[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Using MARS - #14
Then put AMS at #15
I didnt see the Apricot Shipyard at all.
I am deleting T-files, etc and will fresh install again. Will start with AMS and then add on from there to see whats going on.
Update: I checked the t-files of each mod/false patch and script that I used (the list I had before was correct) none appeared to conflict. Think it must have been something with the way I installed. heh.
Then put AMS at #15
I didnt see the Apricot Shipyard at all.
I am deleting T-files, etc and will fresh install again. Will start with AMS and then add on from there to see whats going on.
Update: I checked the t-files of each mod/false patch and script that I used (the list I had before was correct) none appeared to conflict. Think it must have been something with the way I installed. heh.
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Ok now I realized another reason you responded so fast lol, your in my time zone. << Japan lol. Generally very few people are active on forums and such at the same time I am. Glad someone got you that copy of AP.
BTW everything works great except for some reason the FDN menu isnt showing up in my key selection. If I read correctly however, "thereshallbewings" is no longer necessary. Does it just take a little time (as in several re-loads) to boot up that script? I did notice that over several re-loads PM came around.
BTW everything works great except for some reason the FDN menu isnt showing up in my key selection. If I read correctly however, "thereshallbewings" is no longer necessary. Does it just take a little time (as in several re-loads) to boot up that script? I did notice that over several re-loads PM came around.
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I'm not sure about the not necessary part. Plugin Manager integration with the steam version might suggest that its not, but if you dont instal any scripts using plugin manager, then the game may still need the SE turned on. In any case, I assume it may and get people to do so. Cant hurt to make sure.Gilgamec wrote:BTW everything works great except for some reason the FDN menu isnt showing up in my key selection. If I read correctly however, "thereshallbewings" is no longer necessary. Does it just take a little time (as in several re-loads) to boot up that script? I did notice that over several re-loads PM came around.
FDN is an Artifical Life plugin. You need to turn it on in the AL menu first. Same with the rest of LA's stuff.
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I have the AL window with FDN, SSDN, and PM marked active, but the key bind in the controls has yet to pop. I started a new game and it did not load after the first save/reload. The PM option came up after a while, I thought maybe it was just a timed thing. I assume if PM came up, Thereshallnotbewings is not completely necessary.
I guess it cant hurt to try and see if that is the issue, but I didn't think it would show up in the AL options until SE is active.
Happy its Friday so I can go home and play with this all weekend
. The AMS start seems intriguing.
**Edit** after going back and reading the post where I believed turning on the editor was not necessary, I discovered that it said they fixed the typing delay, so there would be no more Thereshalbewings...not..that typing it itself is not necessary. Been in Japan too long...massive English fail.
/facepalm
I guess it cant hurt to try and see if that is the issue, but I didn't think it would show up in the AL options until SE is active.
Happy its Friday so I can go home and play with this all weekend

**Edit** after going back and reading the post where I believed turning on the editor was not necessary, I discovered that it said they fixed the typing delay, so there would be no more Thereshalbewings...not..that typing it itself is not necessary. Been in Japan too long...massive English fail.
/facepalm
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There does seem to be an issue with AP, where some things just dont start when they are told to, then later switch on for no apparent reason.
I know that NPCBail seems to take ages to start. And Jump to derelict hotkey is there but doesnt work for a long time until suddenly working.
There is a pause in the game after a while, just like when you activate the SE, and this could be the game resetting itself and activating anything thats somehow not been switching on or was paused.
They changed the way the game stores hotkeys and commands for AP. It solved some problems they refused to admit were problems in TC, but it seems to be creating other ones.
At this point, I still think AP has bugs where hotkeys and commands are concerned. But since this is in modified territory, you cant present them in tech support as bugs, because they wont address anything to do with modified games. And of course, in vanilla, there are no added extra hotkeys or commands, so the problem cant occur.
I know that NPCBail seems to take ages to start. And Jump to derelict hotkey is there but doesnt work for a long time until suddenly working.
There is a pause in the game after a while, just like when you activate the SE, and this could be the game resetting itself and activating anything thats somehow not been switching on or was paused.
They changed the way the game stores hotkeys and commands for AP. It solved some problems they refused to admit were problems in TC, but it seems to be creating other ones.
At this point, I still think AP has bugs where hotkeys and commands are concerned. But since this is in modified territory, you cant present them in tech support as bugs, because they wont address anything to do with modified games. And of course, in vanilla, there are no added extra hotkeys or commands, so the problem cant occur.
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Yea I can tell its weird because the first time I installed (when I could not see your shipyards) I had full access to the FDN and SSDN and PM menus, yet after the fresh install and correctly installing the mod/false patches, I am down to PM....odd.
Still I will try the 'wings' and hopefully that fixes it all magically...that would be sweet.
Still I will try the 'wings' and hopefully that fixes it all magically...that would be sweet.
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That is definitely a problem with the way they redid the hotkey and command storing, and multiple restarts.Gilgamec wrote:Yea I can tell its weird because the first time I installed (when I could not see your shipyards) I had full access to the FDN and SSDN and PM menus, yet after the fresh install and correctly installing the mod/false patches, I am down to PM....odd.
They only get stored once. So when you do a game restart, they are already stored, so dont get created again. But because they dont get created, they dont get into the save, and so dont function in game. I suspect this is a problem with the steam implementation, and an assumption that a game start only happens once while the computer is on.
The only answer I've found is a power off of the computer between game starts.
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