[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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Hi Apricot, firstly I would like to thank you for all the help I have obtained by reading your pages.
I am kindaconfused however in regards to your extended PHQ patch, I downloaded it but it only have an XLM file in the scripts folder. Could you pleasehelp me out as to what I am surpose to do.
Thx again.
I am kindaconfused however in regards to your extended PHQ patch, I downloaded it but it only have an XLM file in the scripts folder. Could you pleasehelp me out as to what I am surpose to do.
Thx again.
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apricotslice wrote:What was the download file name ?
Filename: X3TC-Apricot-Extended-PHQ-Patch-v4
I think I am missing the how to part to installing it correctly, the dl have a folder called "types" with file called hq.xml. Where do I put that file or folder, I made a backup of the types folder and extracted the dl types folder into the X3TC directory. I have not yet restarted the game yet, If I have done this wrong could you please let me know.
Thx again.
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No. They are totally different.
PHQ file is a specification file. Goes in types.
Sector claim is a script. Goes in scripts.
edit :
Changing specification files is modding.
Changing or adding scripts is scripting.
Mods change the objects in the game.
Scripts change how things happen.
MD is like scripts, but done differently.
PHQ file is a specification file. Goes in types.
Sector claim is a script. Goes in scripts.
edit :
Changing specification files is modding.
Changing or adding scripts is scripting.
Mods change the objects in the game.
Scripts change how things happen.
MD is like scripts, but done differently.
Last edited by apricotslice on Thu, 11. Nov 10, 02:31, edited 1 time in total.
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My bet is that the txt-format inherits from ancient games, is a bit rigid, and whoever added the PHQ (it did came in a patch) was more comfy with XML.
XML is not really a format. It is a format for describing formats. For example, the format of scripts (which does contain binary data) is entirely different from the format of PHQ file.
XML is not really a format. It is a format for describing formats. For example, the format of scripts (which does contain binary data) is entirely different from the format of PHQ file.
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Hi again Apricot, sorry to be a bother, but firstly thx for the help with the X3TC-Apricot-Extended-PHQ-Patch-v4, finally got my plot finished and got the PHQ up with nice cargo capacity.
1. Is your X3TC-Apricot-PHQ-Fix for the X3TC-Apricot-Extended-PHQ-Patch-v4 or for a previous verion?
2. I put the X3TC-Apricot-Claim-Sector.zip file into the script folder like you said, I followed the instructions. Command window, S for Scripts, Enter, highlighted the claim sector, R, then Enter twice. but nothing happens. Does the ship need anything software wise, or am I missing something again?
Thx mate.
1. Is your X3TC-Apricot-PHQ-Fix for the X3TC-Apricot-Extended-PHQ-Patch-v4 or for a previous verion?
2. I put the X3TC-Apricot-Claim-Sector.zip file into the script folder like you said, I followed the instructions. Command window, S for Scripts, Enter, highlighted the claim sector, R, then Enter twice. but nothing happens. Does the ship need anything software wise, or am I missing something again?
Thx mate.
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1. The fix file is for my Mods. V4 is for vanilla. You only use the fix file for one of my mods where the version tells you its needed. They are not compatible. If you use the fix file without the mod, it will break your PHQ.
2. A zip wont do anything anywhere. You have to unzip it. In this case, unzip into the scripts folder.
You have to be in the sector you want to claim. The sector is determined by where the playership is. You dont select it, regardless of what the options are.
Running scripts manually behaves differently to running them automatically from commands or hotkeys.
This is why the script was never released, its just a rinkydink script, designed to be used as part of a more sophisicated script pack (who's I cant remember, think it was an X3 script originally). It wasnt designed to be used alone by anyone who doesnt really understand how to run scripts on their own.
2. A zip wont do anything anywhere. You have to unzip it. In this case, unzip into the scripts folder.
You have to be in the sector you want to claim. The sector is determined by where the playership is. You dont select it, regardless of what the options are.
Running scripts manually behaves differently to running them automatically from commands or hotkeys.
This is why the script was never released, its just a rinkydink script, designed to be used as part of a more sophisicated script pack (who's I cant remember, think it was an X3 script originally). It wasnt designed to be used alone by anyone who doesnt really understand how to run scripts on their own.
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Claim sector will claim it for the player, but it wont rename it.
To rename it, you need the Hub rename mini-mod, and need to find the sector number for Avarice, and then add it into the text file included in the mod with the name you want.
The hard part is finding the sector number. Once you know that, the change in the text file is easy to do in notepad.
To rename it, you need the Hub rename mini-mod, and need to find the sector number for Avarice, and then add it into the text file included in the mod with the name you want.
The hard part is finding the sector number. Once you know that, the change in the text file is easy to do in notepad.
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Hi again Apricot, got another question for you.
How do you add software, uprades to M1 and M2 class ships that you build at your PHQ, I mean, when you buy a new ship from an SY, you can add the software cargo expansion etc when you buy it. But how do you do it for your own ships that you build that do not dock at EQ docks?
Sorry for being a pain, but this has got me confused, lol
Thx again mate.

How do you add software, uprades to M1 and M2 class ships that you build at your PHQ, I mean, when you buy a new ship from an SY, you can add the software cargo expansion etc when you buy it. But how do you do it for your own ships that you build that do not dock at EQ docks?
Sorry for being a pain, but this has got me confused, lol
Thx again mate.

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I do it with a script. In my mods, there is an Equip ships command on the ship menu. Open on the ship you want to equip, in space. The script identifies the ship type and adds the fittings for it.
Normal is to take your built ship to an eq dock. But I simply couldnt be bothered with all that hassel, especially since I used modded guns that are not actually made anywhere.
In the mods, there is an optional version of the equip script in a sub folder, that actually charges you a reasonable discounted amount for each upgrade, but the default upgrades for free as if you bought/made a fully fitted out ship.
Normal is to take your built ship to an eq dock. But I simply couldnt be bothered with all that hassel, especially since I used modded guns that are not actually made anywhere.
In the mods, there is an optional version of the equip script in a sub folder, that actually charges you a reasonable discounted amount for each upgrade, but the default upgrades for free as if you bought/made a fully fitted out ship.
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I have been using the Abandoned Ship script for about two weeks now and earlier this weekend I took the time to mix it up a bit. I was getting Xenon Ks, Krakens and Centaurs on just about every startup. I started modifying the scripts and found that you can get just about every ship in the game into just 8 copies. I booted x3tc up a few times with everything doubled but due to the amount of ships created, my universe was quickly becoming cluttered. I have reduced the number of scripts to 8 and it looks like things will be far more managable. After two hours of claiming ships I still have over 200 assorted m3's and lower to claim. Not to mention all of the various transports.
Tbh, what really insspired me to do this was less the amount of ships than the number of M8 Pargines I was getting. So an important part of the change was changing the last option to a differtent M8 so I occassional see Vipers and the other m8's as well.
When I get back in the house (I locked my self outside) I will extend a special thanks to the creator of the external scipt editor I used. It made changing Apriotslice's scirpt simple and easy.
P.S. hooray for Exsciptor!
Tbh, what really insspired me to do this was less the amount of ships than the number of M8 Pargines I was getting. So an important part of the change was changing the last option to a differtent M8 so I occassional see Vipers and the other m8's as well.
When I get back in the house (I locked my self outside) I will extend a special thanks to the creator of the external scipt editor I used. It made changing Apriotslice's scirpt simple and easy.
P.S. hooray for Exsciptor!
***modified*** means more options
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If I remember correctly the script loks for the random number and if it is over 50 or whatever the last numbered entry it kicks out the Peragrine.apricotslice wrote:I had wondered why that M8 appeared so regularly. It hadnt occured to me that it was simply the last ship in the list. I'll have a look at that sometime.
Thanks for pointing it out.
I added the #deca to the list. Captured it...now I figure out what mod will give me kyon fabs. I have it parked with a Vahalla at one of my eEq capital ship docks and they are both huge. I really want to put it fully fitted in a xenon sector to see how long it will last.
***modified*** means more options
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