[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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DrBullwinkle
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Post by DrBullwinkle »

I don't know then.

Did you try to connect a couple of factory modules rather than trying to connect a single factory module to an existing hub?
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CKYRules
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Post by CKYRules »

Yes that didnt work either. Im going to install the mods you listed and im going to try the PM version of the CC and if that doesnt work ill probably end up reinstalling the game
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DrBullwinkle
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Post by DrBullwinkle »

I would be surprised if your installation is at fault. If Complex Cleaner can Crunch, then it is probably installed correctly.

Does it matter whether you "drop" the Complex Connector from your TL (Special Menu, I think), or whether you eject it from the TL's cargo bay? Both ways should work... I'm just looking for clues here.
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CKYRules
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Post by CKYRules »

I never even knew that option was under special lol. But just tried it and no. Same as before.
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DrBullwinkle
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Post by DrBullwinkle »

Still in the Looking for Clues Department: You might try it in a new game, just to confirm your installation.

Crunch two factory modules and try to connect them. (Use the Cheat Package to speed up the process).
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CKYRules
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Post by CKYRules »

DrBullwinkle wrote:Still in the Looking for Clues Department: You might try it in a new game, just to confirm your installation.

Crunch two factory modules and try to connect them. (Use the Cheat Package to speed up the process).
Currently on that. I started a new game, jumped to a unknown sector, spawned a TL and threw a couple factories in it(enough to make to modules) and then added a tractor beam and CC menu wasnt there. So i think it might have something to do with my save
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DrBullwinkle
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Post by DrBullwinkle »

I think that CC requires you to save and reload before it completes its installation.
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CKYRules
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Post by CKYRules »

Yeah as soon as i reloaded the save it gave me the boot mail thingy. But it still wouldnt let me use a Complex kit to connect two modules that i had just crunched.

Going to install the two mods you listed above and give it ago. If that doesnt work im not sure what else i can do
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DrBullwinkle
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Post by DrBullwinkle »

Interesting.

It seems as though CC is installed, but now I am wondering about the rest of your installation. *Shrug*... CC has always worked for me. I do not know what is going on in your game.

TC 3.2... is that on Steam? Are you doing this in the Steam folder, or did you copy your installation to another folder (as you should for mods)? A "Steam refresh" can clobber installed mods (although CC's TFactories should still take precedence).
Last edited by DrBullwinkle on Sun, 12. Jan 14, 11:38, edited 1 time in total.
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CKYRules
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Post by CKYRules »

I am doing this in the Steam folder. Never had a problem with it there before but i did stop playing about 3-4 months ago and let the install sit and came back. Im guessing sometime while it was sitting something changed and messed things up? I normally keep games like this and Sins of a Solar Empire's steam settings to where it never auto updates but for some reason X3TC's wasnt that way.
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DrBullwinkle
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Post by DrBullwinkle »

On second thought, CC's TFactories should still take precedence over the vanilla TFactories.

If you do decide to create a new folder, you should be able to use the X3TC.exe from the most recent downloadable TC update on the EgoSoft site (3.1 maybe? Or 3.0?). That should be the equivalent of a "nosteam .exe" for TC.
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CKYRules
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Post by CKYRules »

Well after completely uninstalling the game and making sure i erased every trace of it and then reinstalling it and just the basics(Cheatscript, CC and the other two mods you mentioned and Cadius X-Tra ship/station pack) it still wouldnt work. I guess something in the 3.2C version of the game has broken the script maybe?
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DrBullwinkle
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Post by DrBullwinkle »

I don't see how.

Try it without Cadius. (You did make a copy of your vanilla setup before adding stuff, right?)

I have always assumed this problem to be some sort of "pilot error". However, from your descriptions, it is not obvious. At all. Your reports are much more thorough than previous reports.
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CKYRules
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Post by CKYRules »

Success. Removing Cadius on a new save let me connect crunched modules again. Weird. Wonder if i was using an outdated version or something. Thanks for all your help DrBullwinkle :D
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DrBullwinkle
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Post by DrBullwinkle »

Nice! :thumb_up:
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CKYRules
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Post by CKYRules »

Looking at Cadius mod, im using the current version of the mod but not sure why its causing problems. Guess ill switch to X3AP since the only reason i used cadius's mod was the Terran player HQ. Anyways thanks again for all your help :D
Sotanaht
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Post by Sotanaht »

Could someone please offer some more detailed instructions for how to combine the tfactories with that of another mod? I specifically want to run this with the part of the terran revitalization project that adds in the missing terran factories and I can't seem to figure out how to get at any part of that mod. It is only available as .spk as far as I can tell.

So far, I HAVE figured out how to VIEW the Tfactories.txt in THIS mod (repack version) with x3 editor 2 looking in the 20.cat. Judging from the view I'm getting I don't think I will be able to properly edit if and when I do manage to get access to the file in the other mod, so instruction there would help as well.
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DrBullwinkle
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Post by DrBullwinkle »

First, check that TRP needs the .cat/.dat pair. Many mods that change TFactories already include the Complex Cleaner modules and container.

Second, when you open TFactories in X3Editor, use the Text File Editor for easier block copy and paste. You can also use the T File Editor, but that will require a separate copy and paste for every line that you have to add.

To open TFactories in an already-installed mod (TRP), use "Open from VFS" on the File menu of X3Editor. VFS will automatically find the current version of the file that the game will use.

Other things to consider:
  • If you are playing AP, then you do not need TRP. Eldyran added many of his changes to AP 3.0 and above.
  • In TC, the Terran Economy is a THINK puzzle. It is not "broken" as so many people (incorrectly) report. All it takes to restore the Terran Economy is a few traders. MK3 Improvement Reloaded or OK Traders work best because they both have "economy booster" modes which ensure that factories have sufficient wares in order to operate.
Sotanaht
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Post by Sotanaht »

Ok, so I have this absolutely clear

I install TRP - ATF Shipyard for X3AP v1.3, run the game (i guess). Then I open up tfactories from VFS in X3 editor 2 in text mode and tfactories from 20.cat in complex cleaner (not yet installed). I copy the 38 stations with GAZZ in the name to the end of the tfactories from the VFS, increment the larger number on the first non-comment line (looks like 47;439;) by 38 (becomes 477) and save.

Then what do I do with Complex Cleaner, just install normally or do I need to modify or get rid of Tfactories in there somehow
Last edited by Sotanaht on Thu, 23. Jan 14, 20:06, edited 1 time in total.
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DrBullwinkle
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Post by DrBullwinkle »

That sounds correct.

Remove the .cat/.dat from the Complex Cleaner archive before you install it. 7-zip makes it easy to open an archive and delete files from it.

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