[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*

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draffutt
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Post by draffutt »

ezra-r wrote:All right just wanted to make sure if your useful patch would be needed further after 2.1 release.
yes i'll update my patch to work with the 2.1 when it is released. :wink:
thiosk wrote:Should be "Broodling"
spelling is fixed in the t-file. thanks..... and nymph doesn't seem to fit for a name for a kha'ak rank
someone else wrote:I am an L3... can you tell me where to look for that list? (in the 2.1 beta I haven't noticed things from this mod)
there are atleast 2 listed on the fixed listing. as for the rest you'll just have to read between the lines as they are not going to list every little thing they fixed. :wink: but i am aware of everything they have fixed upto RC1. i'll have to check out what they changed for RC2. i have also updated the op with the requested addition you wanted.

here is the "proposed" changes to the pirate rank structure:

Most wanted
Founder of the clan
Clan boss
Renowned pirate
Smuggler
Runner
Privateer
Pirate friend
Pirate sympathizer
Honest trader
Worthless prey
Suspected informer
Police sympathizer
Police assistant
Bounty hunter
Enemy of all pirate clans

what do you think of this?

**Update**

this will be the last update until the 2.1 patch comes out. when ever that is...

changes:

1) reverted the owning race for the terracorp nvidia mine to its original state. thanks to MutantDwarf for discovering this.

2) included F.A.B. 's icon adjustements/fixes for "dock" classed stations

3) as Baddieus pointed out earlier i have fixed the Spitfyre. since this is a 'aldrin' classed ship it will now only use aldrin based weapons. after looking at all aldrin ship i have also fixed the #deca.cefa and #deca.deaf. these ships will also only use aldrin based weapons. in their current state they can use terran or aldrin.

4) added kha'ak rank to the 0001.xml

5) with this release i have also include a file called changes.txt in the extra's directory in the cat file. it list most of the changes i have made to the 0001.xml. as i said most as i am going off of memory. :wink: to give anyone an idea what was spell/grammer corrected and any additions made to that huge file.

just install the new "patch" over the old one and you are good to go. :wink:

**end update**


i notice when reading the beta forums; if you plan on beta testing you will need to put the beta in the next highest position above mine. otherwise it will cause problems. I.E. if mine is 08 then the beta will be 09. :wink: as i can not include any changes until the official is released.
Last edited by draffutt on Sat, 23. May 09, 18:05, edited 1 time in total.
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Post by someone else »

there are atleast 2 listed on the fixed listing. as for the rest you'll just have to read between the lines as they are not going to list every little thing they fixed.
I spotted the two, but for the rest... well... :D it is insane not listing every fix they add... imho.
i have also updated the op with the requested addition you wanted.
many many thanks to you... :)
I'll put on hold my mod to wait the release of the new patch (that is getting closer from what I see) and the integration of some parts of your mod will be done when you update it to 2.1.

I like a lot the pirate ranks. :D
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Post by draffutt »

someone else wrote:I spotted the two, but for the rest... well... :D it is insane not listing every fix they add... imho.
i'll update the op with what they have included so far so you'll not be in suspense once the 2.1 is released :wink:
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F.A.B.
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Post by F.A.B. »

oh, tanks for mentioning me! :)
Last edited by F.A.B. on Thu, 28. May 09, 21:45, edited 1 time in total.
best,
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arcana75
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Post by arcana75 »

Hi, very much want to use this mod, but have some lingering questions.

1) What is considered a "lonely" sector? And what is an "MT" sector? Short for "empty"?

2) What is the real purpose of going to this sector, jumping a 2nd ship in, switching to the 2nd ship then gating/jumping out? Am I correct to say the correct sequence is:

-- jump to this empty sector
-- save
-- install mod
-- reload
-- jump 2nd ship in
-- switch ship
-- change sector
-- save and play?

3) Must it be named 08.cat/dat? I have a few mods so I have up to 10. Is 7 the last official number? I use the Plugin Manager, so I should uninstall all my mods, install this mod (via Plugin Mgr) then the other mods, ensuring it's named 08.cat/dat? I think the Plugin Mgr created 10, while the roid mod is 9, no clue what 8 is at present but I really only have 1 mod.
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Post by draffutt »

arcana75 wrote:1) What is considered a "lonely" sector? And what is an "MT" sector? Short for "empty"?
M/T = empty. a lonly sector is a sector with little or no stations or ships
2) What is the real purpose of going to this sector, jumping a 2nd ship in, switching to the 2nd ship then gating/jumping out?
you can check it out yourself by looking on page 3 and looking at the pic posted by bigdan6248 why this is needed as an example.
Am I correct to say the correct sequence is:

-- jump to this empty sector
-- save
-- install mod
-- reload
-- jump 2nd ship in
-- switch ship
-- change sector
-- save and play?
this is correct and you should only need to do this once. unless i for some reason make some radical changes. (there shouldn't be any)
3) Must it be named 08.cat/dat? I have a few mods so I have up to 10. Is 7 the last official number? I use the Plugin Manager, so I should uninstall all my mods, install this mod (via Plugin Mgr) then the other mods, ensuring it's named 08.cat/dat? I think the Plugin Mgr created 10, while the roid mod is 9, no clue what 8 is at present but I really only have 1 mod.
i haven't used PM in a very long time but there is an option in PM to set it to 'patching' mode and it will automatically disable any mods you have. then you will be able to place the 08 in the proper position. when you take PM off of 'patching' mode it will re-enable any mods you have and automatically renumber them for you to the proper position after number 8. as for it needed to be in position 8; as this mod will invalidate nearly any mod this is place after due to the number of files changed.
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arcana75
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Post by arcana75 »

Hi draffutt didn't mean to impinge on the patching steps just satisfying my technical curiosity not questioning the purpose :)

Thanks for the lengthy reply! As I'm not that far into TC, could you recommend a sector to do the patch? The only place I know that is relatively empty is the Yaki sector just east of paranid space, forgot the name.
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arcana75
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Post by arcana75 »

Hi I need help!

I did the following:

-- Jump to Savage Spur. No one near the gate. I save and quit.
-- Using a combination of Plugin Manager and manual deletion I install the fix mod at 08, the roid mod at 09.
-- I close the PM. It creates 10.cat/dat.
-- I reload my Savage Spur game. It crashes while loading. Tried 3 times, crashes 3 times.

If I go back and uninstall the fix mod but leaving behind the roid mod at 08 and the PM-created one at 09, the game load properly. I've renamed mov/00044.pck to mov/00044.pck.orig.

What did I do wrong?
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Post by someone else »

I think that Cat 08 was the one created by PM to manage his work... and the 10 too.

what is your current ship? if you are flying on ships that are modified by the mod you can incur in some problems.
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Post by arcana75 »

Yes initially looking at 08 (using X3E) I saw that it was a list of my PM-installed scripts but it was a super short list compared to my real list, so I believed it was due to PM crashing here and there leaving an artifact behind, cuz the last numbered file contained the full list.

So I uninstalled all my mods via PM then deleted all the cat/dat files until 07, installed the roid mod at 08 and PM created 09 (with the full script list, checked with X3E) and the savegame loads properly. I believe the 08 file created by the PM shouldn't have been there. It should only create the file as the last one and there should only be 1 PM-related file. Am I wrong?

I was in the Vidar, don't remember that ship being fixed?
draffutt
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Post by draffutt »

arcana75 wrote:So I uninstalled all my mods via PM then deleted all the cat/dat files until 07, installed the roid mod at 08 and PM created 09 (with the full script list, checked with X3E) and the savegame loads properly. I believe the 08 file created by the PM shouldn't have been there. It should only create the file as the last one and there should only be 1 PM-related file. Am I wrong?
i want you to try this. open PM but do not close it. now in your game folder when you opened PM your 09cat/dat should have disappeared. renumber your 'roid' mod to 09 and put the unofficial in position 08. start up your game. (again do not close PM, this is a testing phase to see what happens)

1) does your save game crash?

2) if it crashes then move or rename your 09 (roid) to something else. start up your save game. again does it crash?

3) if it still crashes then list out what you are using for your save game.
I was in the Vidar, don't remember that ship being fixed?
didn't touch the vidar. :wink:
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arcana75
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Post by arcana75 »

draffutt wrote:
arcana75 wrote:So I uninstalled all my mods via PM then deleted all the cat/dat files until 07, installed the roid mod at 08 and PM created 09 (with the full script list, checked with X3E) and the savegame loads properly. I believe the 08 file created by the PM shouldn't have been there. It should only create the file as the last one and there should only be 1 PM-related file. Am I wrong?
i want you to try this. open PM but do not close it. now in your game folder when you opened PM your 09cat/dat should have disappeared. renumber your 'roid' mod to 09 and put the unofficial in position 08. start up your game. (again do not close PM, this is a testing phase to see what happens)

1) does your save game crash?

2) if it crashes then move or rename your 09 (roid) to something else. start up your save game. again does it crash?

3) if it still crashes then list out what you are using for your save game.
1) Crash while loading.

2) Crash while loading.

2.5) Reloads fine without your mod.

3)

Code: Select all

Script Packages:
Auto/Terran Jump :: Gazz :: Yes :: 1 :: 20/10/2008
Bulk Transporter Upgrade :: al_main repacked for TC by snwkill :: Yes :: 1.15 :: 15/05/2009
Debris Utilize and Repair :: X420TokeAlot :: Yes :: 3 :: 24/01/2009
Economy and Supply Trader :: Lucike :: Yes :: 3.1.04) :: 07/11/2008
Improved Boarding :: Cycrow :: Yes :: 1.10 :: 28/10/2008
Low Poly 'Roids - medium quality :: halo :: Yes :: 2.04 :: 03/05/2007
Lucike's Library :: Lucike :: Yes :: 3.2.13 :: 19/05/2009
Marine Training Manager :: Graxter :: Yes :: 3 :: 20/08/2008
Missile Safety :: Gazz :: Yes :: 1 :: 07/03/2009
Nanite Hull Repair :: arcana75 :: Yes :: 201 :: 27/04/2009
Numeric Ranks :: Gazz :: Yes :: 1 :: 03/12/2008
Prospector :: 3.1.08 :: Yes :: Lucike :: 19/05/2009
Resource-Free Factory :: arcana75 :: Yes :: 205 :: 25/05/2009
Trade Overview :: ScRaT_GER :: Yes :: a7.6 :: 16/04/2009
adv. Product Chaser TC :: wildLynx :: Yes :: 1.10 :: 11/01/2009
The low-poly roid mod is listed.
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Re: [Mod] Unofficial bug (player) fixes * updated 23May *

Post by xiriod »

draffutt wrote:7)(scene files) I have removed all dead turrets from any ship that does not use them. why draw them if they are not going to be use or are able to use? I.E. M5 class why are rear turret draw on some of these if not a single M5 class can use for instance?

Well, as M5's go, the Kestrel have a fully functional rear turret. I hope you did not remove that one as well? :)
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Re: [Mod] Unofficial bug (player) fixes * updated 23May *

Post by draffutt »

xiriod wrote:Well, as M5's go, the Kestrel have a fully functional rear turret. I hope you did not remove that one as well? :)
still fully functional. :wink:
arcana75 wrote:3)

Code: Select all

Script Packages:
Auto/Terran Jump :: Gazz :: Yes :: 1 :: 20/10/2008
Bulk Transporter Upgrade :: al_main repacked for TC by snwkill :: Yes :: 1.15 :: 15/05/2009
Debris Utilize and Repair :: X420TokeAlot :: Yes :: 3 :: 24/01/2009
Economy and Supply Trader :: Lucike :: Yes :: 3.1.04) :: 07/11/2008
Improved Boarding :: Cycrow :: Yes :: 1.10 :: 28/10/2008
Low Poly 'Roids - medium quality :: halo :: Yes :: 2.04 :: 03/05/2007
Lucike's Library :: Lucike :: Yes :: 3.2.13 :: 19/05/2009
Marine Training Manager :: Graxter :: Yes :: 3 :: 20/08/2008
Missile Safety :: Gazz :: Yes :: 1 :: 07/03/2009
Nanite Hull Repair :: arcana75 :: Yes :: 201 :: 27/04/2009
Numeric Ranks :: Gazz :: Yes :: 1 :: 03/12/2008
Prospector :: 3.1.08 :: Yes :: Lucike :: 19/05/2009
Resource-Free Factory :: arcana75 :: Yes :: 205 :: 25/05/2009
Trade Overview :: ScRaT_GER :: Yes :: a7.6 :: 16/04/2009
adv. Product Chaser TC :: wildLynx :: Yes :: 1.10 :: 11/01/2009
The low-poly roid mod is listed.
going to make me reinstall PM. :P

let me track down these scripts and look as well as try them out as i don't have most of these to see what is up.

just to clarify all of these are installed using the PM or did you install the roid yourself?
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you did the work you deserve the credit. :thumb_up:
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arcana75
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Post by arcana75 »

Hi draffutt everything installed via PM...
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Post by CraterFace »

For some reason the Colossus can have a load of different missiles. Every missile from the "Available Missiles" list is in "Compatible Missiles".

Don't know if it has been mentioned and if its part of vanilla but the Yaki M1 (Hoshi) its cockpit is of to the side of the ship

BTW do you got plans on fixing all cockpits? There is several ships with their cockpits way of from where they would be looking at the model.

Example this is just some of the ships that seem to have a weird cockpit placment

Pirate M7 Carrack
Pirate M6 Marauder Hauler
Pirate M3 Pirate Kea
Pirate M5 Pirate Harrier
Pirate M5 Pirate Harrier Hauler

Xenon M3 L <----*
Xenon M4 M <----*

Yaki M1 Hoshi
Yaki M2 Akuma
Yaki M4 Rajin

Teladi M6 Pirate Osprey
Teladi M3 Kea
Teladi M3 Enhanced Kea

Argon M6 Heavy Centaur
Argon M6 Centaur
Argon M6 Pirate Centaur

* These two has some serious misplaced cockpits
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draffutt
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Post by draffutt »

CraterFace wrote:For some reason the Colossus can have a load of different missiles. Every missile from the "Available Missiles" list is in "Compatible Missiles".
thanks for reminding me. totally forgot this ship can install every missile under the sun. this will be fixed in the next release as well as a few other ships with missile loadouts. :wink:
* These two has some serious misplaced cockpits
as for the cockpits. will you can thank Gazz for this; nearly all M1's, M2's, M6's, M7's, and TL's had their cockpits adjusted in varying degrees. the hoshi is a prime example of one of the more extreme (Gazz liked the idea of the player being able to watch ships land and take off) and ego adopted it. so i am going to leave as is for now. since i really don't want to make adjust them. i'll end up trying to fix another problem with the "big" class ships that was semi fixed.

for the rest of the ships in your list; i am guessing you are using the external viewer. there is a bug with the viewer and i have already reported it to exogenisis. example xenon M3; in the external viewer the front cockpit is behind the ship but if you spawn and jump into the ship in game the cockpit is actually in the front part of the ship where the spokes are. there are a few ships like this.
None of us is as smart as all of us. ~Ken Blanchard

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draffutt
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Post by draffutt »

arcana75 wrote:.
alright arcana75; located and downloaded all the script/mods from your list and converted those to .spk if they weren't already.

first thing i noticed is almost 1/3 of the .spks on your list are outdated.

test i ran:

1) started a new game; saved then loaded up those script + cycrows cheats so i could have unlimited salvage. then put installer in preparing to patch mode; installed unoffical and finished patch mode. restarted game. no issues

2) imported a XTM game from reunion saved. and did the same steps above. no issues aside from the graphical which i already fully expected since i did not follow the steps i have outlined to prevent that.

3) loaded up and old save game (1.2.1) and re-saved it as a 2.0a game. did the same steps as 1) and again no issue's aside from the graphical.

so at this time i don't know why your's is crashing as i can not reproduce it.
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Used Ships

Post by Baddieus »

Been using your latest patch and everything is looking good so far.

Saw a Kha'ak Carrier & Destroyer roaming up near The Vault and everything was rotating very nicely ... THANKS !!!

One thing I've noticed, which may not be fixable, but really urks me is when I purchase a used ship on the fly, the pilot seems to be able to snatch the shields and/or weapons, making off with them in his little space suit. I have scanned many vessels before purchasing, and it would appear from some of the prices that the shields are included in the offering price, but they do not carry with the sale. Seems to me I should get the shields & weapons it's flying with as scanned, otherwise there has yet to be a good reason to purchase a used ship over 60%-ish hull depending on the model.
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arcana75
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Post by arcana75 »

Hi draffutt thanks for trying! Guess I'm just out of luck.

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