[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1

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dillpickle
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Post by dillpickle »

Aldebaran_Prime wrote:during my activities to integrate this mod with TOTT4AP I found some differences in the jobs.txt of TC4AP 2.2a which looks like a bug:

In the jobs.txt of TC4AP the "is Invincible" is set for several "normal" jobs - e.g. 6500-6509.
In the jobs.txt which comes with the latest AP3.1 version this flag is not set - which seems to be correct for me.

Also, the jobs.txt of TC4AP ends with job 6551, where the orginal AP version has some more jobs and ends with 7302.

I'm not sure, which modifications were necessary in jobs.txt except the Khaak jobs 1965-1970, but it seems better for me to use the original jobs.txt and add the Khaak jobs by myself - or?
The "is Invincible" flag in the jobs isn't actually invincible at all...

What it does is set the job to be initially disabled, and can then be activated by MD when required:
<activate_job job="6500"/>
In the case of the ones you've listed, they are for Segaris (Terran Unknown Sector 3). They are set like this as the gates they need to carry out their jobs don't exist.
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Aldebaran_Prime
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Post by Aldebaran_Prime »

The "is Invincible" flag in the jobs isn't actually invincible at all...

What it does is set the job to be initially disabled, and can then be activated by MD when required:
wow - that should somebody know, who just starts with modding...


But what is with the additional jobs til 7302 which are in the latest AP version of jobts.txt, but not in your TC4AP version?

Thanks for your help! :)
dillpickle
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Post by dillpickle »

Jobs 7000 - 7302 are from the war zone. Removed to prevent them running amock in TC plots.
-XeNoN-
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Post by -XeNoN- »

I have some problems starting:
Trasure Hunt Plot, Balance Of Power plots, i've completed every other plot except ATF Outpost, i've never had to wait so long for the start of these few plots.
Maybe i did something wrong?
Anyways i have LIFE installed since the beggining btw.
I have visited 200 sectors and i have every requirement to start these plots but it doesnt activate at all (after 3 days of playing)...what's wrong? I've checked also with Interactive Plot Manager and it's saying that these plots are not started (tried to reset them).
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TTD
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Post by TTD »

In my run BoP was ok.
I paid fro Treasure Hunt...got the reward ship.
Then I found I still had to do it,so I have two of the reward ships. :-)

I am happy with my run through this time,though.
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Monkeyfister
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Post by Monkeyfister »

Thanks for that, TTD!

Next time I am ready to re-start, I will give it a go!
Crapgame
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Re: [MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1

Post by Crapgame »

dillpickle wrote:XRM

A compatibility patch has been released by MutantDwarf for those that want the TC plots in XRM AP.
Details and download can be found here -> TC Plots in XRM:Albion Prelude
Allo!

I'm a born-again X3 player and I'm just overwhelmed with all of the awesome things that seemed to have happened since I've been gone (2009).

I've been reading up (along with some advice from other helpful people on this forum) and I've decided that I want to play X3AP with XRM and IE/IEX.

I had also been told that I should install this mod but I'm getting some mixed signals from the respective threads.

This thread says:
dillpickle wrote:XRM

A compatibility patch has been released by MutantDwarf for those that want the TC plots in XRM AP.
Details and download can be found here -> TC Plots in XRM:Albion Prelude
But XRM's thread says:
paulwheeler wrote: PLOTS - For Terran Conflict all the plots are available. For Albion Prelude, the main Argon plot is disabled as it is not compatible with the XRM replacement "war". However, all other plots are available. Also, the Corporation and Treasure Hunt plots from TC are playable in AP.
So, am I missing something or are the original TC plots ALREADY included in XRM or does that mean that ONLY the Corporation and Treasure hunt plots from TC are available in XRM/AP?

If I'm wrong and I still need Dillpickle's mod to run TC plots in XRM/AP then can I get some assistance with load order? I think it would look like this:

Crapgame wrote: 01-04 CAT -> Egosoft
05 Immersive Environments
06 IEX
07 XRM1
08 XRM2
09 XRMi
10 TC Plots 2.2 for Albion Prelude 3.1 IEX
11 TC_2.2_AP_3.1_IEX_Maps_Only
**Keep in mind that I will NOT be installing the Advanced XRM universe in order to avoid conflicts.
Any advice? By the way, I have already installed it as it looks above and it runs but I wanted to confirm that the order is right to avoid any unforeseen conflicts that may not arise until later. Also, to be VERY honest, I can't remember what the game looked like on vanilla so I'm not even sure if my IE/IEX is working!

Thanks for any assistance!
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Zaitsev
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Post by Zaitsev »

AFAIK only the Corporation and Treasure Hunt plots, plus the standard AP plots (minus the main Commonwealth plot) are available in XRM/AP.

You do need Dillpickle's mod to get TC plots in AP, but it has some compatibility issues with XRM. There is a compatibility patch for XRM out there, but it hasn't been updated in a while and people have reported having issues with the latest version of the TC plots mod. So I guess you have to choose between plots and stability. Unfortunately.
I'm sorry, I can't hear you over the sound of how awesome I am :D

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Lizardsoul
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Post by Lizardsoul »

I hope is not too much off topic, but I was wondering if there is a way to use this mod to add only the X3TC Corporation missions and reputation ranks system into X3AP.
The goal would be to have a way to get the enhanced or prototype ships, rewared on TC by those corporations, without need to cap them from friendly factions and consequently loose reputation with them.

I know it sound more like a mod request, but I asking here first, just in case someone else already found a similar solution.
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TTD
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Post by TTD »

while on the subject of Corporation plots from TC, where do I get the Jonferco missions from...which sector and station ?

I have looked at the HQ in Belt of Aguilar and the Rep does not seem to be there.


infact, I can't seem to find any more mission givers for Jonferco or Atreus atm.
I have done Terracorp and Plutarch
Max rep with each.

just found NMMC though

Want to do all the others.
Kangaax
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Post by Kangaax »

Hello,

I'm playing a game with this wonderful mod and it's a great experience... until i'm at the point where the hub plot doesn't start. At all. I never got the mahi ma initial message, and i cannot get it no matter what I try.
I tried resetting the plot through the plot manager (which also tells me i have the requirements to start it, and offers me to skip it for the HQ plot), i tried going through all boron sectors, using the script editor to increase my rep and ranks to max... nothing worked.
I am currently King's Knight boron rep, and Broker trade rep. The only things i have on top of a vanilla AP installation are the bonus pack and this mod.

Any idea what i could be missing / how i could fix that?

Thanks!
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TTD
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Post by TTD »

have you looked for his ship, which will be near or behind the gate you enter the sector from ?
Kangaax
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Post by Kangaax »

I tried looking at all the stations, and used a custom script to list all the boron enhanced dolphins in the universe, and there are none... it's as if the plot itself doesn't start.

Are the plot themselves a script accessible using the script editor? Would i be able to directly access and check the requirements of the plot to see what's wrong?
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TTD
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Post by TTD »

Hub plot (The HUB)

Boron sectors

Boron rank 8 (King's Knight)

Trade rank 6 (Apprentice Trader)



ref

http://www.egosoft.com/support/faq/faq_ ... 3859f83476

hope this helps.

else pm dilpickle,if he does not respond here...he seems busy of late :-)
Kangaax
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Post by Kangaax »

Thanks, i checked those multiple times already and i've had no luck so far. I guess i'll try pming sir pickle.
Thanks again!

EDIT: Solved by opening the mission director and resetting LM02/Hub plot. Apparently the mission entry related to mahi ma's creation was marked as solved without spawning the NPC (?).
zanzal
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Post by zanzal »

Just started a playthrough again, figured I'd try out this mod. So far it is really cool. The only thing strange I've noticed is Teladi Rapid Response ships shooting missiles at Argon Transports. At first I thought they must be smugglers, but it seems every Argon Transport is getting shot passing through Scale Plate Green. Has anyone else noticed this? Was that standard for TC race relations or is it related to AP relations?
FBCat
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Post by FBCat »

Thanks a lot for this great mod. I have not finished a few plots in TC, and its really cool that now i can do them, with this mod, in AP.
But....I install latest ver. of this mod but still have a problem with final gate in "New Home"...i just fly thru it to other side....
AP ver. 3.1 Steam
Additional mods
Bonus Pack
Wing add commands
Custom wing manager
Weapon quick swap
Bounce
Improved Boarding
i did "New Home" 3-4 times but result the same. Tried to finish it with Plot Manager...same result.
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DrBullwinkle
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Post by DrBullwinkle »

Try (temporarily) turning off Bounce with the hotkey.
FBCat
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Post by FBCat »

DrBullwinkle wrote:Try (temporarily) turning off Bounce with the hotkey.
Turned on/off ....No Effect. removed completely ..no effect.
Tried link HUB to this gate....fly thru second gate in Hub to the wall ^-)
(gate name-gate to unknown object)
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TTD
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Post by TTD »

Do you mean you have the new sector and can see a gate that does not work?

If so, then that would be correct.

there is only one working gate in the ANH sector. the other was switched off because the Xenon used it for a short cut.

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