[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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apricotslice
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Post by apricotslice »

Errk.

What else do you have installed and in what order are the mods ?


Edit : Try using the fix file for the Merge Mod instead.

Both the mods need tweaking for patch v3.1, so I'll try and sort it out for the next release.
Adamdavidjacobson
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Post by Adamdavidjacobson »

I have updated the game to version 3.1 and I am using the pirate guild script
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apricotslice
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Post by apricotslice »

3.1 does have one ship change, so as I said, some tweaks needed.

I cant see that Pirate Guild would have any effect.

Just for the time it takes, if you dont mind trying, try the Merge Mod instead, with the fix file for that. See if the same problem exists. If yes, then its something else. But if the merge mod fixes it, then theres something wrong with AMS and I'll have to go looking for it.
Adamdavidjacobson
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Post by Adamdavidjacobson »

I just tried Merge Mod (Really awesome mod by the way :D) and unfortunately the same problem persists. I can only spray paint a ship and i cant even offload wares on the HQ anymore. So I realy dont know what it could be. Perhaps its because of V3.1

Thanx for all the help. I will just load my other game and use the HQ for storage or something.....
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apricotslice
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Post by apricotslice »

Ok, thanks. I'll take a look as soon as I can. Maybe they changed something in 3.1. As yet, I have it downloaded, but not installed. So I've not yet looked inside to see what was changed.

Thanks for pointing it out.

If anyone is reading who has been using either mod, has existing working PHQ's stopped working with the 3.1 patch ?
parrotheada1a
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Post by parrotheada1a »

Hi Apricot, I've got another one for you. First off, thanks for the work on these, your goodies really make the game a blast. Perhaps you can make sense out the problem I'm having by the screenshots. I'm running v3.1, and it seems your mod loads partially.... if that's the correct way of putting it. I fly into AP, looking for your facilities, the map looks like this:

http://img.photobucket.com/albums/v142/ ... n00001.jpg

Notice that the names of them are labelled as read text, or invalid. The id numbers are different. The stations themselves are not visible at all, and I can't target or dock. Seems like the info of what's in there works too.

http://img.photobucket.com/albums/v142/ ... n00002.jpg
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apricotslice
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Post by apricotslice »

Thanks for the heads up. I've had some computer problems lately and a lot of work, so I've not yet had a chance to install 3.1 and look inside it.

Which mod are you using ? And did you install it as a mod, or a false patch ? If the latter, whats the progression of patches starting from v3 ?
parrotheada1a
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Post by parrotheada1a »

AMS mod, latest 2.14 rev from your website. I'm running it as a fake patch. I've got a couple other ones in there too, yours is 14 or 15 in load order. I have a question about that. When I rename security catalogs + video parts for a FP, can I leave in the name of the mod in or must they be numerical only?

The rev up to 3.0/ 3.1 is the culprit I suspect, because I had no problems running the game untill after I levelled it up. Old saves wouldn't load at all, so I started a new game. Seemed to work okay...off I went. The screenshots are from the new start.


Here's one from my old start... running around Terran space in the Gunbus. I like playing the salvage game as soon as I can. Far easier & lucrative than capping pirates & khack ships or freighting.

http://img.photobucket.com/albums/v142/ ... n00076.jpg
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apricotslice
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Post by apricotslice »

When you upgraded to 3.1, it would have overwritten 13.

Before you upgraded, you should have renumbered everything up a number and left 13 missing, for the patch to take.

So the game wont load a save, because its missing a mod.

You need to identify that mod, shuffle everything up and insert it back in as 14.
parrotheada1a
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Post by parrotheada1a »

Ahhhh crap. I didn't think of doing that, sounds like I should do the mod re-install dance so everything loads correctly then. I'm going to try deleting all the mods after 13 then re- installing 'em with new numbers. I'll let you know what happens after I get through with that. With any kind of luck, I'll be able to use one of the current saves & make the whole game run better in the process.
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apricotslice
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Post by apricotslice »

For those who bring problems with my mods up in this thread instead of in their own threads,

1. Please use the thread for the mod instead.

2. Please note : If you are using AWRM, CPLS, PMTS, or Frontier Wars mods, any issues you have should be taken to the author of those mods FIRST. This is because these mods, by their method of installation, override all other mods and it therefore is the author of those mods responsibility to troubleshoot any conflicts caused.
parrotheada1a
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Post by parrotheada1a »

Okay, here's the sitch so far. After doing the re-naming dance, the mod appears to work w/ 3.1. What seems to happen is that more parts become available after a couple save/ start cycles. I attribute it to my own impatience, I expected all the scripts to kick in right off the bat.
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apricotslice
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Post by apricotslice »

parrotheada1a wrote:Okay, here's the sitch so far. After doing the re-naming dance, the mod appears to work w/ 3.1. What seems to happen is that more parts become available after a couple save/ start cycles. I attribute it to my own impatience, I expected all the scripts to kick in right off the bat.
First, this thread is not the right place to discuss mods in, they have their own threads.

Second, the mods both send messages to the player telling you whats going on, asking you to save and reload. Then tell you when setup of the mod has completed. If you ignore the messages, thats your own problem. :)

The reason for that is a bug in the game where too much setup at the start of the game results in key start things not happening, such as no fittings on your ship and wrong rep settings. The only way around it was to do the mod setup on the second load, so the start could fully complete, and the mod setup wouldnt be competing with it. Since egosoft dont tech support modding, they will never generate the problem themselves so it wont ever get fixed.
parrotheada1a
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Post by parrotheada1a »

Thanks for explaining that in common sense language. I really didn't know how that part was supposed to work. I do pay attention to what the game tells me, perhaps I ignored a message or two by mistake.
LIZERTECH
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Post by LIZERTECH »

is there a way to modify the extended phq mod to just 500M storage space and half the recycling and building time? i feel that the R and B time is too fast....
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apricotslice
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Post by apricotslice »

LIZERTECH wrote:is there a way to modify the extended phq mod to just 500M storage space and half the recycling and building time? i feel that the R and B time is too fast....
Yes. The file can be edited with notepad. Just change the values upward until you get what you feel is right.

However, if you already have a PHQ, you will need to delete it and unload a new one to get the changes.
scotty1025
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Post by scotty1025 »

Alot of your download links dont work. Been trying to get them for about a week now.
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apricotslice
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Post by apricotslice »

scotty1025 wrote:Alot of your download links dont work. Been trying to get them for about a week now.
Thanks for pointing that out. Something is gone crazy there for sure.

If you mouse over the names, the full name should be displayed somewhere in your brouser.

If you right click on the file, and then save the link as, it should allow you to download the file. However, you have to add the extension to the file name manually.

I'll put in a support call to my host and see whats going on.
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heratik
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Post by heratik »

Is there a .zip version of the 'PHQ and Military Outpost at Boron shipyard' script somewhere? I am on a mac, so can't use the plug-in manager, and can only find this as a .spk file on your site.

TIA :)
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apricotslice
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Post by apricotslice »

heratik wrote:Is there a .zip version of the 'PHQ and Military Outpost at Boron shipyard' script somewhere? I am on a mac, so can't use the plug-in manager, and can only find this as a .spk file on your site.

TIA :)
I've uploaded just the xml.

setup.apricot.PHQ.MO.xml. Copy it to the scripts folder manually.

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