Conflict of Definitions easy fix?

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Janitor
Posts: 14
Joined: Sat, 4. Nov 06, 21:14

Conflict of Definitions easy fix?

Post by Janitor »

The scripts I've installed have "conflict of definitions", says the X2 Conflict Report.

Both scripts use the same ID 5803.

I want to know if changing the ID on the xml files in the "t" folder can easily fix this or is it more complicated than that?
Cycrow
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Post by Cycrow »

sounds like there using the same ware.

simply changing the id wont work.

if it is a ware, u'll have to edit one of the scripts to change the use of ware to another one
Janitor
Posts: 14
Joined: Sat, 4. Nov 06, 21:14

Post by Janitor »

Yeah, I tried changing one xml's ID to something different since its the only thing that conflicts with other scripts but now the ware it needs isn't showing in whatever station its being sold at.

Consequently, my game became a bugfest. I guess I'll just download some other mod that does the same thing and hopefully doesn't conflict with others.

But before that, how do I change the use of ware? Is it complicated? Do I have to know what's in and what's out? Do I have to study the scripts used? Or can I simply change some lines and that's it?
Cycrow
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Post by Cycrow »

it really depends how the script is used.

first u'll have to pick a new ware to use that isn't currently being used by your scripts.

then you need to change the text entry to match the new ware.

then in the script editor you need to replace all entries of the old ware to the new one.
Janitor
Posts: 14
Joined: Sat, 4. Nov 06, 21:14

Post by Janitor »

If I'm reading that correctly, I should change the four digit ID in the xml file in the "t" folder then change the appropriate scripts through script editor(in game?) to use the new one. Right?

Uh, since I'm already at the process of changing stuff. What up with this mod showing "readtext-123123" in the trade command menu? It's in the Xai Corp Trade Command Software. MK1 v1.1a (fixed). Or at least I think it is. I just want to know the problem with that.

Oh, and thanks for all the help.
Cycrow
Moderator (Script&Mod)
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Posts: 22438
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

if its displaying a readtext error, then the script is either missing the text file, or its not being loaded
Janitor
Posts: 14
Joined: Sat, 4. Nov 06, 21:14

Post by Janitor »

SETA hates my machine, that is why I use this particular mod but this is a loosing battle. Half a day later I needed to uninstall x2 just to be safe.

If someone can edit
milling_hordesman's script from using the IDs 5083 and 5853 to use 5082 and 5852 respectively, then change the appropriate scripts that uses them and upload it. I would be very grateful.

Then again, I guess that is too much to ask so I guess I'll just give you all a link to this amazing mod...

MH's advance jumper version 1.74

Or maybe someone can instruct me step by step on how to change the scripts to use the new IDs. 'Cuz I don't see the scripts calling a 5053 or 5853 anywhere. I tried changing the changed entries* to variable and entered the new IDs but the script editor won't accept. What type of entry do I use with this?!

*after changing the IDs, the script, if I remember correctly, uses Fight Navigation MK3 which I'm sure is the one it's conflicting with in the first place

TL;DR=help me

Edit:

I don't know anything about scripting x2 and it confuses the hell out of me but I've managed to do whatever I wanted to do. Unfortunately the conflicting wares are assigned to the last two new wares 20 and 19. They cost millions now. 188 million to be exact. I'll just edit the packed wares list again.

The script is now compatible with Xai's AI Project, Mark's Patrol script and a bunch of others I'm using.

Thanks for the help again, dude!

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