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

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X2-Illuminatus
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Post by X2-Illuminatus »

jklick wrote:I thought I posted it in the right place...
If you're asked to add a title to your post, before submitting it is possible, this is usually a good sign that you hit the 'New Topic' instead of the 'Reply'-button.


**Merged**

jklick wrote:BTW- is there anyway to fix that issue without having to start all over again?
Keep a save from before you were asked to enter the ship. If you replace the mod's Tships file for with an adjusted one (or adjust it yourself), you should be able to continue the plot from then on.
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Post by jklick »

ok, thanks for the headsup on posting. I am fairly new to all the scripting stuff so I don't really know what you mean by changing that file...I get the concept, but how to do it, does not make sense to me. Thanks.

I do have the x3 editor and have changed cargo size in another mode I was using, but I am not sure how to make the new ship appear as one of the choices. Does someone have a file I could just cut and paste in somewhere? Or maybe things don't work that way...Just trying not to lose so much time in the game if I can help it. Thanks
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Post by z1ppeh »

Is there anyway to get the 'Blue Horizon' player sector (the rewarded sector from Corporation troubles) into the complete all plots mod?

Ive trawled a few posts, but pretty sure i havnt noticed a single thing about this.
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Post by apricotslice »

z1ppeh wrote:Is there anyway to get the 'Blue Horizon' player sector (the rewarded sector from Corporation troubles) into the complete all plots mod?

Ive trawled a few posts, but pretty sure i havnt noticed a single thing about this.
Sorry I didnt see this post until now.

You would need to contact the author of the original script to get that added. Once added, it can be cut and pasted into my versions.

I must admit, I never did the corporate missions, so dont know know which sector your referring to.
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Post by apricotslice »

The problem with my TC download site, while not solved, has been worked around, so everything is at least findable now. Sorry for the inconvenience.
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Post by redagent »

Does the Beamdock have a hotkey(s)?

After installing X3TC-Apricot-Beamdock-v2.spk I could not find any hotkey in controls(extentions), but all other 20 scripts/mods have their hotkeys to set.

I have found in "scrips" folder of beamdock
plugin.hotkeymanager.add.xml
plugin.hotkeymanager.purge.xml
setup.z.cycrow.hotkeymanager.xml

I already has the same files with *.pck extention in my game folder - they are CYCROWS hotkey manager scripts installed by default with plugin manager.
AFAIK the game uses .pck and ignores *.xml with the same names.

So what those 3 files from Beamdock does? are they intended to give a hotkey for Beamdock? Do I need them to have a hotkey for beamdock (delete PCK?)?
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Post by Cycrow »

They are probably the same files, the pck versions will come from the bonus pack the xmls could be from the plugin manager, or they could be included in the spk (or both)

it shouldn't matter which ones are used thou, as they will do the same thing.

You could look in the setup script to find out how its registering the hotkeys
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Post by redagent »

Cycrow wrote:They are probably the same files, the pck versions will come from the bonus pack the xmls could be from the plugin manager, or they could be included in the spk (or both)

it shouldn't matter which ones are used thou, as they will do the same thing.
Thanks for reply, Cycrow!
Cycrow wrote: You could look in the setup script to find out how its registering the hotkeys
I am an elf level 1 in the World of Scripts. I do not have enough experience to just "look in the setup and find out". it is a long story for me :)
But if YOU say so - I believe it!
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Post by apricotslice »

redagent wrote:Does the Beamdock have a hotkey(s)?
From memory, no.

Beamdock needs you to specify where you want to dock to, so its more of a command than a hotkey.

Should be on the nav menu I think.
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Post by redagent »

apricotslice wrote: Beamdock needs you to specify where you want to dock to, so its more of a command than a hotkey.
So what for are these files in the installation package?

plugin.hotkeymanager.add.xml
plugin.hotkeymanager.purge.xml
setup.z.cycrow.hotkeymanager.xml
Last edited by redagent on Fri, 27. Feb 15, 17:35, edited 2 times in total.
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Post by apricotslice »

Those are part of Cycrow's plugin manager script set. It is included to make sure everyone using the mod has it, otherwise the hotkeys wont install properly.

They are not something you need to use yourself, just provided to ensure all runs smoothly.
redagent
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Post by redagent »

apricotslice wrote:Those are part of Cycrow's plugin manager script set. It is included to make sure everyone using the mod has it, otherwise the hotkeys wont install properly.
apricotslice wrote:
redagent wrote:Does the Beamdock have a hotkey(s)?
From memory, no.

Beamdock needs you to specify where you want to dock to, so its more of a command than a hotkey.
Did you said there is no hotkey in Beamdock or I get you wrong?
Or those files were included in X3TC-Apricot-Beamdock-v2 by mistake and this script does not have a Hotkey?


Also, some weired things I could not get.
I want to use in X3:AP 3.1 only Beamdock and Dbeam scripts. So I don't need all AMS package, and I don't wont to have extra *.dat/cat files in game folder.
And I don't mind about Abeam and Cbeam scripts - just wont use them.

I could not find separate packages in X3 Albion Prelude download folder, but have found X3TC-Apricot-Cbeam-v2 and X3TC-Apricot-Beamdock-v2 in X3 Terran Conflict folder.

Script files in X3AP-Apricot-Mapping-Service-v1-3 package have different names, sizes and dates than X3TC-Apricot-Cbeam-v2 and X3TC-Apricot-Beamdock-v2.
Also the language file 8686-L044.xml is different in all three packages.

SO the questions -
1. IS that possible and how can I have separate and compatible to X3:AP.3.1 Beamdock and Dbeam?

sub questions
2. Does the X3:TC downloads compatible to X3:AP?
if so
3. How to install them in X3:AP - Which 8686-L044.xml to choose?
if not
4. Mayby I could just take particular files from X3AP-Apricot-Mapping-Service-v1-3 (ap.setup.apricot.beamdock, ap.setup.apricot.dbeam, apricot.beamdock, apricot.dbeam and 8686-L044)?

EDIT
5. Or maybe you will be so generous and provide one/two package(s) for X3:AP not rewriting each other with the latest versions of scripts? Please-please!
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Post by apricotslice »

redagent wrote: Also, some weired things I could not get.
I want to use in X3:AP 3.1 only Beamdock and Dbeam scripts. So I don't need all AMS package, and I don't wont to have extra *.dat/cat files in game folder.
And I don't mind about Abeam and Cbeam scripts - just wont use them.

I could not find separate packages in X3 Albion Prelude download folder, but have found X3TC-Apricot-Cbeam-v2 and X3TC-Apricot-Beamdock-v2 in X3 Terran Conflict folder.

Script files in X3AP-Apricot-Mapping-Service-v1-3 package have different names, sizes and dates than X3TC-Apricot-Cbeam-v2 and X3TC-Apricot-Beamdock-v2.
Also the language file 8686-L044.xml is different in all three packages.

SO the questions -
1. IS that possible and how can I have separate and compatible to X3:AP.3.1 Beamdock and Dbeam?

sub questions
2. Does the X3:TC downloads compatible to X3:AP?
if so
3. How to install them in X3:AP - Which 8686-L044.xml to choose?
if not
4. Mayby I could just take particular files from X3AP-Apricot-Mapping-Service-v1-3 (ap.setup.apricot.beamdock, ap.setup.apricot.dbeam, apricot.beamdock, apricot.dbeam and 8686-L044)?

EDIT
5. Or maybe you will be so generous and provide one/two package(s) for X3:AP not rewriting each other with the latest versions of scripts?
The TC and AP versions are not compatible. They made a series of changes to the game files for AP. So new scripts had to be done for AP.

The ap.??? files need a setup.? script to run them from at game start, so you cant just run them on their own.
You would need to find the setup script for all those scripts and run that.

Beamdock and Dbeam will be in the Salvage Pack. I think I released all of them in one pack. It doesnt matter if you install them all, only the ones you install a hotkey for or the commands will work.

AMS shouldnt put anything in the game folder, it puts the mod cat/dat's in the mods folder. You have to select the mod to use it.

With the salvage pack, if you dont want the extra ships, then delete those scripts. Most of the rest need hotkeys to work.
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Post by redagent »

apricotslice wrote:The ap.??? files need a setup.? script to run them from at game start, so you cant just run them on their own.
You would need to find the setup script for all those scripts and run that.
which files? could you list them here, please?
apricotslice wrote:AMS shouldnt put anything in the game folder, it puts the mod cat/dat's in the mods folder. You have to select the mod to use it.
X3AP-Apricot-Mapping-Service-v1-3 consists 2 files in mod folder, 246 files in "scripts" folder and 14 files in "t". I was trying to say that I don't want to put in my game folder all of them, but only files I need for Beamdock and Cbeam. As far as I see it is only 11 files - 10 to "scripts" folder and 1 or 2 to "t" folder.
apricotslice wrote: With the salvage pack, if you dont want the extra ships, then delete those scripts. Most of the rest need hotkeys to work.
What exactly to delete? How could I now?

And Could you please answer to this question
redagent wrote: Did you said there is no hotkey in Beamdock or I get you wrong?
Or those files were included in X3TC-Apricot-Beamdock-v2 by mistake and this script does not have a Hotkey?
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Post by apricotslice »

I cant help with the files at the moment as I am currently away from home. Also its been a long time since I worked with them and the memory isnt there any longer.

There are 12 scripts all the same with just minor number changes in the name. If you dont want random ships added, delete all these.

The mod scripts are different to the salvage pack scripts. The loading is handled differently. So the salvage pack is easier to extract files from.

D-A-C-Beam all loaded together, so need the setup and the action script. Beamdock likewise, you need setup and action scripts.

To view the scripts, unpack to a temp folder, then open a script with internet explorer. there is an odd file starting x2 in the pack which IE uses to decode the files. Underlined code is a file being called. So the setup calls another file, you need the setup and any called files in the setup script.

I dont recall beamdock having a hotkey. It is a command, on nav menu I think, that asks for the ship to beam and the destination carrier before beaming. You never beam yourself onto a carrier, you get lost in limbo if you do. To transfer your own ship, you transport to the carrier, then beamdock your ship onboard. Going other way, beam your ship off, then use transporter to get on it yourself.

Sorry I cant check the scripts. My travel computer doesnt have any X stuff on it at all. And I'm away for another 3 weeks.
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Post by redagent »

Thanks for reply, apricotslice!
Further I will try to figure it out myself.
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GlassDeviant
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Post by GlassDeviant »

I think there might be a problem with the Jump to Derelect script under x3ap 3.1, as the menu reference to it is ReadText2010-251, and 251 is the number associated with Jump to Derelect in the mods catalog.

Another indication is that my navigation menu does not have an entry for Jump to Derelect selection, but it contains this ReadText2010-251 entry (the entry first appeared somewhere else but I am at a loss to find it again).

I'll be polking at the problem some more, but I figured I'd post it here in case you might have any thoughts.

Edit: I found where I saw it first, there is an entry in the navigation menu of my captured Kha'ak Scout (well, claimed, it was derelect in Three Worlds) that has the same text: ReadText2010-251, and to the right it has ReadText2011-251. Now that I check, both are the same, like this:

ReadText2010-251 [ReadText2011-251]

at the bottom of the menu.

I'll throw up some links to images when I get them uploaded somewhere.
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Post by GlassDeviant »

Here are the menus:

[ external image ]

[ external image ]

There should be entries for Jump to Derelect, as I have it installed, but I have this instead. Have I messed up the install or something?
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Post by apricotslice »

Just coming out of jetlag, so sorry for the delay answering.

Jump to derelict is only a hotkey from memory, I dont recall it having a nav menu slot.

I'll try and find the reference when I get caught up sometime today.
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Post by GlassDeviant »

hmm...I have since reinstalled AP and a reduced set of mods (not including jump to derelict), so I am not sure if I would even know how to go about figuring it out now.
bibo ergo sum

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