Problems with the Ship Installer ?

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odin_ml
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Post by odin_ml »

thanks Cycrow that link worked great.
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Cycrow
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Post by Cycrow »

im guessing something was blocking the domain name then, as thats just the ip link to the same server.

must be some firewall blocking it or soemthing
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tensin
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Post by tensin »

I have two issues with the latest version.

1) When updating ships, they are all unchecked by default.
2) It's reporting version 1.2 as older than 1.12.

BTW, thanks for adding the naming option. Makes my life better :)
angelfire777
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Post by angelfire777 »

Hi everybody.

I have a question probably for cycrow, but if anyone knows or had this doubt before feel free to answer please. :-)

I noticed that the ship installer doen't update the info from the mod it installed the ships: i used ship installer to install several ships in a certain mod, then i removed the "Ship Creator mod" from the mods directory and apllied it as a fake patch.
Afterwards i used ship installer to install another ship in another mod and that's when i realised that i still see all the ships ive installed in the pevious one: it didn't update when i started working in the last mod.

Is it clear? sometimes its hard to explain in (english) words what i mean.

Is this a bug from the ship installer or i'm missing something in the way the ship installer works?

Thanks in advance.
angelfire777
Cycrow
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Post by Cycrow »

y did you make the ship creator mod as a fake patch ?

if im understanding you correctly, you installed some ships, then copied the shipcreator.cat and .dat files to a fake patch in the main X3 Directory, then u installed some more ships.

well, when u install more ships, the Ship Installer will create a new set of mod files to put the ships in. But when it comes to creating TShips, it finds the laest files among your patch files and adds the ships onto that.

u really shouldn't touch the shipcreator mod, as it will mess up the program when it attempts to install
angelfire777
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Post by angelfire777 »

I used the fake patch to get over a problem that happened when i added a couple of lasers to the Millennium falcon (I posted a question about that a couple of weeks ago)

What I did was:
1.I started with firespray model, replaced the ship body with the millennium falcon one and arranged all the camera, weapon etc “elements” into a scene in order to get the millennium falcon with 2 lasers (just beside the cockpit)and maintaining the 2 original turrets
2.I used the x3 editor to replace the Tships, components, and scene files in the ship creator mod, with the ones I changed.
3.all worked well
4.then I decided to install a new ship, using the ship manager, I thought the ship manager was going to pick up the changed Tships and add the info regarding this new ship…
5.but now the millennium falcon is all messed up: the cockpit is inside the ship model (I guess at position 0,0,0) and I cant fire the new lasers)
6.at this point I thought I could use a backed-up ship creator (with the “new” millennium falcon) as a fake patch and use the ship manager on the “standard game” and use this to install when I needed.

That was the reason why I came up with the fake patch solution.
Am I complicating things when I should be aplllying the old K.I.S.S. approach?
thanks
Angelfire
Cycrow
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Post by Cycrow »

if you make changes to the mod using the X3 Editor then those changes will be lost when installing another ship.

the problem with using a fake patch, is that when the ship installer creates the files, it finds the latest version of TShips. Then adds stuff onto the end of that.

There are 2 other methods u could try. The first is to install the ship via the installer. Then copy the ship creator mod to a fake patch, then reset the installer, which will remove the ship you installed.

make the changes required to the fake patch mod, and i would suggest remove all the blank entries from TShips as well.

then start installing the other ships as well. But not have the edited ship on the install list. The problem is that the scripts wont be able to add the ship to a shipyard, so this will need to be done manually.

the other method, is to extract the XSP, make any of the changes u require and add them back to the XSP, then u can install it normally in the installer
angelfire777
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Post by angelfire777 »

Once again thanks for the answer. i had already thought about the "create a xsp" solution, will give it a try... but when you say reset the ship manager, waht exactly do u mean? how do i do it? is there a way of reseting or i simply uninstall the ships (since i woul be just cleaning the shipmanager and not actually cleaning the hips from the mod, which had been made into a fake patch).

angelfire777
Cycrow
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Post by Cycrow »

if u have the latest version of the installer, goto file, then goto reset.

it will reset the current directory, and remove any installed ships so you can start from scratch.

one options for creating the xsp, is to use the installer to install the ship, make the changes to the ship creator mod liek u have been doing. Then use the Ship Creator to extract that ship into a new XSP file for you to install
Realspace
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Post by Realspace »

I'm having the problem of Installer not starting up (and remaining in background, as seen in Win Task Manager).
I had the same problem with the Script Installer and solved it with the instructions you gave in the other post about executing the command with the -nosocket suffix.
Tried the same with Ship Istaller but didn't work. Any guess what could it be?
In any case, thanks a lot for your work!!
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tensin
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Post by tensin »

Mine still seems to think that 1.12 is a newer version than 1.2
reinhart_menken
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Post by reinhart_menken »

Hi Cycrow,

Last week I spent a great deal of time trying to modify the stock Military Transport, specifically its armament. I'm not inexperience in modifying lasers for turrets (I've done it plenty of times with success), but I'll repeat my general process nontheless.

I imported the ship from the shipcreator mod (so I can extract the military transport), I got to customize menu and then used custom cockpits for all the turrets, then chose the lasers I want the turrets to use. Afterward I also increased the amount of guns on each turret by one, in the guns menu.

When I go into the game, I used the cheat script to create new ships to test. Everything that I modified (engine, speed, shield, weapon energy, etc) went into effect except the turret weapon changes. What's even weirder was that originally (vanilla) the turret laser for the 5 or 6 turret were all the same except one (so all can use BHEPT except one), but after the changes they can all use the same weapons (A and BHEPT).

Same thing happened to a Paranid Perseus that I modified and increased the rear turret to 2 (also with laser change). Laser options didn't change at all in-game (cheated new ship as well) and was the same as the original.

One thing to clarify though in case of misunderstanding is that I also did change their ship id to a new one.

Since this happened only on the ships that I have increased turret gun amount, and it just so happen I did it right after the update, I'm guessing it has something to do with increasing the guns or the update. I'm more leaning toward the former (modifying gun interfering with lasers). What do you think the problem is?
muttertron
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Post by muttertron »

Having a huge problem with the newest Ashley's Factories mod(.SPK version), I'm using that and the new Galatica, and the vipers. Ashleys mod works fine on its own, As does a vanilla x3 with just the ship files.

I removed all modded ships from the game, cleaned everything up, Installed Ashely's, selected it as the base mod, reinstalled the new ships, and now x3 crashes on start-up. :(
Cycrow
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Post by Cycrow »

try changing the mods in the Ship Installer, first, try to set the base mod mode to a fake patch and c if that fixes it
odin_ml
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Post by odin_ml »

just a quick question, will X3 ever use the ships i install? it doesnt seam to spawn any of the ships i have added, i can only find them at the ship yards i have added them to. i was wondering if the game will spawn anything other than the ships that came with the vanilla X3. it seams to only spawn the origional ships even if i set the stats to match the ingame/jobs file stats for spawning ships ie race/class/variant. how can i make the thing have a chance at spawning various m3 craft i have installed, along with the stock ships?
Athlon 4800 X2, ASUS A8N32-SLI Deluxe, EVGA 8800 GTX, 2 Gig Corsair 3500 LL

I can picture in my mind a world without war, a world without hate.
And I can picture us attacking that world, because they'd never expect it.
Cycrow
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Post by Cycrow »

im looking into this, in theroy they should use them, afterall, most job entries only specify a shipclass and race.

hopefully ill have a solution to this eventually
odin_ml
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Post by odin_ml »

ok, so i am not r******* then its x3 having isues with adding ships, i hope you can figure it out soon cause it would be cool to have say 5 or so m3 class ships for one job.
Athlon 4800 X2, ASUS A8N32-SLI Deluxe, EVGA 8800 GTX, 2 Gig Corsair 3500 LL

I can picture in my mind a world without war, a world without hate.
And I can picture us attacking that world, because they'd never expect it.
Aylen Genorth
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Post by Aylen Genorth »

Hi people, i´m sorry if it is related in another topic, but my english suc$% sometimes...
I have take a ship from a mod (xfp->F302) and maked changes in stadistics (speed, cargo...) renamed it as F6000, change its ID and change the description, i have installed it on the xfp cat with the installer but it dont exist on the game, i supose that i need a script for the ship but i dont know how to do it.. can u help me?
Cycrow
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Post by Cycrow »

when u ran the game, what mod did u select on the startup screen ?
stewartgb
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Post by stewartgb »

Cycrow, thank you so much for so many excellent scripts and tools. :D

I use almost everything you have written and usually never have a problem.

Lately I have gotten brave and decided to try and modify some of the xsp files from around the forums so that they better fit my playstyle. I loaded the xsp files and changed 3 or 4 things in each file and then saved it as a new file in a new directory.

1. changed the name in the ship name: section on the main tab.

2. changed the shipname in name section on the text tab

3. modified one or 2 settings under the customize ships option

4. Balanced the ships

After doing these 4 things I loaded the new files in the ship installer and started a new game in Normal mode. The ShipCreator mod is selected at startup. All of the ships I edited are supposed to be at the argon shipyard in their original version and in my modified version.

When I go to the argon shipyard some of the ships show up but some of them show up as a balnk with the price of 5100cr. All of these ships worked in their original form. I even went as far as leaving the sector and comming back. I am in a vanilla ship.

I tried to change back to the originals but now even the originals do it, one or two of them show up but the others do not. I read this forum and your FAQ on your site but didn't find an answer.... Any Ideas? Did I make too many changes maybe?

The xps files are made by MM, Hawkbs and Coxxon. They are all the latest versions. I am not using DDRS or Roguey's mods or any other mods that add ships.

I'm using the latest version of ship creator and installer and the latest version of X3 with most of your mods loaded and a few from others in the community with no conflicts. Any help would be appreciated. Thanks.

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