[Jobs] SRM[8/6] and Xtra[20/4]

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OOZ662
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Post by OOZ662 »

THE_TrashMan wrote:First of all, the new ships appear with new job names and all - but they are completely unequipped. Meaning I go Nagoyas flying around without shields and weapons.
This mod now requires the Enhanced Equipment Spawner or its previous version (CWP?); they're both linked in the OP and erroneously labeled as optional.

As to the kha'ak, I have the same deal. I think it was intended to some degree, though I think it's a bit much.
I had one ReadText error; 1000-71, a Teladi TM in Patriarch's Keep with no escorts.
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THE_TrashMan
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Post by THE_TrashMan »

Yeah, but I do have the Enh......WTF? Where did it go??? :oops:


EDIT: Installed EES...now I get 117 messages about missing info for lasers.
WTF???.
Used the Changeling.


Now I get 39 messages about page 600XXX missing lasers/missiles for race X.

WTF? Could OOS combat rebalance mod (v1) have something to do with this?
- Burning with Awesomeness

- Pontifex Maximus Panaidia Est Canicula Infernalis
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joelR
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Post by joelR »

OOZ662 wrote:So, uh...problem solved?

Removing the comment lines and asterisks from the two jobs that contained them has allowed me to run without crashes for longer than before (I haven't done a long-term test yet, but it hasn't crashed and I've run it longer than it used to take to fail). It seems like you could leave the asterisks in the two jobs, but if you're mutilating the organization structure already, might as well be sure you've squashed them all. :P

Same install instructions as before, except that I've included three versions; "Unmodified" is what you'll find in the OP, "Reloading" is a file with all the new Jobs removed and is for your convenience when converting a savegame with the "kill all nameless" script, "Modified" is the Jobs file you'll want to end up with. Obviously, rename the file you're using to just "Jobs" before dropping it into the game.
[ external image ]
Here's hoping.
P.S. I haven't even opened the MACOSX folder in the original...if someone needs me to troubleshoot whatever's in there, let me know. :P
P.P.S. Notepad++ is my hero, CSVed a close second
Looks like that fixed it. Im not crashing.

EDIT: Sorry. Spoke too soon. The moment I went back to my game after posting I froze.
paulwheeler
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Post by paulwheeler »

THE_TrashMan wrote:Yeah, but I do have the Enh......WTF? Where did it go??? :oops:


EDIT: Installed EES...now I get 117 messages about missing info for lasers.
WTF???.
Used the Changeling.


Now I get 39 messages about page 600XXX missing lasers/missiles for race X.

WTF? Could OOS combat rebalance mod (v1) have something to do with this?
Check you are using the correct t file version for EES. The version depends on what mods you are using. If using the CMOD you need to place the CMOD text file in your "t" folder. Its all in the main package.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

THE_TrashMan wrote:EDIT: Installed EES...now I get 117 messages about missing info for lasers.
WTF???.
Used the Changeling.

Now I get 39 messages about page 600XXX missing lasers/missiles for race X.

WTF? Could OOS combat rebalance mod (v1) have something to do with this?
Possibly, if the OOS rebalance v1 changes the TLasers and/or TMissiles file and you installed it AFTER using Changeling to update/generate your EES config then yes. If this is the case then you will need to run through the steps as documented under #2 of the Changeling FAQs AGAIN.
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
paulwheeler
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Post by paulwheeler »

Roger L.S. Griffiths wrote:
THE_TrashMan wrote:EDIT: Installed EES...now I get 117 messages about missing info for lasers.
WTF???.
Used the Changeling.

Now I get 39 messages about page 600XXX missing lasers/missiles for race X.

WTF? Could OOS combat rebalance mod (v1) have something to do with this?
Possibly, if the OOS rebalance v1 changes the TLasers and/or TMissiles file and you installed it AFTER using Changeling to update/generate your EES config then yes. If this is the case then you will need to run through the steps as documented under #2 of the Changeling FAQs AGAIN.
It doesn't.
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Post by paulwheeler »

Another issue with v4 jobs -

This is with both the initial release and the fixed verison above.

No pirates at all and just a handfull of Xenon on a new start.

(I seem to remember this being an issue the last time you tried to change the way the military behaves)

Kha'ak and Yaki seem to be OK.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

THE_TrashMan wrote:Used the Changeling.

Now I get 39 messages about page 600XXX missing lasers/missiles for race X.
Sorry, a simple mis-reading of the reported problem on my part.

WRT Changeling ... Just importing your game data and exporting the EES config will not give you what you want since the default EES priority lists for each race will be empty. You need to follow ALL the steps as highlighted in my previous post. But this should not be necessary for the majority of users (in theory)...

WRT EES... Assuming that you are using EES v2.6 (if not then I suggest you make sure you are) then you need to ensure that you have followed the steps in the included EES Read Me.txt file.
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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THE_TrashMan
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Post by THE_TrashMan »

I made sure everything is installed correctly.

Latest version of CMOd4 and SRM
ESS spawner properly installed
Missile jobs

And when I start a new game, everything seems fine, no messages...For a while. Then the game freezes after a few minutes....


EDIt: Installed old job version and no crashes so far...
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OOZ662
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Post by OOZ662 »

joelR wrote:EDIT: Sorry. Spoke too soon. The moment I went back to my game after posting I froze.
Really? I was able to play 4hrs straight last night without a crash. I wonder if you have the old JobWings file. Open it up and search for commas; there should be two. Replace them with semicolons. Meanwhile, I'll have a look for any other special characters in the Jobs file.
THE_TrashMan wrote:And when I start a new game, everything seems fine, no messages...For a while. Then the game freezes after a few minutes....

EDIt: Installed old job version and no crashes so far...
You're installing the version I attempted to fix, right? Not the one in the main post?

EDIT: There were two copies of Job #455 (a Terran Weapons Dealer TL, but the comment calls it a TM) but they have different values for skill and cargo, so I changed the second one to #456 and switched them from being "Any TL" to being SS_SH_USC_TM; this required fixing the JobsWings entries for the two as well since they were using Mercenaries as escorts. I then discovered that Job #7051 (labeled as Terran M3 wingleader) has no ship type options selected. I also moved all jobs into numerical order.

Long story short, I think I have a LOT of work ahead of me proofreading 871 Jobs entries and their escorts.
paulwheeler
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Post by paulwheeler »

IIRC, the previous cause of no pirates or Xenon spawning was an error in one of the Xenon jobs.

OOZ662 - can you check your game? You should see no pirates and just a handful of Xenon - this makes me believe the error is in Xenon jobs somewhere.
A5PECT
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Post by A5PECT »

THE_TrashMan wrote:Now I get 39 messages about page 600XXX missing lasers/missiles for race
I had the same issue until I removed 8387-L044.xml from the t folder.

Make sure you remove any files that follow the 8387-xxxx format. Any files that just have 8387 as the name (without the last four digits) should be kept, though.
Admitting you have a problem is the first step in figuring out how to make it worse.
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OOZ662
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Post by OOZ662 »

paulwheeler wrote:OOZ662 - can you check your game? You should see no pirates and just a handful of Xenon - this makes me believe the error is in Xenon jobs somewhere.
Right now I'm plowing through fixing this Jobs. The list of things I'm fixing is pretty big, though most things are places where he named a job as one ship type and selected another. The Pirates are a mess, though; variants selected when the class is defined, manufacturers improperly selected (random races, Pirates never selected), etc.

The only things I'm going to fix are errors in the Ship Type and Wingmen (and subsequently JobWings) tabs in X3 Editor 2. The other areas I don't know enough about.
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Post by paulwheeler »

I would be careful about changing too much in terms of shiptypes - if I know Vkerinav, there was probably a method to the madness.

Sorting out what is stopping pirates and xenon spawning though is definitely important as its pretty much a game breaker for v4 jobs at the moment.
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OOZ662
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Post by OOZ662 »

paulwheeler wrote:I would be careful about changing too much in terms of shiptypes - if I know Vkerinav, there was probably a method to the madness.

Sorting out what is stopping pirates and xenon spawning though is definitely important as its pretty much a game breaker for v4 jobs at the moment.
Examples:
#7053 & #7054: Named M4/M5, but had M3 selected; changed to proper type (In these cases, there's always a proper job existing. In this case, an M3 job a few lines up.)
#8172 (Pirate Elite): Class changed from SS_SH_T_M3P_P to SS_SH_A_M4P_P

I'm hoping my changes to the Pirates will fix them. I'm nearly done.

EDIT: Oh boy...a Paranid-only supplier has USC escorts...this is going to hurt too. There are 170 JobWings entries calling Job #0001, which doesn't exist as well. Not sure what to do about them.
Last edited by OOZ662 on Sun, 12. Jun 11, 23:27, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

To be fair to Vkerinav - sorting out jobs is a mammoth task. There were bound to be a few oddities that slipped through the net.
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OOZ662
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Post by OOZ662 »

Oh, I know. No disrespect, I'm just remembering the agony of my old modding days... :D
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OOZ662
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Post by OOZ662 »

Second Shot, HO!
Hopefully, I've cleaned it up enough that it won't crash. Initial tests show Pirates spawning with a vengeance in Pirate sectors, but I haven't mulled around enough to see if they wander yet. I didn't redo JobWings (other than a small fix), so there might still be weirdness...like a Paranid TS being escorted by USC ships.
There's a changelog in the "For Vkerinav" folder, if you care. I left some notes and suggestions in there for him as well. :)

[ external image ]

If updating from a previous attempt at SRM Jobs v4, you can simply overwrite your current Jobs with the included JobsModified and copy/overwrite with the new JobWings. You may want to run this script just in case there's a wayward Terran TM I whacked over the head floating around, but a save/reload shouldn't be required.

If updating from ANY OTHER VERSION OF JOBS (including Vanilla), first copy over JobWings and JobsReloading(Renamed to Jobs) to your Types folder. Install this script. Load your game, run said script from the Script Editor. Your game will hang for quite a while. When it starts responding again, save to a new save (backups are cool, kids!) and quit. Delete the Jobs file you installed to \types before and replace it with JobsModified(again, renamed to just Jobs). Load your game and pray.
paulwheeler
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Post by paulwheeler »

Still no Xenon and only the odd pirate ship for me I'm afraid... (new start) unless they have some kind of delay. I fired it up and did a quick scan of pirate alley and the xenon sectors.
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Litcube
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Post by Litcube »

I thought I'd pop this open to see if there's anything I could spot.


http://forum.egosoft.com/viewtopic.php?t=302394

This isn't a self-promotion, I swear. But this tool makes it a lot easier to spot broken wings by just double clicking the green cell it shows all wings attached to the job. There's broken wings everywhere in the 2nd version. I'm only viewing the OOZ version. JobIDs and Wings as comment lines have to go as well. The engine checks these, and even if they're not spawned, that's a tick that doesn't have to be there performance wise.

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