Eyes and Ears mission bugged
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Eyes and Ears mission bugged
changed the ship in between deploying satellites because didnt know I need more than one satellite. On my search for satellite (all of a sudden there seems to be huge shortage on thouse in universe) capped nice Nova.
now mission stack - briefing says I need to fly to Zyarth's Dominion (its highlighted)
but I am in Zyarth Dominion sector and even deployed satellite but nothing happens.
this is Terran mission and it wonnot let me cancel and redo it.
all saves overwritten...
now mission stack - briefing says I need to fly to Zyarth's Dominion (its highlighted)
but I am in Zyarth Dominion sector and even deployed satellite but nothing happens.
this is Terran mission and it wonnot let me cancel and redo it.
all saves overwritten...
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I had the same problem. I think as sib123 mentioned its something to do with changing ships. When I arrived at the target split sector the mission wouldn't update. I started a new game last night as I had no save games to fall back to.
In my case this is how it happened.
I had completed the previous (bugged) mission using a TP craft to deliver the teladianium and pick up the space suits (after doing the shoot-and-fly-oos workaround to resolve the red argons).
On return to terran sectors I had sold off the TP and swapped back into my Sabre. I then found for the next mission when I arrived at the first split sector the mission didn't update.
I think what must have happened is when I received the next mission while flying the TP. It must have attached some state to my current ship. Or maybe a passenger got on board. I don't recall exactly.
Then when I sold the TP, the state attached to the ship / passenger must have been lost. Then when I arrive at the target sector, the condition (which I figure might involve your passenger saying something) nisn't met and plot doesn't update.
I wasn't able to find a command like for X3:R pressing <Enter> and resetting the Mission Director, like I did to resolve XTM plot bugs. And also there weren't any script commands that offered visibility on or let me modify mission state.
So, there being no apparent fix, I've started a new game, and scripted myself in an overtuned thor to speed thru the initial plot. This time I'm gonna make sure I keep a savegame.
Perhaps a useful enhancement would be to pop up a warning box if trying to sell a ship which has some mission state associated with it. This might help avoid wasted weekends.
In my case this is how it happened.
I had completed the previous (bugged) mission using a TP craft to deliver the teladianium and pick up the space suits (after doing the shoot-and-fly-oos workaround to resolve the red argons).
On return to terran sectors I had sold off the TP and swapped back into my Sabre. I then found for the next mission when I arrived at the first split sector the mission didn't update.
I think what must have happened is when I received the next mission while flying the TP. It must have attached some state to my current ship. Or maybe a passenger got on board. I don't recall exactly.
Then when I sold the TP, the state attached to the ship / passenger must have been lost. Then when I arrive at the target sector, the condition (which I figure might involve your passenger saying something) nisn't met and plot doesn't update.
I wasn't able to find a command like for X3:R pressing <Enter> and resetting the Mission Director, like I did to resolve XTM plot bugs. And also there weren't any script commands that offered visibility on or let me modify mission state.
So, there being no apparent fix, I've started a new game, and scripted myself in an overtuned thor to speed thru the initial plot. This time I'm gonna make sure I keep a savegame.
Perhaps a useful enhancement would be to pop up a warning box if trying to sell a ship which has some mission state associated with it. This might help avoid wasted weekends.
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There was a plot actor on that ship and he most likely will still be there. If you sold the ship, he will probably he flying around in a spacesuit near the shipyard. His name is Capt. Pearle.
He needs to be on board your ship each time you deploy a satellite.
He needs to be on board your ship each time you deploy a satellite.
Come watch me on Twitch where I occasionally play several of the X games
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crap... I have like 30 sectors to check for him now...There was a plot actor on that ship and he most likely will still be there. If you sold the ship, he will probably he flying around in a spacesuit near the shipyard. His name is Capt. Pearle.
He is not on the ship I started the mission on
hopefully he has enough of O2

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I found Pearle, he must have flown to the nearby USC orbital supply base in Mars. It shows astranought docked and comms menu shows up Capt. Robert Pearle.
However he won't get on your ship even if you dock or comm him.
But I persuaded him to leave the station. I could then collect him as he was flying. Then when I go to the split sector, the plot updated !=)
Here's how I persuaded him to leave:-
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$station = USC Orbital Supply Base (Mars)
$pearle = $station->find ship: class or type=space suit, race=terran flags =0 refobj = $station maxnum = 1 with homebase = null
=$pearle->move to position: x=0, y=0, z=0 with precision 1000m
However he won't get on your ship even if you dock or comm him.
But I persuaded him to leave the station. I could then collect him as he was flying. Then when I go to the split sector, the plot updated !=)
Here's how I persuaded him to leave:-
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$station = USC Orbital Supply Base (Mars)
$pearle = $station->find ship: class or type=space suit, race=terran flags =0 refobj = $station maxnum = 1 with homebase = null
=$pearle->move to position: x=0, y=0, z=0 with precision 1000m
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found him on High Energy Plasma Thrower forge alpha in Seizewell
can Shimrod or someone script savvy help me to "persuade" Capt Pearle to leave?
I am studying scripting now but afraid it might take a while...
got script editor open
my guess is that I need to put in something like
$station = High Energy Plasma Thrower forge alpha (Seizewell)
$pearle = $station->find ship: class or type=space suit, race=terran flags =0 refobj = $station maxnum = 1 with homebase = null
=$pearle->move to position: x=0, y=0, z=0 with precision 1000m
but where?

can Shimrod or someone script savvy help me to "persuade" Capt Pearle to leave?
I am studying scripting now but afraid it might take a while...
got script editor open
my guess is that I need to put in something like
$station = High Energy Plasma Thrower forge alpha (Seizewell)
$pearle = $station->find ship: class or type=space suit, race=terran flags =0 refobj = $station maxnum = 1 with homebase = null
=$pearle->move to position: x=0, y=0, z=0 with precision 1000m
but where?
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Its a hacky business familiarizing with the script editor. And you can easily shoot yourself in the foot, or enter a tight infinite loop at 100% cpu that locks the game up. And if you become very good at it, its easy to spoil your game by adding the temptation to just script yourself the ship or equipment you want etc.
But if your willing to do that and try it out I can offer up some pointers on that basis...
Note that the script example I posted was trimmed for brevity. Really you ought to test whether $pearle != null before using it.
Assuming script editor is active (method of doing so presumably covered elsewhere), on opening the script editor (shift+C to open command console, 's' to enter script editor), select Script Editor from the menu. IIRC there's a help option available in this menu, be sure to take a look at this.
After selecting Script Editor you'll see a handful of scripts listed, at the top of the list there should be a selection for creating a new script. Use arrow keys to navigate the menu and select the option to add a new script.
Be sure to give your script a distinguished name - helps to see them together in the list. Eg. I call mine glen.createship, glen.equipship, glen.addenergy and so forth.
Now you'll notice that you can't free-type within the new script. You have to use the interface to select a particular command from a list view each time you add one. Use arrow keys and enter to select/expand a category.
To add a new command, select an empty line (in a new script iirc it has a line that says 'end' iirc) and hit return. Then its a case of browsing the various functions to select the ones you want. After selecting a function its a case of filling out the parameters. It can get a little confusing but what your looking for is to:
a. eliminate the question marks, meaning you didn't fill out the parameter.
b. make it look like what I offered in the example. 3 lines, 3 commands. Hard part is finding the functions.
You can abandon creation of this script at any time by hitting escape and electing not to save it. If your modifying an existing script that was already save, doing this will just abandon the changes you made to it. Similarly to save a script your happy with, hit escape then elect to save it.
You can use the Delete key to remove a line of script you don't want. Similarly the Insert key will insert a newline. You can use 'x' to cut and 'c' to copy a line, and 'v' to paste it.
After saving the script, to run it highlight the script from the list, and hit 'r'.
a. It'll always ask you for 1 input parameter, even if you didn't declare any. This parameter is the object on which the script will execute (you can reference it using the 'THIS' constant in script). In this case it doesn't matter since your not using the THIS pointer and the script is not persistent, so just enter null.
b. Hit return to acknowledge the next dialog which iirc outputs a confirmation of what script is being executed with what parameters.
If all went well capt. pearle will be floating away from the space station...
If it didn't go well, I'd advise not saving your game and re-loading a previous savegame from before you executed the script.
h2h
But if your willing to do that and try it out I can offer up some pointers on that basis...
Note that the script example I posted was trimmed for brevity. Really you ought to test whether $pearle != null before using it.
Assuming script editor is active (method of doing so presumably covered elsewhere), on opening the script editor (shift+C to open command console, 's' to enter script editor), select Script Editor from the menu. IIRC there's a help option available in this menu, be sure to take a look at this.
After selecting Script Editor you'll see a handful of scripts listed, at the top of the list there should be a selection for creating a new script. Use arrow keys to navigate the menu and select the option to add a new script.
Be sure to give your script a distinguished name - helps to see them together in the list. Eg. I call mine glen.createship, glen.equipship, glen.addenergy and so forth.
Now you'll notice that you can't free-type within the new script. You have to use the interface to select a particular command from a list view each time you add one. Use arrow keys and enter to select/expand a category.
To add a new command, select an empty line (in a new script iirc it has a line that says 'end' iirc) and hit return. Then its a case of browsing the various functions to select the ones you want. After selecting a function its a case of filling out the parameters. It can get a little confusing but what your looking for is to:
a. eliminate the question marks, meaning you didn't fill out the parameter.
b. make it look like what I offered in the example. 3 lines, 3 commands. Hard part is finding the functions.
You can abandon creation of this script at any time by hitting escape and electing not to save it. If your modifying an existing script that was already save, doing this will just abandon the changes you made to it. Similarly to save a script your happy with, hit escape then elect to save it.
You can use the Delete key to remove a line of script you don't want. Similarly the Insert key will insert a newline. You can use 'x' to cut and 'c' to copy a line, and 'v' to paste it.
After saving the script, to run it highlight the script from the list, and hit 'r'.
a. It'll always ask you for 1 input parameter, even if you didn't declare any. This parameter is the object on which the script will execute (you can reference it using the 'THIS' constant in script). In this case it doesn't matter since your not using the THIS pointer and the script is not persistent, so just enter null.
b. Hit return to acknowledge the next dialog which iirc outputs a confirmation of what script is being executed with what parameters.
If all went well capt. pearle will be floating away from the space station...
If it didn't go well, I'd advise not saving your game and re-loading a previous savegame from before you executed the script.
h2h
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Is there any hope to have a workaround without using the script editor ?
I wouldnt mind using the script editor to help me with this one if it werent for having a "modified" state. I want to run a vanilla X3TC for various reasons.
Do we know if the devs are working on it ?
I know where Cpt Pearle is. His space suit is docked at the Argon Trading Station where I switched ships (not even knowing he was in my bay). Unfortunately, the ship originally used to convey him has been destroyed. So i'm badly stuck here
Edit : I have tried many things, and nothing worked (switching multiple ships inside station, with or without CLS, comming the station, firing on the station, looking for him at the dock bays, etc).
I wouldnt mind using the script editor to help me with this one if it werent for having a "modified" state. I want to run a vanilla X3TC for various reasons.
Do we know if the devs are working on it ?
I know where Cpt Pearle is. His space suit is docked at the Argon Trading Station where I switched ships (not even knowing he was in my bay). Unfortunately, the ship originally used to convey him has been destroyed. So i'm badly stuck here

Edit : I have tried many things, and nothing worked (switching multiple ships inside station, with or without CLS, comming the station, firing on the station, looking for him at the dock bays, etc).
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