[MOD] Complex Cleaner v4.09 / Modular Complexes (TC 3.2 / AP 1.1)

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apricotslice
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Post by apricotslice »

thunderai, that sounds like you've got a script conflict.

Are you using a patrol script ? If so, remove it and try again.


zigyzigy, sounds right. I'm not sure it should have been replacing files though. Which files did it replace ?
zigyzigy
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Post by zigyzigy »

a few the one that i noticed that i though it shouldnt be replaceing was called:
X2script.xls
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Post by thunderai »

apricotslice wrote:thunderai, that sounds like you've got a script conflict.

Are you using a patrol script ? If so, remove it and try again.


zigyzigy, sounds right. I'm not sure it should have been replacing files though. Which files did it replace ?
I wouldn't know which script added it, I'll check the packages and see if one looks obvious, but most are not intalled via the script packer.
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Gazz
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Post by Gazz »

zigyzigy wrote:complexcleaner v404 installation/upgrade failure
text files: detected
station objects: not detected at index null
The mod is not installed.
Simple as that.

Either it can't be found, or you messed up the filename, or another mod overrides it by writing to TFactories...

zigyzigy wrote:im not sure, i got the CAT + DAT files that were in the mod folder and put them in the X3 TC folder then changed thier names so they followed after the previous ones ... is that what i was supposed to do ?
That is slightly vague information but I'd say 70% yes.

also when i extracted the scripts folder to the one in my X3 TC directory it asked me if i wanted to replace several files, i said yes to all, was i supposed to ?
Yes. That's how it works.

zigyzigy wrote:oh just got a new message when i loaded along with th =e original one, this one said:
ReadText8845-1400
This is not related to the CC script or mod at all.

thunderai wrote:I wouldn't know which script added it, I'll check the packages and see if one looks obvious, but most are not intalled via the script packer.
That is definitely a command slot conflict.
Check the download / compatibility list, searching for Complex Cleaner.
If the author of the other script submitted it to the list as well, you should be able to spot the conflicting script.
Last edited by Gazz on Fri, 29. May 09, 19:05, edited 1 time in total.
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Post by zigyzigy »

cheers :D
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Post by thunderai »

I will have 75 stations in Montalaar soon and I'll be crushing them into Factor Modules.

If I understand correctly, each different type of factory gets it own factory module or will a factory module contain more than one type of factory?

When they are placed, and I have an advanced satlite in the sector will (K) show me the outline of the box for easier placement?

How many different types of factories can you crush?
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Post by thunderai »

Well thats "odd", maybe?

I had 75 stations and it crunched 47 stations. I still have lots of stations in the sector though. Is that right?

Here is a screenshot, of my IS: http://i18.photobucket.com/albums/b147/ ... avenow.jpg

Do i need to connect all of these FACTs together with complex kits, or what is the next step?

The one Factory Module is called #3, did #1, and #2 go missing or what is wrong?
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Gazz
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Post by Gazz »

thunderai wrote:Do i need to connect all of these FACTs together with complex kits
Yes
The one Factory Module is called #3, did #1, and #2 go missing or what is wrong?
I don't know.
If you have a "Factory Module #3" then it was created by another script.
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BlkKnight
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Post by BlkKnight »

Hi Gazz,

I've got a bit of a problem with my game in that "argon shipyards" only selling EMPC forges are spawning in place of what should be there.

This has only happened since 2.0a.

Before I report it as a tech fault, is there some way CC could have screwed it up?

I've tried a clean install (with mods).

Is there a way to uninstall CC and keep my existing game saves with factories as they are in vanilla?

Cheers m8!
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BlkKnight
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Post by BlkKnight »

sorry for the self-bump Gazz, but do you have any input?
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Gazz
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Post by Gazz »

No, I actually have no idea how that could happen.

Maybe some weird combination of first patching X3, playing with an outdated CC mod, then updating CC, or the other way around.

Starting a new game with the up to date CC mod installed should have no ill effects. That way no confusion is possible because object references never change during play.
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Forgive me for being a bit dence here.

Post by Sniped-Ya »

I so want and need to install this mod to "Clean up my act" in the game. I read your instruction like a bazillion times and I copy pasted the entire zip file and placed it into what I believe to be the main file, but I see nothing changed in the game and the game is working fine so thankfully I didn't mess anything up YET!

Please if you can, I know it is a LOT to ask but some of us OLD folks need it I think and most are to afraid to ask and look STUPID like me (LOL). Is there a file or something that is something like, "Mod Installs for dumb old men" or something that will help those of us that have NO idea what any of you are talking about when you "Script" things.

I SO love this game but the complexes are getting annoying with the lag and I have a 1 gig video card with tons of memory so something ain't cool with them.

Thank you SOOOO very much for your help and for all these really neat script thingys I thought I would never like or use. HA, I like I REEEALLY like. Thanks and be blessed.
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Gazz
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Re: Forgive me for being a bit dence here.

Post by Gazz »

Sniped-Ya wrote:I so want and need to install this mod to "Clean up my act" in the game. I read your instruction like a bazillion times and I copy pasted the entire zip file and placed it into what I believe to be the main file, but I see nothing changed in the game and the game is working fine so thankfully I didn't mess anything up YET!
You still have to Select mod package the mod in the X3 launcher screen so X3 knows what file you want to use.

If you copied everything into the TC main folder (including the subfolders from the zip) then the script should activate itself shortly.
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thunderai
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Post by thunderai »

The easy way is just to fake patch it in, and dont worry about the X3 launch screen.
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Post by Minifee »

I want to remove this mod (I ve tried it but I don't like)

What shoud I do ?
Simply delete all the added files in the 3 directories (mod, t, and script) ?
I have no complex built with this mod in my savegames.

Anything else ?
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Gazz
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Post by Gazz »

No. If you haven't used a mod you can uninstall it by simply deleting it.
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Gazz
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Post by Gazz »

mods\Complex_Cleaner.cat
updated for 2.1.
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thunderai
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Post by thunderai »

Do I install the patch first then the script files or does the order matter?
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Gazz
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Post by Gazz »

thunderai wrote:Do I install the patch first then the script files or does the order matter?
It can depend, depending on how you installed the mod.

In general, it's safer to install the mod after because a patch will never care if it overwrites any mod.
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Post by thunderai »

I have it installed as a fake patch. I'll patch the game to 2.1 and then overwirte that with your script. That sound like a plan?


Is the new version required for the new patch or could I use the new version with pre 2.1? (if that would even serve a point)

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