[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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apricotslice
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Post by apricotslice »

This mod has been updated to patch v2.5.

A new download is available.
Borsek
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Post by Borsek »

I'm experiencing a bug, I think. Since I installed the mod there are no more sounds (music and lasers work fine) - the verbose ship computer and all communication (mission stuff, marines etc.) are gone. I checked my settings and I have it all enabled and the sound is not set to 0%... Has anyone experienced it yet?

Oh, I also modded a ship so it can now carry almost an integer of cargo (2 billion units, lol), ST size... it also has 48 turrets (terran M2) and 50 2GJ shields... I ram stations I don't like with it at 2km/s XD
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apricotslice
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Post by apricotslice »

I've not heard of the sound problem at all. Does it return to normal without the mod ?

What tships file did you do your modding in and where did you put it ?
Borsek
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Post by Borsek »

I modded your tships file (AMS mod),... but my installation seems to be FUBAR >.< turning off the AMS mod in the startup splash screen doesn't work for some reason, so I guess I must have destroyed something while I was playing with the files and numbers.

Thank god I have a laptop with the vanilla version on, it'll serve as backup :D

Yeh, fyi this is my fault 99%, I just asked in case it was a known bug or smth.... Anyway, I also modded the default X3TC files and basically made my game a large crashy crashy mess in about 2 days of random script adding, installing multiple different plugins, modifying original game files etc.

I have to format my computer anyway... it's gotten so full of, well, shit, that it needs its memory wiped.
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apricotslice
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Post by apricotslice »

At least you used the right tships file :)

Best place to put it is in a types folder under the TC one. That doesnt change the mod, but overrides it.
Borsek
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Post by Borsek »

Yeh... I should have extracted everything into a seperate folder (all cat files and your mod), and then edited it... instead I massacred your tships file and after that I chose the vanilla cat files as my next victim and took a chainsaw to them... the results are not amusing.

Also, I've noticed my game crashes when (and only when) I kill something with the integer cargohold capital... so that ship has something to do with all the bugs. I also modded tcockpits so I could fit everything on it and that... that kinda messed everything up even more, so I'll be deleting all local game files (except for the saves... tho they will get deleted if they won't work when I copy the vanilla version in) and reinstalling everything.

I should have bought the boxed version instead of being lazy and ordering it from steam >.<
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apricotslice
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Post by apricotslice »

The trick is to install and upgrade, then take a copy to dvd for storage of the installed game.

If your modifying other ships, you can use the Apricot cockpits in tcockpits. Theres a set for Cap ships, M7's and 2 for M6's, and I think one for freighters rear turrents.

They all allow all guns to be mounted (or nearly all). Just select the right turrent cockpit for the turrent location.

Never touch the games vanilla files. Always extract the cats into temp directories, then make a mod directory and copy over anything you want to change. If you doing more than just a few idle changes, its best to then assemble a mod cat for yourself, and keep updating that as you change things.

Keeps everything separate, and if you really c*ck it up, its easy to remove.
Borsek
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Post by Borsek »

Yeh... but it kinda got out of hand. I was only scripting at first, but then I started modifying ships and so on... never planned anything. Will do next time :)
Borsek
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Post by Borsek »

:D got everything working again... this time I repacked your mod and a few scripts and my ships into 10.cat, works like a charm.
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apricotslice
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Post by apricotslice »

What ships have you added ?
Borsek
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Post by Borsek »

A Mammoth with the name Q, that is a complex builder, 2bn ST cargohold. Also 100x 2GJ and nice weapons everywhere. I am going to spawn one when I get to 200M credits. It's a solopwnmobile with a giant ship cargohold... using beamdock, it's the ultimate carrier too :)

And I've increased its rudder optimization and engine tuning so it goes 1km/s and turns like an m5, hehe.

Scripts are fun :)
One-village-idiot
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Post by One-village-idiot »

Yo apricot! I was just checking out the Community Scripts & Mods list and I saw something interesting. You have two reserved Gamestarts called Minbari Madness and Galactica Quest. When will we be seeing those, cause they sound awesome!
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apricotslice
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Post by apricotslice »

Your in the wrong thread for those. They are part of the Merge Mod.
Retiredman
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Post by Retiredman »

Ack 20 pages!!!!..

Will this newest version work for X3:TCver 2.1 still or do I have to upgrade..
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apricotslice
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Post by apricotslice »

Should be fine with v2.1.
pepperg
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Post by pepperg »

hey apricot,

i asked a month or so ago about running this mod in conjunction with sector size and background mod.

i am hoping i can run either ssbm or your mod as a fake patch...will i be able to run your mapping service mod as a fake patch?

thanks.
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apricotslice
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Post by apricotslice »

Should not be any problems doing that.

By choice, I'd run the backgrounds as the patch, and the AMS as the mod. Mainly to remind you that you have a ship mod loaded, in case you later try to add another ship mod forgetting your running AMS.
dpadula
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Post by dpadula »

Is there a way that I can just get the ships and the new weapons without everything else? I really loved your ships from X3R and I want them back in X3TC.
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apricotslice
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Post by apricotslice »

What else didnt you want ?

The stations can be deleted by the cheat pack after the 3rd load on starting the mod.

The commands can be ignored. The hotkeys not attached to keys.
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apricotslice
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Post by apricotslice »

V2.12 released for TC v2.6.

Minor changes only.

New start added.
Globals.txt updated.

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