[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1
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Found one more minor bug in TCPIex Patch - there is Dark Space Installation in sector 7-4, created on gamestart. That seems to break BoP plot - the prisoners' Scabbard doesn't want to dock with it (the Scabbard just stand still).
I checked all MD scripts and can't find even a small hint on how those gates in ANH plot are created without that commented create_gate in ANH MD script. Any help would be appreciated
EDIT: One more found...
In 2.026 Extra Sectors
Second set_value exact should be 1023823, not 1023821, or you can get two Blue Horizons.
Also, you should change 1023824 (for 3rd sector) - it's used for Duke's sector (Lasting Vengeance)
EDIT #2: And another one...
After the war ends, clones of all stations in ex-war sectors (Jupiter, Asteroid Belt, Heretics End, Circle of Labour, Omicron Lyrae, Treasure Chest, Elysium of Light) are spawned. My best guess is that somehow related to switching war off\on\off (and the double-executing NOwar map file).
I checked all MD scripts and can't find even a small hint on how those gates in ANH plot are created without that commented create_gate in ANH MD script. Any help would be appreciated

EDIT: One more found...
In 2.026 Extra Sectors
Code: Select all
<do_when value="{sector.name.textid@L2M026.PlayerSector}" exact="1023821">
<do_any>
<set_value name="L2M026.Sector1TextId" exact="1023826"/>
<set_value name="L2M026.Sector1TextId" exact="1023821"/>
Also, you should change 1023824 (for 3rd sector) - it's used for Duke's sector (Lasting Vengeance)
EDIT #2: And another one...
After the war ends, clones of all stations in ex-war sectors (Jupiter, Asteroid Belt, Heretics End, Circle of Labour, Omicron Lyrae, Treasure Chest, Elysium of Light) are spawned. My best guess is that somehow related to switching war off\on\off (and the double-executing NOwar map file).
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- Joined: Tue, 1. May 07, 20:40
Hello again 
I'm playing for a while now (all plots completed) and I've got a HUGE performance hit. It's like AP 1.0 days and its MD memory leak bug, when only thing you could do was to reset MD (or use McGyver-style patch repeatedly). I've got about 4350 total cues in MD, which, I suppose, isn't good for your FPS. Most of it (about 3200) is in L3M02 section.
I've tried to apply McGyver patch (essentially cleaned 3.01 and 3.02 MD .xml files) - works great. So, it IS indeed MD fault. Right now I'm thinking about individual plot patches (make a MD file in which all is commented except "Plot Complete" cue, and apply it after you've completed that plot).
I've noticed some similar threads in tech support forum - about clean AP 3.0.
So, my question is: is this performance hit somehow related to AP 3.0 code, or TC Plots for AP code, or something else?

I'm playing for a while now (all plots completed) and I've got a HUGE performance hit. It's like AP 1.0 days and its MD memory leak bug, when only thing you could do was to reset MD (or use McGyver-style patch repeatedly). I've got about 4350 total cues in MD, which, I suppose, isn't good for your FPS. Most of it (about 3200) is in L3M02 section.
I've tried to apply McGyver patch (essentially cleaned 3.01 and 3.02 MD .xml files) - works great. So, it IS indeed MD fault. Right now I'm thinking about individual plot patches (make a MD file in which all is commented except "Plot Complete" cue, and apply it after you've completed that plot).
I've noticed some similar threads in tech support forum - about clean AP 3.0.
So, my question is: is this performance hit somehow related to AP 3.0 code, or TC Plots for AP code, or something else?
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Hello, I've been running this for a while now and finally finished the HUB the hard way (previous install I modified the amounts required). I've just picked up the PHQ too and already have the UFJD.
I am on top rank with all the races but have not had any of the new 3.0 plots come through yet. It's been about 20 - 24 hours game time since I completed PHQ. I've tried updating this mod with the new CAT / DAT rename but it still hasn't triggered.
I run very few mods
MARS
TCIapex (the immersive backgrounds jobbie)
race rank as numeric
and this of course.
I'm a bit loathed to start again as I have 400+ stations and 600+ ships including a working trade network across the universe which took an age to set up.
Any ideas? I really want to finish these new plots before Rebirth comes out.
I am on top rank with all the races but have not had any of the new 3.0 plots come through yet. It's been about 20 - 24 hours game time since I completed PHQ. I've tried updating this mod with the new CAT / DAT rename but it still hasn't triggered.
I run very few mods
MARS
TCIapex (the immersive backgrounds jobbie)
race rank as numeric
and this of course.
I'm a bit loathed to start again as I have 400+ stations and 600+ ships including a working trade network across the universe which took an age to set up.
Any ideas? I really want to finish these new plots before Rebirth comes out.
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I had been under the impression I could fire this up on a completed AP save.
That's probably why I had some unusual results.
Busy just playing on from my AP save ,but with mods,excluding this one,for now.
But will come back to this when I want something different again. I have followed the developement of this from it's early starts before the current author took over the project.
This is still one of the best mods around,imho.

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BioHazard15 - I have completed New Home and Aldrin. As for "War plot" thats the standard Argon / Terran first plot we are given. I'm fairly certain I have done that as I now have no open missions from anyone.
Is there no way to "force" start the plot?
For the moment I have abandoned the save and restarted using the "customstart script" and "CheatPackage" mods. I plan on just using the complete plots without payment methods just to see if the plots actually do start. If they do then I will use the mods to rebuild my empire.
Is there no way to "force" start the plot?
For the moment I have abandoned the save and restarted using the "customstart script" and "CheatPackage" mods. I plan on just using the complete plots without payment methods just to see if the plots actually do start. If they do then I will use the mods to rebuild my empire.
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craigr1982 - I've listed just the requirements added by this mod. Standard AP requirements are:
- For SB it's max Split reputation in addition to "war plot" completed (racing beacons in Freedoms Reach will spawn immediately after meeting all the requirements, so if you're uncertain - jump there and look for them. If they're in place - all is OK, just wait for message).
- For CT it's Petty Financier trade rank.
Custom Start script works flawlessly with this mod. I've used it to start on some Xtra ships - all is OK, I'm on my way to repair 2nd Hub gate set (The "Fight for Resources" thing are God's blessing - complete one 5M assassination and voila! - you've got half of Teladianium).
- For SB it's max Split reputation in addition to "war plot" completed (racing beacons in Freedoms Reach will spawn immediately after meeting all the requirements, so if you're uncertain - jump there and look for them. If they're in place - all is OK, just wait for message).
- For CT it's Petty Financier trade rank.
Custom Start script works flawlessly with this mod. I've used it to start on some Xtra ships - all is OK, I'm on my way to repair 2nd Hub gate set (The "Fight for Resources" thing are God's blessing - complete one 5M assassination and voila! - you've got half of Teladianium).
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- Posts: 199
- Joined: Thu, 15. Apr 04, 20:57
biohazard15 wrote:craigr1982 - I've listed just the requirements added by this mod. Standard AP requirements are:
- For SB it's max Split reputation in addition to "war plot" completed (racing beacons in Freedoms Reach will spawn immediately after meeting all the requirements, so if you're uncertain - jump there and look for them. If they're in place - all is OK, just wait for message).
- For CT it's Petty Financier trade rank.
I'll load up the last save and check in freedoms reach for the beacons, im at rank 29 (one below xtreme) for trading so that one shouldn't be a problem.
I tried a new game but it doesn't recognise me completed PHQ (by doing plot complete / no payment on all available plots. I still end up with having to speak to mahi bi (or whoever) on the boron ray in ocean of fantasy.
I've even deleted the game and redownloaded it via steam (thank god for 60MB bb)and re-added the few mods I use. but it still wont mark the PHQ as complete.
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- Joined: Tue, 6. Mar 12, 12:04
Anyone experienced this?
Ok ill soon finish Final Fury (but alot of TC plots remain) i have 2 "problems":
First one:
Pteranodon (AP 3.0 Split M2+) doesnt spawn on any Split Shipyards where it supposed to (Zyarth's Stand (checked with cheat package) and Patriarch's conclusion (where it should be without cheat package).
Is this ship become available on start of AP plots or im mistaking or AP 3.0 plots O.o?
Text id not found (this occurs when i accept Kill All Xenon or smth like that missions) in Black Hole Sun, Zyarth's Dominion and Grand Exchange, i always get TExtIDNOTFOUND error.
I dont know if this is problem with TC AP or something else, since i dont use mod that change mission director or simmilar to that.
First one:
Pteranodon (AP 3.0 Split M2+) doesnt spawn on any Split Shipyards where it supposed to (Zyarth's Stand (checked with cheat package) and Patriarch's conclusion (where it should be without cheat package).
Is this ship become available on start of AP plots or im mistaking or AP 3.0 plots O.o?
Text id not found (this occurs when i accept Kill All Xenon or smth like that missions) in Black Hole Sun, Zyarth's Dominion and Grand Exchange, i always get TExtIDNOTFOUND error.
I dont know if this is problem with TC AP or something else, since i dont use mod that change mission director or simmilar to that.
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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TextIDNotFound title on Xenon Invasion briefing happens with my game, too. But it's only briefing title, the briefing text itself is OK, and mission are working flawlessly.
I guess there's some problem with MD file or text file (typo, maybe?)
As for Pteranodon - it should be available from the start on these SYs (Plus, in my game it is available at Rhonkar's Trial - not sure it's "by design" of TCAP or not, since i'm using Cadius' Xtra. But, Xtra's MD script doesn't change Pteranodon's location)
I guess there's some problem with MD file or text file (typo, maybe?)
As for Pteranodon - it should be available from the start on these SYs (Plus, in my game it is available at Rhonkar's Trial - not sure it's "by design" of TCAP or not, since i'm using Cadius' Xtra. But, Xtra's MD script doesn't change Pteranodon's location)
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biohazard@
Well i couldnt find it on any shipyards
, probably because i didnt finished TC plots but odd thing is every AP ship except Pteranodon is available on SY's
...idk what's the problem.
Well i couldnt find it on any shipyards


Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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- Posts: 373
- Joined: Tue, 6. Mar 12, 12:04
I think ive found the problem, and its IEX patch 1.5 for TCAP, ive looked abit in WareTemplate.xml and i coudlnt find ID's for Pteranodon (SS_SH_S_M2P) and for Lotan ship.
Can someone look into this please?
Can someone look into this please?
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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- Posts: 373
- Joined: Tue, 6. Mar 12, 12:04
biohazard@
That's unfortunate really
, IE has very nice sector's i really, really like but wast majority of bugs keeps me out of it
...for instance some sector's are waaay too dark to see anything lol.
That's unfortunate really


Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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- Posts: 193
- Joined: Tue, 1. May 07, 20:40
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- Posts: 38
- Joined: Fri, 4. Jan 13, 10:04
Aldrin exp problem
I just finished aldrin exp plot but there is no mission complete statement only the disappearance of active mission.
If I use the interactive manager to state it as compete then all the gates between aldrin sectors disappear and it triggers the BOP plot. Is this normal?
After I complete the plot as regular, the manager states that I am on the third stage
Any suggestions ?
If I use the interactive manager to state it as compete then all the gates between aldrin sectors disappear and it triggers the BOP plot. Is this normal?
After I complete the plot as regular, the manager states that I am on the third stage
Any suggestions ?
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- Joined: Fri, 16. Aug 13, 21:14
The plot manager for me seems to break certain things that work fine(ish) if played through without the plot manager being activated. For example, it does not properly complete the PHQ plotline as it exists in this mod and the summons to Ocean of Fantasy is not removed from the missions list. Additionally it renames CEO's wellspring as the player sector upon completing A New Home; it connects the unknown sector 2 jumps past Legend's home but applies the name to CEO's Wellspring. Finally if the Plot Manager is started after completing the Aldrin Expansion plot it seems to restart that plot even if already completed.
Also, how do you actually start the AP plotlines? I've completed every TC plot except treasure hunt in my save without using the plot manager except that the New Home mission did not clear from my list (same broken sounding reference to finding the gate, which I did). Do you have to complete EVERY TC plot to get the option to start the AP plots? I tried correcting this by firing up the plot manager, but that seems to introduce more problems.
The only other mods I am using are Xtra ships (just the ships no optional components like jobs).
Also, how do you actually start the AP plotlines? I've completed every TC plot except treasure hunt in my save without using the plot manager except that the New Home mission did not clear from my list (same broken sounding reference to finding the gate, which I did). Do you have to complete EVERY TC plot to get the option to start the AP plots? I tried correcting this by firing up the plot manager, but that seems to introduce more problems.
The only other mods I am using are Xtra ships (just the ships no optional components like jobs).
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- Posts: 193
- Joined: Tue, 1. May 07, 20:40
Tiberseptim@
AP plots start as follows:
Corporation Troubles & Player sector:
- Complete A New Home & Aldrin Expantion
- Trade Rank 14 (Petty Financier)
Note: you may complete it well before other AP plots.
War Plots (Argon plot or Operation Loose Ends):
- +1 reputation with Terrans and Argons
- Combat Rank 15
- Complete Balance of Power and ATF Outpost
- Activate 2nd set of Hub Gates
Shady Businness:
- +10 reputation with Split
- Complete one of War plots
You can edit MD-script file to complete ANH "as intended":
Note that this "fix" WILL NOT WORK if you apply it AFTER you've payed 333.333.333 Cr to Paranid and entered Unknown Sector!!!
- Extract 2.013 New Home from TCAP .dat with X3Editor
- Open it with Notepad, find this code:
3. Edit it this way:
4. Save and put the edited file into addon\director folder. Start the game and load save BEFORE payment.
5. Pay required fee, fly to Unknown Sector east of Legends Home. You'll see two Gates, use any of them to enter your sector.
6. After "Congratulations" video, save your game, exit and remove edited file.
7. What to do with second Gate in Unknown Sector? Delete it with Cycrow' Cheat Package.
AP plots start as follows:
Corporation Troubles & Player sector:
- Complete A New Home & Aldrin Expantion
- Trade Rank 14 (Petty Financier)
Note: you may complete it well before other AP plots.
War Plots (Argon plot or Operation Loose Ends):
- +1 reputation with Terrans and Argons
- Combat Rank 15
- Complete Balance of Power and ATF Outpost
- Activate 2nd set of Hub Gates
Shady Businness:
- +10 reputation with Split
- Complete one of War plots
You can edit MD-script file to complete ANH "as intended":
Note that this "fix" WILL NOT WORK if you apply it AFTER you've payed 333.333.333 Cr to Paranid and entered Unknown Sector!!!
- Extract 2.013 New Home from TCAP .dat with X3Editor
- Open it with Notepad, find this code:
Code: Select all
<!--<create_gate name="CSVNorthgateinUnknownSector" gate="north" typename="SS_WG_NORTH" race="argon">
<position x="0" y="0" z="80km"/>
<sector x="9" y="7"/>
<destination gate="south" sector="CSV_toplevel.CSV_playersector"/>
</create_gate>
<create_gate name="this.CSVSouthgateinPS" gate="south" typename="SS_WG_SOUTH" race="argon">
<position x="0" y="0" z="-80km"/>
<sector sector="CSV_toplevel.CSV_playersector"/>
<destination gate="north" x="9" y="7"/>
</create_gate>-->
Code: Select all
<create_gate name="CSVNorthgateinUnknownSector" gate="north" typename="SS_WG_NORTH" race="argon">
<position x="0" y="0" z="80km"/>
<sector x="9" y="7"/>
<destination gate="south" sector="CSV_toplevel.CSV_playersector"/>
</create_gate>
<!--<create_gate name="this.CSVSouthgateinPS" gate="south" typename="SS_WG_SOUTH" race="argon">
<position x="0" y="0" z="-80km"/>
<sector sector="CSV_toplevel.CSV_playersector"/>
<destination gate="north" x="9" y="7"/>
</create_gate>-->
5. Pay required fee, fly to Unknown Sector east of Legends Home. You'll see two Gates, use any of them to enter your sector.
6. After "Congratulations" video, save your game, exit and remove edited file.
7. What to do with second Gate in Unknown Sector? Delete it with Cycrow' Cheat Package.