[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 908
- Joined: Mon, 5. Jun 06, 08:26
apricotslice wrote:New version of Beamdock uploaded.
V2 now has M7 support. An M7 should be able to beam any ship on board and beam it off again, assuming it has empty docking slots.
Please test and let me know if its working properly both ways.
That was fast.
I will ll try it later on today.
Thanks
-
- Posts: 908
- Joined: Mon, 5. Jun 06, 08:26
apricotslice wrote:I had a motivated moment
LOL
- - -
The Captain of my Panther would like to congratulate you on a job well done.
thank you.
I only tried beam docking a few fighters and so far it worked a treat. Really makes the Panther fully functional, without beamdock it can at times take an eternity to dock a single ship.
-
- Posts: 22
- Joined: Sun, 18. Jan 04, 21:19
Problem with cbeam and the hub plot?
Hi,
I need a bit of help please..
I started a new game today with XTC, running X Rebalance Mod (with the advanced universe add-on), with the Aldrean Adventurer start. It was a completely fresh install, and I also installed the CBEAM script using install archive with the plugin manager.
I started the HUB plot, and got to where I needed to enter Xenon Core 023..However, this didn't transport me to the HUB...After several tries, I used cycrow's cheats to reveal all sectors and warp to the hub sector..
The problem is that now, in the hub sector all 6 of the gates are deactivated. I can continue the plot, and I got all the way up to the first gate pair realignment, however when I'd go to realign the gates no active gate pairs showed up on the menu.
What makes me suspect that this is related to the Cbeam script is that now that sector is actually called APRICOT'S DELIGHT. The only Apricot script I had installed was the cbeam script. When I removed the cbeam script the sector name went back to 'Unknown Sector' but the hub still wasn't functional..
Any ideas on what I can do? I'd hate to have to restart another game after I spent all day on this one.
I need a bit of help please..
I started a new game today with XTC, running X Rebalance Mod (with the advanced universe add-on), with the Aldrean Adventurer start. It was a completely fresh install, and I also installed the CBEAM script using install archive with the plugin manager.
I started the HUB plot, and got to where I needed to enter Xenon Core 023..However, this didn't transport me to the HUB...After several tries, I used cycrow's cheats to reveal all sectors and warp to the hub sector..
The problem is that now, in the hub sector all 6 of the gates are deactivated. I can continue the plot, and I got all the way up to the first gate pair realignment, however when I'd go to realign the gates no active gate pairs showed up on the menu.
What makes me suspect that this is related to the Cbeam script is that now that sector is actually called APRICOT'S DELIGHT. The only Apricot script I had installed was the cbeam script. When I removed the cbeam script the sector name went back to 'Unknown Sector' but the hub still wasn't functional..
Any ideas on what I can do? I'd hate to have to restart another game after I spent all day on this one.
-
- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
The name change is just a text change, that is part of the text file that contains all my added text.
It wont change anything except the name of the sector. In fact, its editable to change it to anything you like. Look in the text folder, and it will be a 8686 named file.
The key issue is not getting to the hub. My guess is that the mod you added has changed that sector and disabled the plot. In the sector to the left of Core023, you should enter the gate to 023 and that should take you to the hub. If it doesnt then the likely suspect is the mod, especially if it changes the universe map. When you get into the hub the first time there ARE 2 active gates. The fact there are not probably means the mod has buggered it up.
Cbeam does have a bug during several plot missions, where they turn beaming off, but otherwise, it cant effect the gates at all.
Seriously, I'd recommend you post in the thread for the mod about not being able to get into the hub and see what they say. I hope you have a save from immediately before that point, as you will likely have to go back there. Not a total game loss, but the problem you face at the moment is that the mission director probably has a set of tags not set properly because you didnt go into the hub the right way.
It wont change anything except the name of the sector. In fact, its editable to change it to anything you like. Look in the text folder, and it will be a 8686 named file.
The key issue is not getting to the hub. My guess is that the mod you added has changed that sector and disabled the plot. In the sector to the left of Core023, you should enter the gate to 023 and that should take you to the hub. If it doesnt then the likely suspect is the mod, especially if it changes the universe map. When you get into the hub the first time there ARE 2 active gates. The fact there are not probably means the mod has buggered it up.
Cbeam does have a bug during several plot missions, where they turn beaming off, but otherwise, it cant effect the gates at all.
Seriously, I'd recommend you post in the thread for the mod about not being able to get into the hub and see what they say. I hope you have a save from immediately before that point, as you will likely have to go back there. Not a total game loss, but the problem you face at the moment is that the mission director probably has a set of tags not set properly because you didnt go into the hub the right way.
-
- Posts: 22
- Joined: Sun, 18. Jan 04, 21:19
thanks for the quick reply..The XRM thread is the first place I posted, however it seems they haven't had any reports of problems between XRM and the hub plot.
apricotslice wrote:The name change is just a text change, that is part of the text file that contains all my added text.
It wont change anything except the name of the sector. In fact, its editable to change it to anything you like. Look in the text folder, and it will be a 8686 named file.
The key issue is not getting to the hub. My guess is that the mod you added has changed that sector and disabled the plot. In the sector to the left of Core023, you should enter the gate to 023 and that should take you to the hub. If it doesnt then the likely suspect is the mod, especially if it changes the universe map. When you get into the hub the first time there ARE 2 active gates. The fact there are not probably means the mod has buggered it up.
Cbeam does have a bug during several plot missions, where they turn beaming off, but otherwise, it cant effect the gates at all.
Seriously, I'd recommend you post in the thread for the mod about not being able to get into the hub and see what they say. I hope you have a save from immediately before that point, as you will likely have to go back there. Not a total game loss, but the problem you face at the moment is that the mission director probably has a set of tags not set properly because you didnt go into the hub the right way.
-
- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
Which could indicate that no-one else using the mod is actually doing the plots. If no-one has tried it, they wont have gotten any reports.mkrco wrote:thanks for the quick reply..The XRM thread is the first place I posted, however it seems they haven't had any reports of problems between XRM and the hub plot.

Seriously, they need to test it for you. Actually run the plot on their own system and see if the hub is entered properly or not. If need be, you need to provide them with a save game, so they can check themselves and reproduce the problem.
-
- Posts: 7
- Joined: Wed, 13. Feb 08, 01:29
-
- Posts: 7
- Joined: Wed, 13. Feb 08, 01:29
-
- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
The latest salvage pack would be the latest version of all the included scripts. ie, its what I use myself.
But I dont recall making any changes to the beam scripts, so the latest stand alone should be the same scripts.
Mind you, they are all getting on a bit now, and my memory isnt that reliable.
But for sure, the latest salvage pack is the last release of any of them.
But I dont recall making any changes to the beam scripts, so the latest stand alone should be the same scripts.
Mind you, they are all getting on a bit now, and my memory isnt that reliable.

But for sure, the latest salvage pack is the last release of any of them.
-
- Posts: 1
- Joined: Sat, 31. Dec 11, 15:42
-
- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
If its on the page, its there. Its a list of files, not an actual webpage.ardsmuir wrote:Nice scripts, one problem though, a few on the download page seem to be missing, Mainly X3TC-Apricot-PHQ-MO-in Boron-Shipyards.spk Just pulls a 404
Dont left click, right click and save link as, then add the .spk to the file name before you save.
-
- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
I've just started testing my stuff for AP.
So far, all scripts written for TC work in AP.
If they are in an spk file, Plugin Manager will instal them into the correct place and they will start with the game. Then just make sure you have the software or equipment on board that they need.
MD seem to work as well. However, the Hub plot is named differently in AP. I'll have to do some checking to see if its the same basic MD file or not, and if renaming my versions to the new AP name is all thats needed. Get back to you on that sometime.
So far, all scripts written for TC work in AP.
If they are in an spk file, Plugin Manager will instal them into the correct place and they will start with the game. Then just make sure you have the software or equipment on board that they need.
MD seem to work as well. However, the Hub plot is named differently in AP. I'll have to do some checking to see if its the same basic MD file or not, and if renaming my versions to the new AP name is all thats needed. Get back to you on that sometime.
-
- Posts: 58
- Joined: Thu, 8. Feb 07, 11:00
Just out of interest, did anyone find an answer to this one?heratik wrote:Sorry more questions:![]()
I am using a mac, and I just downloaded the very easy HUB cheat. In the instructions it says to unzip it to the X3tc directory, but the folder structure for the mac is slightly different. Should it just stay in the Director folder on the top level of the X3tc stuff, alongside folders such as 'Resources', 'Framework'?
I'd like to install the medium Hub cheat on a Mac, but I'm not entirely sure where to put it...
Thanks
D
-
- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
Sorry, I dont recall seeing the post.Dosan wrote:Just out of interest, did anyone find an answer to this one?heratik wrote:Sorry more questions:![]()
I am using a mac, and I just downloaded the very easy HUB cheat. In the instructions it says to unzip it to the X3tc directory, but the folder structure for the mac is slightly different. Should it just stay in the Director folder on the top level of the X3tc stuff, alongside folders such as 'Resources', 'Framework'?
I'd like to install the medium Hub cheat on a Mac, but I'm not entirely sure where to put it...
Thanks
D
I'd need to see a screenprint of the directory structure for the mac version, expanded out so I can see what is where.
-
- Posts: 14163
- Joined: Sun, 16. May 04, 13:01
Added a new MD for AP.
TC Plots Complete for AP
This is a re-worked version of Dillpickles All Plots Complete MD.
All plot ship rewards now appear in Argon Prime.
The Final Fury payout has been increased.
Edit : Dillpickle has pointed out some issues, so consider this a beta version. Use at own risk.
TC Plots Complete for AP
This is a re-worked version of Dillpickles All Plots Complete MD.
All plot ship rewards now appear in Argon Prime.
The Final Fury payout has been increased.
Edit : Dillpickle has pointed out some issues, so consider this a beta version. Use at own risk.
-
- Posts: 58
- Joined: Thu, 8. Feb 07, 11:00
Thanks, I'll get some images sorted out.apricotslice wrote:Sorry, I dont recall seeing the post.Dosan wrote:Just out of interest, did anyone find an answer to this one?heratik wrote:Sorry more questions:![]()
I am using a mac, and I just downloaded the very easy HUB cheat. In the instructions it says to unzip it to the X3tc directory, but the folder structure for the mac is slightly different. Should it just stay in the Director folder on the top level of the X3tc stuff, alongside folders such as 'Resources', 'Framework'?
I'd like to install the medium Hub cheat on a Mac, but I'm not entirely sure where to put it...
Thanks
D
I'd need to see a screenprint of the directory structure for the mac version, expanded out so I can see what is where.
In the meantime, are there any particular locations that the unzipped folder needs to go, for example, it needs to be in the same location as the main x3tc executable (or Mac equivalent), or it needs to go with the main set of resource files or .cab or equivalent etc.?
I could pop the unzipped file everywhere and hope that one of the locations fits the bill but it would be nice to have a few educated guesses!

Ta
D