[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)
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hi everyone!
i have a little problem for wich i hoped i could get your assitance.
i'd like to merge complex cleaner with the x-tra ship and station pack
but don't know quite how to,since i'm rather new to the whole mod scene.
i know that i have to merge both tfactories.pck by copying the entries.
the problem is: i don't know how to do this exactly. from wich tfactories.pck do i have to copy to the other?
so far,i tried by using the x3 editor 2 to copy the entries of the x-tra tfactories.pck to the complex cleaner tfactories.pck and the other way around. tried to run x-tra as fake patch while having complex cleaner as mod selected and the other way around.
but the mod is not installed at all. i don't even get a message for that.
i hope you guys can help me.
X3TC v3.1
mods installed:
equipment research & development
marine repairs
AWRM
salvage claim software
npc bailing addon
x-tra ship & station pack
i have a little problem for wich i hoped i could get your assitance.
i'd like to merge complex cleaner with the x-tra ship and station pack
but don't know quite how to,since i'm rather new to the whole mod scene.
i know that i have to merge both tfactories.pck by copying the entries.
the problem is: i don't know how to do this exactly. from wich tfactories.pck do i have to copy to the other?
so far,i tried by using the x3 editor 2 to copy the entries of the x-tra tfactories.pck to the complex cleaner tfactories.pck and the other way around. tried to run x-tra as fake patch while having complex cleaner as mod selected and the other way around.
but the mod is not installed at all. i don't even get a message for that.
i hope you guys can help me.
X3TC v3.1
mods installed:
equipment research & development
marine repairs
AWRM
salvage claim software
npc bailing addon
x-tra ship & station pack
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To merge:
Merge into the Tfactories file that is already in use by your game.
If Extra ships is there first just copy the Tfactories out of it to a temp folder.
Then unpack Complex one and find:
1;0;0;0;0;SG_FAC_TECH;12191;118;1.100000;3;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_07;
Anything that ends in Gazz is Complex one, just copy all of these entries to the extra ships one.
Once thats done count up how many were copied over.
Add the extra Numbers to the top:
top number looks like this -> 47;477;
Note: Only edit the second number there.
it'll be on a line all by itself.
Note: my numbers are different than yours will be as I have X2 ships and complex only installed atm.
the second number lets the game know how many factories to read into the game.
Once thats done put the new Tfactories file into complex one,Overwrite any that are there with the new one, and make it into a new fake patch.
You should be good to go then in game hopefully.
PS: I'm a tad unwell atm so I hope what I wrote makes sense.
Edit:
if It didn't work let me know here and I'll see what I can do as I am thinking of adding Xtraships/stations to mine at some stage
HTH.
Argo.
Merge into the Tfactories file that is already in use by your game.
If Extra ships is there first just copy the Tfactories out of it to a temp folder.
Then unpack Complex one and find:
1;0;0;0;0;SG_FAC_TECH;12191;118;1.100000;3;200;stations\gazz\placeholder;13;6;201;38;1000;1;ICON_TRG_ST_CRYSTAL;22000;286400;25;20;5;5000;333;0;0;GAZZ_PL_HLD_07;
Anything that ends in Gazz is Complex one, just copy all of these entries to the extra ships one.
Once thats done count up how many were copied over.
Add the extra Numbers to the top:
top number looks like this -> 47;477;
Note: Only edit the second number there.
it'll be on a line all by itself.
Note: my numbers are different than yours will be as I have X2 ships and complex only installed atm.
the second number lets the game know how many factories to read into the game.
Once thats done put the new Tfactories file into complex one,Overwrite any that are there with the new one, and make it into a new fake patch.
You should be good to go then in game hopefully.
PS: I'm a tad unwell atm so I hope what I wrote makes sense.
Edit:
if It didn't work let me know here and I'll see what I can do as I am thinking of adding Xtraships/stations to mine at some stage
HTH.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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i did what you told me to and copyied the lines from comp tfactories to the one of x-tra,changed the number at the top,saved, and replaced the comp file with the new one.
but it doesn't work. whether i run comp as fake patch or x-tra, on the second load of the game when comp should install it tells me that the mod files were not detectet.
i did copy every line with gazz in it,even the placeholder lines. i hope that wasn't what causes the mod to fail.
but it doesn't work. whether i run comp as fake patch or x-tra, on the second load of the game when comp should install it tells me that the mod files were not detectet.
i did copy every line with gazz in it,even the placeholder lines. i hope that wasn't what causes the mod to fail.
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I take it you had Xtra Ships/stations already installed and hadn't used complex at all or saved a game with complex already added etc?
Argo.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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x-tra was installed first via mod manager. then i installed comp by adding the files to the tc directory,replacing the comp cat with the one that has tfactories changed.
then i startet an new game and saved. after quitting the game i restarted it, loaded that save and then the message about mod files not being detectet came.
EDIT: the message says that the text files were found but station objects were not.
then i startet an new game and saved. after quitting the game i restarted it, loaded that save and then the message about mod files not being detectet came.
EDIT: the message says that the text files were found but station objects were not.
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Sounds like the Plugin Manager is putting X-tra after CC, which makes sense if you've got CC as a manual fake patch and X-tra as an SPK. The PM will put all your SPKs last, meaning X-Tra overrides CC. Try using the SPK Creator app included with PM to make the CC cat/dat an SPK. Then, you can use PM to make sure that CC loads after X-tra.
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I've always used fake patches in my games.
I only use PM to unpack spk's so I can add them in manually to main X folder.
I also never use the "select Mod Package" on startup as that can also override any fake patches that were added into main folder.
The main reason i load everything in manually is because I usually know whats gone where and in what order and also can be sure that the last Cat/dat I added is the last one that the game will read etc.
So if your using the "select Mod Package" it'd be better to remove from the mod folder and rename it as the next cat/dat in main folder.
Since I don't use PM to load stuff I can't help there unfortunately
One other good tip to know is if you extract a Cat/Dat mod file and load all those folders to the main directory without repacking the files they will be loaded after all other Cats/Dats, good for if you have one or 2 files you may have edited.
Argo.
I only use PM to unpack spk's so I can add them in manually to main X folder.
I also never use the "select Mod Package" on startup as that can also override any fake patches that were added into main folder.
The main reason i load everything in manually is because I usually know whats gone where and in what order and also can be sure that the last Cat/dat I added is the last one that the game will read etc.
So if your using the "select Mod Package" it'd be better to remove from the mod folder and rename it as the next cat/dat in main folder.
Since I don't use PM to load stuff I can't help there unfortunately

One other good tip to know is if you extract a Cat/Dat mod file and load all those folders to the main directory without repacking the files they will be loaded after all other Cats/Dats, good for if you have one or 2 files you may have edited.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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yay i finally got it working!
how to do it: merge the tfactories from xtra with the one from comp. replace the old comp tfactories with the new one by using the x3 editor 2.
run x-tra ship & station pack as fake patch while selecting comp cleaner as mod. just testet it and everything works out fine. if it will also work by running comp cleaner as the next higher .cat .dat after x-tra i do not know. it's wort testing though.
thanks for all the help guys,you rock!
how to do it: merge the tfactories from xtra with the one from comp. replace the old comp tfactories with the new one by using the x3 editor 2.
run x-tra ship & station pack as fake patch while selecting comp cleaner as mod. just testet it and everything works out fine. if it will also work by running comp cleaner as the next higher .cat .dat after x-tra i do not know. it's wort testing though.
thanks for all the help guys,you rock!
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Cool 

[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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I love this mod. I had a previous version running without problem for a long time. But now I've updated and I keep having this issue.
Sometimes (not every time), when I load a saved game, all of my complexes have changed. They look like they've just been dropped and crunched, but they don't work like that.
http://i450.photobucket.com/albums/qq22 ... n00055.jpg
I tried to just buy a load of Complex Construction Kits and reconnect them, but it doesn't work. I can select two of the factories, but when I try to place the hub, it's icon flashes red and green. No matter where I move it, it flashes and will not place.
http://i450.photobucket.com/albums/qq22 ... n00059.jpg
Also note in those pics, there are factories that could be crunched further, but when I try to execute the crunch command I get a message that says:
I figured something was wrong with my installation of the mod, so I reinstalled it. Same thing happens.
I started a new game, built some factories, crunched them, all seemed well. But on the third or fourth loading it happened again to my new game.
And even if I go back to old archived saves that had complexes built and operating, when I load those, they are the same way. Even though it's clearly working on my new complexes on a new game... until I load it a few times...
Any ideas what's going on?
Sometimes (not every time), when I load a saved game, all of my complexes have changed. They look like they've just been dropped and crunched, but they don't work like that.
http://i450.photobucket.com/albums/qq22 ... n00055.jpg
I tried to just buy a load of Complex Construction Kits and reconnect them, but it doesn't work. I can select two of the factories, but when I try to place the hub, it's icon flashes red and green. No matter where I move it, it flashes and will not place.
http://i450.photobucket.com/albums/qq22 ... n00059.jpg
Also note in those pics, there are factories that could be crunched further, but when I try to execute the crunch command I get a message that says:
So it's like they are Crunched, but they aren't. And they cannot be crunched or connected.
Complex Cleaner - CRUNCH
No crunchable factory types found in sector [Senator's Badlands]
I can not work with factories that are part of a complex.
This would destroy the complex.
I figured something was wrong with my installation of the mod, so I reinstalled it. Same thing happens.
I started a new game, built some factories, crunched them, all seemed well. But on the third or fourth loading it happened again to my new game.
And even if I go back to old archived saves that had complexes built and operating, when I load those, they are the same way. Even though it's clearly working on my new complexes on a new game... until I load it a few times...
Any ideas what's going on?
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You'd need to supply more info like:
What other mods you have running and what mods were added into your game after the earlier CC that you had was installed.
Some mods use the same files and will over write other mods that use the same files in their Cats/dats if not merged or installed in a certain order etc.
It sounds like a conflict of mods tbh though, but would need to see a list to be certain.
Argo.
What other mods you have running and what mods were added into your game after the earlier CC that you had was installed.
Some mods use the same files and will over write other mods that use the same files in their Cats/dats if not merged or installed in a certain order etc.
It sounds like a conflict of mods tbh though, but would need to see a list to be certain.
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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Specifically, it sounds like the TFactories entries for CC are missing, which means another mod is overriding that file. Check any mods installed as fake patches above CC or loaded as the one mod through the X3 launcher. Also check your Types folder to see if there's a loose TFactories file in there. If you've got one overriding it, then you need to copy/paste the CC placeholders into the file that's actually being loaded. Instructions for this are in the OP.
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When I click Select Mod Package at startup, I get this list.
15
Complex Cleaner
eEQ 2.7
MARS Repair Drones
PluginManager
split artellia
Honestly, I don't even know what some of those are.
I think 15 might be CMod (whatever the latest version is) because I don't see that on the list but when I start a new game it tells me CMod Installed and I remember installing it.
I have MARS installed, but I don't remember it being installed as a fake patch and I don't know what the Repair Drones are.
Split Artellia??? I looked that up, I don't remember installing that and it's never activated. But maybe that's what's doing it because it seems that the problem with CC pops up after a few hours of so of game play and something is supposed to happen at 5 hours to get the Artellia.
eEQ??? No idea what that is.
Just two weeks ago, I unintalled X3TC, deleted the entire folder, and reinstalled, updated, and reinstalled all my scripts and mods and I don't recall installing any of that.
Maybe these things survived from a previous install, but how would that even happen if I deleted the whole folder before reinstalling...
Ugh. I get the feeling that PlugInManager is the culprit for keeping these mods even during an complete delete/reinstall, because I cannot get PlugInManager to uninstall. Tells me I don't have permission to do it.
I guess I have bigger problems...
15
Complex Cleaner
eEQ 2.7
MARS Repair Drones
PluginManager
split artellia
Honestly, I don't even know what some of those are.
I think 15 might be CMod (whatever the latest version is) because I don't see that on the list but when I start a new game it tells me CMod Installed and I remember installing it.
I have MARS installed, but I don't remember it being installed as a fake patch and I don't know what the Repair Drones are.
Split Artellia??? I looked that up, I don't remember installing that and it's never activated. But maybe that's what's doing it because it seems that the problem with CC pops up after a few hours of so of game play and something is supposed to happen at 5 hours to get the Artellia.
eEQ??? No idea what that is.
Just two weeks ago, I unintalled X3TC, deleted the entire folder, and reinstalled, updated, and reinstalled all my scripts and mods and I don't recall installing any of that.
Maybe these things survived from a previous install, but how would that even happen if I deleted the whole folder before reinstalling...
Ugh. I get the feeling that PlugInManager is the culprit for keeping these mods even during an complete delete/reinstall, because I cannot get PlugInManager to uninstall. Tells me I don't have permission to do it.
I guess I have bigger problems...
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If those all appear in the launcher, then they must in your Mods folder. However, only one of them at a time can be active. Unless you select CC, you won't have the CC factories loaded in your game which explains why your crunched complexes exploded. You should just figure out what order they need to go in and install them all manually as fake patches. I gave up on using Plugin Manager to handle mods long ago, since it can't be relied on to get the load order right.
(Before someone pops in to say you just have to enable them in the right order, no that doesn't always work. Every time I've gone back to PM, it's cocked up the mod order for no apparent reason)
(Before someone pops in to say you just have to enable them in the right order, no that doesn't always work. Every time I've gone back to PM, it's cocked up the mod order for no apparent reason)
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Ok well if you are using the "Select Mod Package" for every mod then thats one of the first problems 
But this: eEQ 2.7 is the main conflict.
Split Artelia is a ship you installed at some point.
Anyway, only 1 mod can be used with the "Select Mod Package" and if you have saved with one mod and then changed it to another mod you will run into difficulties if those aren't compatible as is with the case of CC and eEQ as they both modify the Tfactories files and one will overwrite the other.
The only way to fix it would be to know exactly what was installed and saved in your game first and going back to a save game with only that first one installed, then you would need to merge CC and eEQ mod files by following the explanation above.
If thats not possible then I'm sorry to say that your game will forever have that conflict and you'd need to start a new game and redo your mods so they don't conflict. I have no idea what will happen in your game further down the line if you leave it at it is now though.
Anyway, for future knowledge, mods that alter files in the Types folder (that's the folder that Tfactories is in) need to be checked before installing to make sure there are no conflicts, for the most part modders will say in the Main Mod thread or in a readme as to what files were altered in the Mod etc... and if there is a conflict then they will need to be merged.
For further info on merging files the Tutorials sticky has a lot of info.
Edit:
As Hotsake has said, for mixing mods avoid using plugin manager as at some point it will do something weird to your fake mod setup.
A good practice for fake patches is to make a list somewhere and list each mod with the cat/dat number they are at in your game folder in case you want to merge some more stuff at a later date.
HTH
Argo.

But this: eEQ 2.7 is the main conflict.
Split Artelia is a ship you installed at some point.
Anyway, only 1 mod can be used with the "Select Mod Package" and if you have saved with one mod and then changed it to another mod you will run into difficulties if those aren't compatible as is with the case of CC and eEQ as they both modify the Tfactories files and one will overwrite the other.
The only way to fix it would be to know exactly what was installed and saved in your game first and going back to a save game with only that first one installed, then you would need to merge CC and eEQ mod files by following the explanation above.
If thats not possible then I'm sorry to say that your game will forever have that conflict and you'd need to start a new game and redo your mods so they don't conflict. I have no idea what will happen in your game further down the line if you leave it at it is now though.
Anyway, for future knowledge, mods that alter files in the Types folder (that's the folder that Tfactories is in) need to be checked before installing to make sure there are no conflicts, for the most part modders will say in the Main Mod thread or in a readme as to what files were altered in the Mod etc... and if there is a conflict then they will need to be merged.
For further info on merging files the Tutorials sticky has a lot of info.
Edit:
As Hotsake has said, for mixing mods avoid using plugin manager as at some point it will do something weird to your fake mod setup.
A good practice for fake patches is to make a list somewhere and list each mod with the cat/dat number they are at in your game folder in case you want to merge some more stuff at a later date.
HTH
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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OMG! Thank you SO much!!!
I had installed CC as a fake patch, in fact I had installed all of my mods as fake patches, but I also copied the MOD folders over. So I never selected "Choose Mod Package", I just was using that to reference all of the mods that I had installed manually.
I totally forgot that I loaded up that eEQ mod recently. It wasn't what I was looking for anyway and I found a more basic script to do what I wanted.
I went in a deleted all the eEQ associated files, installed a fresh copy of CC, and loaded up a saved game and all my complexes are back.
YAY!!! My empire can be restored!!!
Now my only conundrum is - do I go back to my huge empire in an older archived save that suffered a CC failure related fate, or continue on with my freshly started newer empire. What a great dilemma to have. A fresh start is always good. Lessons learned and all that.
Thanks again! I'm *SO* happy I got this sorted out.
I had installed CC as a fake patch, in fact I had installed all of my mods as fake patches, but I also copied the MOD folders over. So I never selected "Choose Mod Package", I just was using that to reference all of the mods that I had installed manually.
I totally forgot that I loaded up that eEQ mod recently. It wasn't what I was looking for anyway and I found a more basic script to do what I wanted.
I went in a deleted all the eEQ associated files, installed a fresh copy of CC, and loaded up a saved game and all my complexes are back.
YAY!!! My empire can be restored!!!
Now my only conundrum is - do I go back to my huge empire in an older archived save that suffered a CC failure related fate, or continue on with my freshly started newer empire. What a great dilemma to have. A fresh start is always good. Lessons learned and all that.
Thanks again! I'm *SO* happy I got this sorted out.
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Technically, they haven't been "implemented", as they aren't a part of XTC, however Gazz made this so it should work with any mod so long as the basic instructions are followed for merging (be careful you don't do what I did, which is what is on page 68jackvance wrote:Does someone know if CC and FCC have been implemented in X3 Xtended mod so far? Thanks

This definitely worked with XTC 1.1, and I'm reasonably sure it'll work with 1.2a (latest version), as I don't think the XTC crew would have done anything to make it no longer work (like using up the same command slots or something).
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