[MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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No. I have a gate TO new sector from unknown sector left from Legend Home, it looks active visually, but when i enter it, i just out on another side instead of jump to new sector.If i try to fly thru on autopilot, ship fly around gate or fly in any other direction,If i try use OOS command "fly through gate" for another ship, it dont move,wait for few seconds and report "command complete".
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Don't have "map" folder at all....dillpickle wrote:Check your X3TC directory for a 'maps' folder, and the addon folder for 'maps' too.
If these exist and contain the ANH_Map_xxxx.xml files, then these will be the ones loaded on completion of the mission, and don't have the gates in them...
I forgot to mention i have a linux version of TC/AP.Also on stage "Fly to the ANH sector name"... there is no guidance markers to the gate.
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Hi, complete newbie question.
INstallation instructions
Installation:
Extract the zip folder into the addon folder in the X3TC/AP root folder, this will add the relevant scripts and a TC_Plots_2.0_AP_3.0 CAT/DAT pair.
The CAT/DAT's can either be placed in your mod folder, or numbered as a false patch.
What does the second part of the instructions mean?
Thanks,
Paul
INstallation instructions
Installation:
Extract the zip folder into the addon folder in the X3TC/AP root folder, this will add the relevant scripts and a TC_Plots_2.0_AP_3.0 CAT/DAT pair.
The CAT/DAT's can either be placed in your mod folder, or numbered as a false patch.
What does the second part of the instructions mean?
Thanks,
Paul
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In your X3TC/addon/ folder, you will find a number of CAT / DAT files. I think it's 4 of each for an unmodified X3AP game, named 01.CAT / 01. DAT through 04.CAT / 04. DAT. To install an X3AP mod by the fake patch method, extract its CAT / DAT files to the above folder and rename them to the next highest number, 05.CAT / 05.DAT in this case. Always make sure that you use double-digit numbers, that means a leading 0 if < 10.
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Hi together, if somebody is interested in a german translation of the main t-file 7360-L049.xml for this mod here, you may download it from here:
http://onedrive.live.com/?cid=ff929d21b ... 9657%21103
For sure, dillpickle and anybody else may integrate it in your mods.
If anybody is interested in a AP mod which contains this great mod "Terran Conflict plots 2.2a for Albion Prelude 3.1", a to AP ported "TOTT MOD" and the "Improved shield effects" mod, then you may test my "Enhanced Mod Collection for AP (EMC4AP)" ....
http://forum.egosoft.com/viewtopic.php?t=369926
...which is available in a BETA 2 Version on the same download above.
I'm not sure, if it works fully in English, because I tested in German only - but in principle it should work for 95%.
If somebody may be interested taking my base work and making a own english version of EMC4AP, please send me a message - I'm happy if somebody may be interested, because it's too much work for me to support this project for the english community, too.
http://onedrive.live.com/?cid=ff929d21b ... 9657%21103
For sure, dillpickle and anybody else may integrate it in your mods.
If anybody is interested in a AP mod which contains this great mod "Terran Conflict plots 2.2a for Albion Prelude 3.1", a to AP ported "TOTT MOD" and the "Improved shield effects" mod, then you may test my "Enhanced Mod Collection for AP (EMC4AP)" ....
http://forum.egosoft.com/viewtopic.php?t=369926
...which is available in a BETA 2 Version on the same download above.
I'm not sure, if it works fully in English, because I tested in German only - but in principle it should work for 95%.
If somebody may be interested taking my base work and making a own english version of EMC4AP, please send me a message - I'm happy if somebody may be interested, because it's too much work for me to support this project for the english community, too.
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- Joined: Fri, 19. Dec 14, 06:27
OK I am trying to get XRM, IEX(XRMI?) and TC plots in AP installed. The post in TCAP said NOT to use the TCAP/IEX patch but the IEX page has been more recently updated so is this still true?
And can someone who uses XRM,IEX and TCAP show me the CAT/DAT load order they used as the lists on the mod pages don't seem to have a load order for all 3 mods and some of the instructions contradict each other.
And can someone who uses XRM,IEX and TCAP show me the CAT/DAT load order they used as the lists on the mod pages don't seem to have a load order for all 3 mods and some of the instructions contradict each other.
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Although you have a worthy goal, Eidolan, I don't think anyone has ever merged the x3_universe files for IEX, TCAP, and XRM. It is a substantial task, even with the right tools and knowledge.
MutantDwarf merged TCAP + XRM a while back:
TC Plots in XRM:Albion Prelude (XRM, TCAP MutantDwarf)
However, I don't think that he used the most recent version of TCAP.
Dillpickle, of course, merged TCAP and IEX (on his downloads page).
It is up to you to combine the two works. The hardest part will be merging the x3_universe files, which must be done with a tool like WinMerge.
MutantDwarf merged TCAP + XRM a while back:
TC Plots in XRM:Albion Prelude (XRM, TCAP MutantDwarf)
However, I don't think that he used the most recent version of TCAP.
Dillpickle, of course, merged TCAP and IEX (on his downloads page).
It is up to you to combine the two works. The hardest part will be merging the x3_universe files, which must be done with a tool like WinMerge.
Peace through superior firepower
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DrBullwinkle wrote:Although you have a worthy goal, Eidolan, I don't think anyone has ever merged the x3_universe files for IEX, TCAP, and XRM. It is a substantial task, even with the right tools and knowledge.
MutantDwarf merged TCAP + XRM a while back:
TC Plots in XRM:Albion Prelude (XRM, TCAP MutantDwarf)
However, I don't think that he used the most recent version of TCAP.
Dillpickle, of course, merged TCAP and IEX (on his downloads page).
It is up to you to combine the two works. The hardest part will be merging the x3_universe files, which must be done with a tool like WinMerge.
The maker of Random Sector Management has talks on his post about how the merging of the map files, sounded like just over riding the conflicting sectors (Same grid map location) with the one you wanted. So lets say TCPA and IEX conflict over sector (15,30), you would then have to choose what mod you'd want the content from, in this case I'd say TCAP wins due to the fact plots can not function and while nice backgrounds are nice plots are more important. So you over write IEX's date for sector (15,30) with TCAP's and the rest of the sectors not in conflict should work.
I will give it a shot and see what I can come up with, if I can't get it to work I guess I can settle for TCAP/XRM and the XRM background file. That should work shouldn't it?
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That is a bit overly simplified. In this case, TCAP and IEX will have differences in *all* sectors. If you simply choose TCAP's map, then you will lose part of IEX.
To do the job correctly, you will want to prefer most of IEX for features that affect looks, but *not* the stations in IEX, especially in war zones. TCAP's stations (or lack thereof) are correct. Also, you will want to prefer TCAP's gates; some of which are required for the plots.
If there are any differences in the sectors themselves, then prefer TCAP. By that I mean that, if a sector exists on IEX's map but not on TCAP's map, then prefer TCAP. There may not be any sectors like that, although TCAP may have a couple of sectors that IEX does not have. (Keep the TCAP sectors).
It has to be done with a merge tool, such as WinMerge.
You may find this guide helpful: Galaxy Editor And Maps Tutorial (Cheleac)
(If I forgot anything, then I am sure that Dillpickle will be happy to correct me.
)
To do the job correctly, you will want to prefer most of IEX for features that affect looks, but *not* the stations in IEX, especially in war zones. TCAP's stations (or lack thereof) are correct. Also, you will want to prefer TCAP's gates; some of which are required for the plots.
If there are any differences in the sectors themselves, then prefer TCAP. By that I mean that, if a sector exists on IEX's map but not on TCAP's map, then prefer TCAP. There may not be any sectors like that, although TCAP may have a couple of sectors that IEX does not have. (Keep the TCAP sectors).
It has to be done with a merge tool, such as WinMerge.
You may find this guide helpful: Galaxy Editor And Maps Tutorial (Cheleac)
(If I forgot anything, then I am sure that Dillpickle will be happy to correct me.

Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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DrBullwinkle wrote:That is a bit overly simplified. In this case, TCAP and IEX will have differences in *all* sectors. If you simply choose TCAP's map, then you will lose part of IEX.
To do the job correctly, you will want to prefer most of IEX for features that affect looks, but *not* the stations in IEX, especially in war zones. TCAP's stations (or lack thereof) are correct. Also, you will want to prefer TCAP's gates; some of which are required for the plots.
If there are any differences in the sectors themselves, then prefer TCAP. By that I mean that, if a sector exists on IEX's map but not on TCAP's map, then prefer TCAP. There may not be any sectors like that, although TCAP may have a couple of sectors that IEX does not have. (Keep the TCAP sectors).
It has to be done with a merge tool, such as WinMerge.
You may find this guide helpful: Galaxy Editor And Maps Tutorial (Cheleac)
(If I forgot anything, then I am sure that Dillpickle will be happy to correct me.)
After reading some of the map editing pages I will have to wait until school is out, as of right now I'll be happy to get TCAP/XRM to work, but it seems from the merge patch post it is WAY out of date. Do you happen to know if Mutant's TCAP/XRM patch works at all with the current TCAP and XRM builds?
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Yeah, as I mentioned, it is not a trivial job, even if you have the right tools and knowledge. That is why nobody has merged all three mods yet.
However, it is not impossible. You can probably do it in a single weekend if you can avoid interruptions.
I told you all that I know about MutantDwarf and XRM. For more info, check the XRM thread (or ask on MutantDwarf's thread).
However, it is not impossible. You can probably do it in a single weekend if you can avoid interruptions.
I told you all that I know about MutantDwarf and XRM. For more info, check the XRM thread (or ask on MutantDwarf's thread).
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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using TCAP-IEX
It it normal that Orbital Defence Station (ODS for short) spawns at random location at Heretics End?
I started TC Terran plot in Omicron Lyrae, escorted Sabre TP to Terran ODS in Heretics End, which at that time appeared to be to the right and a bit down from the northern gate, which is iirc from vanilla TC is its usual location. Then I had to reload my game from a save just prior to starting that plot. I accepted the task, escorted TP to Heretics End only to find that this time ODS spawned some distance BEHIND south gates. I thought wtf and decided to reload save game and restarted plot again for the third time. This time upon arriving to Heretics End, ODS was floating at a more convinient position to the right and above northern gate.
Is it a normal TCAP-IEX behavior for that particular station in that particular sector (all other stations there seem to be "stationary") or am I experiencing some bug which will irrevertably screw my game 50 hours in the future?
It it normal that Orbital Defence Station (ODS for short) spawns at random location at Heretics End?
I started TC Terran plot in Omicron Lyrae, escorted Sabre TP to Terran ODS in Heretics End, which at that time appeared to be to the right and a bit down from the northern gate, which is iirc from vanilla TC is its usual location. Then I had to reload my game from a save just prior to starting that plot. I accepted the task, escorted TP to Heretics End only to find that this time ODS spawned some distance BEHIND south gates. I thought wtf and decided to reload save game and restarted plot again for the third time. This time upon arriving to Heretics End, ODS was floating at a more convinient position to the right and above northern gate.
Is it a normal TCAP-IEX behavior for that particular station in that particular sector (all other stations there seem to be "stationary") or am I experiencing some bug which will irrevertably screw my game 50 hours in the future?