[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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paulwheeler
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Post by paulwheeler »

Can we keep weapon discussions in the cmod thread?

Please post your FPD suggestions there and ill think about it.

For the record, the FPD is intended as the Terran version of the CIG.
Advent1s
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Post by Advent1s »

Although it might be another mod, i don't see how my other scripts would cause this problem.

So apparently i seem to have a problem with defend the station missions, with Enemies just staying still behind the gate (on other side), of course as soon as i went through they started to move?

The only other possible script that would influence enemies is the NPC bailing addon I have on, but i still don't know.

Wonder if anyone could give me some insight?
Mizuchi
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Post by Mizuchi »

Advent1s wrote:Wonder if anyone could give me some insight?
Not without more information.

To again quote from another forum, "Saying "It's Broke" Doesn't Help Resolve The Issue". :wink:

What other mods/scripts/dark-incantations are you running and - if possible - what order do you have your mod .cat files in?
Advent1s
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Post by Advent1s »

I suppose not :roll:...

Anyway it seems to happen when i turned off all my scripts in Mod manager, so that should cut it down.

SRM (obviously) - 1st
Weapon dealers
Shipyard pack
CMOD + FactScripts - 2nd
CMOD CIG to APPC - 3rd
AWRM
CMOD/AWRM Patch
SRM jobs + Missile supply and turret from litcube
EES 2.2
500KM Comm range - 4th

Also an addition to the Jobs file to add faster Baldrics to Terran space for extra trading there.

Although kinda irrelevant, might as well just list the Scripts in CMM.

Aband ship spawner.
NPC Bail addon.
Salvage claim software.
Sat early warning.
Terran economic stimulus.
Terran Marines.
Terran Main operating base.
TOA to Jump gate
Unknown Terran pirate base.

Personally not seeing the conflict.

Edit: Tested various scenarios, cut it down to EES seemingly, which would be logical.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Advent1s wrote:Edit: Tested various scenarios, cut it down to EES seemingly, which would be logical.
EES should not stop things from running, all it is doing is equipping ships more appropriately.

When you scan the ships, what is the loadout of the ships and are the weapons mounted? - would suggest defering response to my Changeling/EES thread so that we do not derail this one ;)
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Litcube
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Post by Litcube »

Advent1s wrote:Edit: Tested various scenarios, cut it down to EES seemingly, which would be logical.
Remove the OBS.xml from the EES installation temporarily. Try another mission, and report back.
Advent1s
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Post by Advent1s »

That fixed it, the spawned now have weapons to execute their attack command (thus coming through the gate).
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Litcube
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Post by Litcube »

Advent1s wrote:That fixed it, the spawned now have weapons to execute their attack command (thus coming through the gate).
Therefore you've somehow installed EES incorrectly.
Advent1s
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Post by Advent1s »

I don't see how i could have, it is a pretty simple install...
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Litcube
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Post by Litcube »

Advent1s wrote:I don't see how i could have, it is a pretty simple install...
Roger's right. To the EES thread we go! Ask there, and I'll try to help.
Advent1s
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Post by Advent1s »

Yeah I edited my post in that thread.
johneh77
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Post by johneh77 »

I had installed the mod incorrectly is why I was getting the read text things for ships. I thought this mod had the Xtra Ship/Station Pack v1.91 by Cadius
In it though other than some M6 raiders I haven't seen anything new just re balancing of old stuff. Did I screw something else up?
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robalexhall
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Post by robalexhall »

You must have. Did you install the new jobs and scripts?
johneh77
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Post by johneh77 »

No Didnt know I needed to
yashamalu
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Help! Errors occur randomly!

Post by yashamalu »

I installed the SRM and the suggested scripts (mostly SPKs including the SRM) with the lastest Plugin Manager Lite following the provided installment order and it was working perfectly initially. There were new ships in the universe and scripts like IR worked. I used a new start. However, when I tried to restart the game the next day, error message appeared and I couldn't even enter the game. Then I made it into the game deactivating a few scripts(Combat Mod 4.8 and the Trails) and reloaded the saved game, then I was informed that the save was corrupted. After that I restarted again and SRM message poped up telling me it's installed but I could not find any mod ship, nor could I creat one by cheating. Need help, please!
paulwheeler
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Re: Help! Errors occur randomly!

Post by paulwheeler »

yashamalu wrote:I installed the SRM and the suggested scripts (mostly SPKs including the SRM) with the lastest Plugin Manager Lite following the provided installment order and it was working perfectly initially. There were new ships in the universe and scripts like IR worked. I used a new start. However, when I tried to restart the game the next day, error message appeared and I couldn't even enter the game. Then I made it into the game deactivating a few scripts(Combat Mod 4.8 and the Trails) and reloaded the saved game, then I was informed that the save was corrupted. After that I restarted again and SRM message poped up telling me it's installed but I could not find any mod ship, nor could I creat one by cheating. Need help, please!
If you cannot cheat in an SRM ship then it is not installed correctly. Either the SRM cat/dat is no longer installed or another mod that alters tships is blocking it.

The only reason that a save would not load is if the mods installed changed order or one was removed for some reason. This is why I recommend NOT using the plugin manager as it is difficult to keep track of where each cat/dat is installed to.

Without knowing what you had installed initially when it all worked it would be very difficult to back track to work out exactly what has gone wrong.

I suggest uninstalling the SRM and CMOD and all addon packs with the plugin manager. Then install them manually as per the installation instructions in the main post. Then try restarting the game.

Get the cheat scripts and use this to try and spawn an SRM added ship. If you are able to then its all installed correctly. If not I will need a complete list of all mods installed so we can work out what is incompatible.
yashamalu
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Post by yashamalu »

There are some scripts that don't generate cat/dat files or aren't related to SRM, Pirate Guild for example, I suppose their installment order is irrelevant, right?
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joelR
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Post by joelR »

yashamalu wrote:There are some scripts that don't generate cat/dat files or aren't related to SRM, Pirate Guild for example, I suppose their installment order is irrelevant, right?

Thats correct.
yashamalu
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Post by yashamalu »

When installing CMOD4.8 and Trails (all spks), I was told that they are incompatible with SRM, is that nomal?
yashamalu
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Post by yashamalu »

When installing spk version of CMOD4.8 and the Trails, I was told the conflicts between them and SRM, something about incompatibilities in fake patches. Is that normal?

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