[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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Heh, well those are originally TC scripts that I don't think have been tweaked in a while (and they are very very extensive scripts/mods I imagine as well). I did not think they would work in AP to begin with as something that complex can be easy to throw off. When I saw it bundled here I flipped cause I am a big FDN fan. The thought of it working was exciting haha, makes an empire much easier to hang on to.
Wife has to work this weekend, so I have a lot of time
. If I find a magic loophole or anything I will let you know. I will use Cycrow's Cheats to spawn some PM and FDN units and see if they work (after resetting my computer of course).
Wife has to work this weekend, so I have a lot of time

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Found a problem between sending the player messages and Bounce, when done at the same time. Dont know why, but if you do that, the messages keep getting sent every load.
Changed it so that Bounce now loads on game load 3, and its messages are in an independent script.
All well now. Updates to scripts in zip 1.06b.
Changed it so that Bounce now loads on game load 3, and its messages are in an independent script.
All well now. Updates to scripts in zip 1.06b.
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Uploaded updated scripts 1.06c.
Yet another tweak to the setup script for doing things on loads 1, 2 and 3.
New Hotkey : Auto Claim. One press claim and beam of all derelict ships in the player sector.
With NPCBail going even on low settings, the war zones and Xenon sectors were creating so many derelict ships, that claiming them was getting tedious and repetitive strain inducing.
Normal Claim hotkey left untouched, so that selective claiming can be done, and beaming own ships can be done.
Yet another tweak to the setup script for doing things on loads 1, 2 and 3.
New Hotkey : Auto Claim. One press claim and beam of all derelict ships in the player sector.
With NPCBail going even on low settings, the war zones and Xenon sectors were creating so many derelict ships, that claiming them was getting tedious and repetitive strain inducing.
Normal Claim hotkey left untouched, so that selective claiming can be done, and beaming own ships can be done.
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WHat am I doing wrong? Trying to get a mod to work
Hi
I wish to install the Apricot Mapping Service (mentioned from the sticky on the other forum here) but the mod wont work. I notice the mod selecter has remained grayed out from the splash screen.
I tried to browse this forum but it is all rather confusing
I am sure I have put it into the right place...
C:\Steam\steamapps\common\x3 terran conflict\addon
but nothing happens.
A little help please Smile
Thanks
{Learn the [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] Rule #1. Merged. jlehtone}
I wish to install the Apricot Mapping Service (mentioned from the sticky on the other forum here) but the mod wont work. I notice the mod selecter has remained grayed out from the splash screen.
I tried to browse this forum but it is all rather confusing

I am sure I have put it into the right place...
C:\Steam\steamapps\common\x3 terran conflict\addon
but nothing happens.
A little help please Smile
Thanks
{Learn the [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] Rule #1. Merged. jlehtone}
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Put the mods folder in the addon folder
Put the merge the scripts folders in the addon folder.
works for me.
however ,here is the ams thread
http://forum.egosoft.com/viewtopic.php?t=226520
post there if you need specific help
Put the merge the scripts folders in the addon folder.
works for me.
however ,here is the ams thread
http://forum.egosoft.com/viewtopic.php?t=226520
post there if you need specific help
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- Joined: Sun, 23. Jan 05, 17:58
Hi
I am trying to get this mod to work but nothing is happening.
I have put the folder into the addon pack, I have also tried extracting it to the addon folder; both to no avail.
The mod selection option remains greyed out form the splash screen
I have the Steam version.
What am I doing wrong?
Thanks!
I am trying to get this mod to work but nothing is happening.
I have put the folder into the addon pack, I have also tried extracting it to the addon folder; both to no avail.
The mod selection option remains greyed out form the splash screen
I have the Steam version.
What am I doing wrong?
Thanks!
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- Joined: Sat, 1. Dec 07, 12:55
Did you try installing it to the "C:\Program Files (x86)\Steam\steamapps\common\x3 terran conflict" directory? I believe that Timothy has set up the zip file to orient itself to the X3 directory and will install itself from there. Good Luck! It is a great mod to play around with.
Mark
Honesty, Integrity and sincerity. Once you can fake these you have it made.
Honesty, Integrity and sincerity. Once you can fake these you have it made.
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- Joined: Sun, 23. Jan 05, 17:58
Hi
I think I am getting somewhere now. The game installs with the startup screen and I get messaged telling me to save and reload.
I do this but nothing much happens (not that I am expecting fireworks or anything). I do get the option to add set AMS keys though.
Am I using the right mod. Which one should I use. I have AP and TC but I am playing TC. Sounds daft but should I use X3AP?
X3AP-Apricot-Mapping-Service-v1-1
or
X3TC-Apricot-AMS-Mod-v2.14 with the HQ fix
I keep putting Thereshallbewings and it seems to work as I get the added option
Apricot mentioned in his guide you should get a ship at the start or something. The MiniCar? But I dont seem to be getting this.
Thanks again for your patience
[/i]
I think I am getting somewhere now. The game installs with the startup screen and I get messaged telling me to save and reload.
I do this but nothing much happens (not that I am expecting fireworks or anything). I do get the option to add set AMS keys though.
Am I using the right mod. Which one should I use. I have AP and TC but I am playing TC. Sounds daft but should I use X3AP?
X3AP-Apricot-Mapping-Service-v1-1
or
X3TC-Apricot-AMS-Mod-v2.14 with the HQ fix
I keep putting Thereshallbewings and it seems to work as I get the added option
Apricot mentioned in his guide you should get a ship at the start or something. The MiniCar? But I dont seem to be getting this.
Thanks again for your patience

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- Joined: Sat, 1. Dec 07, 12:55
Good Question, it is my understanding that TE cameback and rebuilt the AMS mod to be useable with AP. The original AMS 2.14 should still work with TC. I am not clear if the AP version will still work with TC as several things have changed. If the AMS mod is working correctly you should get a new start option of "Apricot Mapping Service Start" <something like that>. It does sound like you are close. You could try to install the old 2.14 mod and see what happens in TC or run AP and see if you get the option to start an AMS start for a new game. If you PM Timothy I am sure he will answer but he is "down under" and proably sleeping now.
Remember, you will have to start a new game to get the entire mod working. (to get the Gunbus)
Remember, you will have to start a new game to get the entire mod working. (to get the Gunbus)

Mark
Honesty, Integrity and sincerity. Once you can fake these you have it made.
Honesty, Integrity and sincerity. Once you can fake these you have it made.
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- Joined: Sun, 16. May 04, 13:01
If your running TC, then use the TC version which is 2.14. But frankly, the Merge Mod is more up to date, so better off using that, which includes AMS v2.14 and a lot more.
If your running AP, then use the AP version, which is 1.1.
Since the downloads are in totally different places, they shouldnt be mistaken for each other. And they are named for each game. So should be no mistaking which is which.
The mod was rebuilt for AP. Although the scripts are largely the same, there are some differences. So if you end up with both the TC and AP versions of scripts in the AP or TC scripts folders, then strange things will happen. If that is the case, I recommend you delete all scripts with 'apricot' in the name, and then reinstall the correct mod by unzipping into the Terran Conflict folder.
If you use the AMS start....
In both games you start in a Gunbus, and a fleet of ships is in Argon Prime with you.
In TC, the first start asks you to turn the script editor on and save and load. The second load tells you the mod is active, creates stations, and then Complex Cleaner should announce it is active. Hotkeys are created at the same time.
In AP, the start is the same. The second load creates stations and the third load starts Bounce. Hotkeys however, are created with the start, so can be set and saved at the same time as the script editor is turned on.
If you have AP scripts in the TC scripts folder, the result will be that the starting ship will not have any equipment loaded and no fleet will be spawned. This was a bug in TC, and the TC scripts were designed to get around the bug. They fixed the bug in AP but created another one, so the hotkeys are done differently in AP. Put them both together and it will cause problems, depending on which set of scripts was put in last.
The AMS start is primarily on the assumption that the player has played X3R and wants to carry forward a starting position from the previous game into TC. Same principle for TC into AP.
If you havent played TC, then play that first, using the Merge Mod. Once you finish the plots, move to AP using the AP AMS mod and I recommend the TC All plots complete for AP mod, which gives you the rewards from the TC plots into the start of AP. Between the 2, you start off AP with a decent fleet and credits if you want them. And you start with the Hub under your control.
If your running AP, then use the AP version, which is 1.1.
Since the downloads are in totally different places, they shouldnt be mistaken for each other. And they are named for each game. So should be no mistaking which is which.
The mod was rebuilt for AP. Although the scripts are largely the same, there are some differences. So if you end up with both the TC and AP versions of scripts in the AP or TC scripts folders, then strange things will happen. If that is the case, I recommend you delete all scripts with 'apricot' in the name, and then reinstall the correct mod by unzipping into the Terran Conflict folder.
If you use the AMS start....
In both games you start in a Gunbus, and a fleet of ships is in Argon Prime with you.
In TC, the first start asks you to turn the script editor on and save and load. The second load tells you the mod is active, creates stations, and then Complex Cleaner should announce it is active. Hotkeys are created at the same time.
In AP, the start is the same. The second load creates stations and the third load starts Bounce. Hotkeys however, are created with the start, so can be set and saved at the same time as the script editor is turned on.
If you have AP scripts in the TC scripts folder, the result will be that the starting ship will not have any equipment loaded and no fleet will be spawned. This was a bug in TC, and the TC scripts were designed to get around the bug. They fixed the bug in AP but created another one, so the hotkeys are done differently in AP. Put them both together and it will cause problems, depending on which set of scripts was put in last.
The AMS start is primarily on the assumption that the player has played X3R and wants to carry forward a starting position from the previous game into TC. Same principle for TC into AP.
If you havent played TC, then play that first, using the Merge Mod. Once you finish the plots, move to AP using the AP AMS mod and I recommend the TC All plots complete for AP mod, which gives you the rewards from the TC plots into the start of AP. Between the 2, you start off AP with a decent fleet and credits if you want them. And you start with the Hub under your control.
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