[MOD] Salvage Mod V2.2 (March 29)

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Higher is Better

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Total votes: 121

kapitul8r
Posts: 25
Joined: Sat, 20. Aug 05, 22:06
x3

Post by kapitul8r »

thanks, will give it a go!
kapitul8r
Posts: 25
Joined: Sat, 20. Aug 05, 22:06
x3

Post by kapitul8r »

Its pretty much working now, i think :) Only prob is that without the ccm, i cant find anything to salvage. Ive heard there is a script or command or sumthin to locate derelicts in the game. Ive trawled thru the forums with no luck, does anyone happen to know how to do this?
999-JAY-999
Posts: 622
Joined: Mon, 7. Apr 03, 16:29
x3tc

Post by 999-JAY-999 »

Check this one out kapitul8r...

http://forum2.egosoft.com/viewtopic.php?t=101753

You can use this one with this script also, if your like me and does not have the Chatter thingy thing installed.

:wink:
System Spec :-

AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
kapitul8r
Posts: 25
Joined: Sat, 20. Aug 05, 22:06
x3

Post by kapitul8r »

thanks! giving it a go now
kapitul8r
Posts: 25
Joined: Sat, 20. Aug 05, 22:06
x3

Post by kapitul8r »

ok getting there slowly! both salvage mod and network working great, locating ships etc, only prob now is "capturing" the derelicts. I have the salvage license, 18drones, plus the mk1 salvage thingy. Have found a half dead mercury, selected "claim derelict" and the derelict proceeds to turn red. This happens from any distance up to 10metres. All i can think is that i dont have enough drones??? Its easily turned back again with a bit of attention from the lasers, but even so the next time the same happens. Ive tried to salvage a nova too and the same thing happens?!
kapitul8r
Posts: 25
Joined: Sat, 20. Aug 05, 22:06
x3

Post by kapitul8r »

!bump! due to desperateness for answer ;)
AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB »

That's due to the other salvage script.

My guess is you are targeting one of my ships and using his salvage command.

Either way, I'm not going to do anything about this as you really should be using this with the CCM.
AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB »

Although the update for 1.4 is small, bump anyways.
barrymid
Posts: 70
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by barrymid »

I have done clean install of X3 and reinstalled all the scripts i use.
But now i can not salvage anything because the salvage commands are not under the special commands any more. Everthing else is right, got all the right equipment.
Also in the equipment docks selling the drones i have credits for sale? price 28Cr when i switch of the salvage mod the credits vanish as well.
I have also got installed,
BBs Plugins by LV
All Scripts pack by Cycrow
Tycpack by Tychouse
Plus your Comm chatter Framework and Essort CCM.
AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB »

Do you have the Extended mod pack installed?
barrymid
Posts: 70
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by barrymid »

No but will try if you think that will help.
AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB »

It does say required on the front page.
barrymid
Posts: 70
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by barrymid »

Sorry just download update did not read anything else :oops:
AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB »

Don't feel bad, there's one of these occurances everyday. I just need to say something so people reading don't think this is super buggy etc.
User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

a bit unclear on...

Post by Malakie »

AalaarDB wrote:Don't feel bad, there's one of these occurances everyday. I just need to say something so people reading don't think this is super buggy etc.
Hi I am a bit unclear on something... do I put the 06 file in the mod directory or in the main directory?

Malakie
Solfi
Posts: 167
Joined: Mon, 19. Dec 05, 23:55
x3tc

Post by Solfi »

The main directory.

If you already have files called 06.cat and 06.dat present in the main directory do *NOT* overwrite them. Simply locate the highest numbered .cat and .dat pair, and then rename your Salvage-mod .cat and .dat to that number+1 (so if your highest numbered pair is 06.cat and 06.dat, rename the new files to 07.cat and 07.dat ... and so forth).

cheers
carrier
Posts: 20
Joined: Mon, 8. Dec 03, 11:19
x3tc

Post by carrier »

just out of interest: How many global scripts should there be running by the salvage mod at a time? I counted 30+ and I do notice a slowdown and slight judder (especially on s.e.t.a.) that wasn´t there before using this mod.
AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB »

There should be 20 (WaitSendComms + Rumors)
There should be 10 Competitors, CompSearch, and Transporters
There should be 0 Inits.

The cpu requirements for this plugin are negligible.
Upgrade to 1.4, turn off the plugin, wait a few minutes, turn it back on.
kapitul8r
Posts: 25
Joined: Sat, 20. Aug 05, 22:06
x3

Post by kapitul8r »

Salvage mod working nicely now :) Was wondering if all classes/races of derelicts are spawned by the mod. Ive had TS/P M5,4,3 but no capital ships to date. I presume this is because they are scripted to be rare?
AalaarDB
Posts: 2282
Joined: Thu, 29. Jan 04, 08:19
x3tc

Post by AalaarDB »

There are only a few ships that aren't spawned (cap Aliens for one).
Capital ships are rare.

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