the Ore Belt EQ is full with 5000 ammo.
So I was wondering what was at fault and started with this mod first. if you cant think of a reason for this to happen due to the mod, I'll take the question to another thread.
Thanks
Now I have build a second EQ in another sector (Savage Spur) and have told another CLS1 pilot to take stuff from the Ore Belt EQ and bring them to the Savage Spur EQ.
However he does not.
setup: CLS1 pilot rank LO, homebased on the Ore Belt EQ and setup with homebase product EBC ammo, consumer Savage Spur EQ.
Both EQ are dockware managed. Ore Belt EQ holds 5000/5000 EBC ammo. Complex is running low on ammo but is producing more.
The CLS1 pilot will not take ammo from the EQ but instead goes to the complex and picks up very little (whatever the complex had time to make during his last trip). So it ends up with the CLS1 pilot ferrying 132 EBC ammo every trip, while the Ore Belt EQ is full with 5000 ammo.
So I was wondering what was at fault and started with this mod first. if you cant think of a reason for this to happen due to the mod, I'll take the question to another thread.
Thanks

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Your problem seems to be the behaviour of CLS as its own.
You want a simple point to point "connection" between these two EQ's? Use CLS2 instead. CLS2 doesn't recognizes the dockware limits, but as CLS2 has its own settings "unload/sell ware up to [amount]" the same limits can be set for CLS2.
If you still need a CLS1 on this other complex, but you don't want to buy wares from the first one, just blacklist the first complex in its settings.
If there are other ways for CLS1 to circumvent or solve your problem I don't know, as I never used the CLS1 myself.
You want a simple point to point "connection" between these two EQ's? Use CLS2 instead. CLS2 doesn't recognizes the dockware limits, but as CLS2 has its own settings "unload/sell ware up to [amount]" the same limits can be set for CLS2.
If you still need a CLS1 on this other complex, but you don't want to buy wares from the first one, just blacklist the first complex in its settings.
If there are other ways for CLS1 to circumvent or solve your problem I don't know, as I never used the CLS1 myself.
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If you want to, you can try to merge the eEQ with AP by yourself. It should be the same procedure like to merge the eEQ with any other mod. Once I made a manual for that: How to merge the eEQ with other mods.
Because I introduced placeholders in one of the former versions of the mod, you may be able to ignore the part of modifying the language file (= step 4). Modifying the hq.xml may be ignored too, if AP didn't change that file too (=step 3)
But step 2 will be necessary, as AP did modify the TDocks.txt as far as I know.
Just be sure, that the files of the eEQ are loaded after the AP .cat/.dat or make sure, that the AP .cat/.dat contains the needed information.
Because I introduced placeholders in one of the former versions of the mod, you may be able to ignore the part of modifying the language file (= step 4). Modifying the hq.xml may be ignored too, if AP didn't change that file too (=step 3)
But step 2 will be necessary, as AP did modify the TDocks.txt as far as I know.
Just be sure, that the files of the eEQ are loaded after the AP .cat/.dat or make sure, that the AP .cat/.dat contains the needed information.
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