[MOD] Enhanced Equipment Docks (eEQ) [discontinued, forks available]

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Logain Abler
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Post by Logain Abler »

Many thanks :D

LA
chelo_boga
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A couple of questions

Post by chelo_boga »

Hi Saetan

Great Script by the looks of it. cheers!

I want to install this script. Do I have to install the first version of it and then do the updates or just install the last one (2.7-2.2)?

I read your post about modifications needed and got lost (Im no good at this programming stuff). I want to know if this script is compatible with the RRF (Race Response Fleet) or the IR (Improved Races) scripts?

Thanks
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Saetan
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Post by Saetan »

Hi chelo_boga

You can download and install the latest version of the mod, you don't need and shouldn't update from older versions, if you start from new.

I don't use IR & RRF and as I didn't find any information if the TDocks.txt and hq.xml gets modified by one of them, I can't tell you about compliance. But you can ask in their topics if the IR or RRF modifies TDocks.txt or hq.xml. If not, my mod should be compliant to them.

Best regards
Saetan
Requiemfang
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Post by Requiemfang »

They are compatible as I am using both... though no longer IR I can vouch that both work with it so long as you aren't using a mod that alters tdocks, SRM mod being one of them though it has been made to be compatible so you can use this mod with that one
chelo_boga
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Post by chelo_boga »

Thank u very much for your replies!!
dmichailcz
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Post by dmichailcz »

Hmmm, I have problem with CAG and this mod (and don't know, which topic to choose). My CAGs don't supply base, and i don't know why.

I've build Commercial Base, I've set limits by Dockware manager, I've assigned two Master Dealer CAGs to the base, i set them to buy only and after 10 hours of game time, they haven't left base even once.

Yes, base have enough money, there are goods in jump range etc.

EDIT: Nevermind, i am idiot :) I've forgot, that pricing affects CAG behaviour (thought they are independent).
I am not very good in english, so please, forgive me...
J.I.Gorkij
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Post by J.I.Gorkij »

Wow, really great addition :) Simple and wonderful :)
Teladi, Ferengi and Jawa enter bar.
Barman goes: "I am not buying that junk!"
Loner87
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Post by Loner87 »

I just uncompressed the Mod (ver. 2.7-2.2) in my X3:TC folder, ran the game, loaded my last savegame and... have I to do something else ?

Because all my factories in complexes have lost their links (construction Kits). Help, lol


note : my game is already modified


Edit : problem solved -> I forgot to selet the Mod when starting the game (that's the 1st time i run a Mod and not a script ;) )
Thank you for answering.
Last edited by Loner87 on Wed, 22. Sep 10, 19:20, edited 1 time in total.
Requiemfang
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Post by Requiemfang »

Are they still connected into the complex though? can you see them in the complex menu and what not? if so then did you also apply the no complex tubes mod? IF you did that might be the reason for the disappearance of your complex tubes
dantheman666
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Post by dantheman666 »

Hi Requiemfang,

I've just spent the best part of 3 hours loading and reloading saves to narrow down the disappearance of my complex tubes. I'm sorry to say it appears to be your mod. :( I do not have the no tubes mod.

I recreated this on a fresh install with just eEQ installed, using one of my saves which was when I had all my scripts installed. I can send you a copy of my save game if it will help?
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Saetan
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Post by Saetan »

I remember that complex tubes (and also stations) disappeared sometimes. If I loaded a new game and tried again (to build them) it happend that they appeared then.

I think that problem happens if the savegame is just "overcrowded" for your computer and there's too less memory available. Even if you do a fresh install and load a savegame, the data of the scripts are still anchored in your savegame.

I see no reason, why my mod should affect the appearance of the complex tubes, as it doesn't affect their files. Only exception is, that my mod also needs some of the memory pool of course like anything else.

Best regards
Saetan
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Saetan
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Post by Saetan »

It's permitted to non-commercial redistribute this modification. It's also permitted to modify this modification and to non-commercially distribute that modded modification. Each under the additional terms of naming the original author and also linking to the original topic of the modification.
dargj2
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Post by dargj2 »

Is the latest version compatible with 3.0? I only see up to 2.7 listed.
dargj2
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Post by dargj2 »

Actually scrub that last question, does anyone know if the files:
./types/hq.xml
./types/TDocks.txt
./types/TDocksWrecks.txt

were modified by 3.0 ?
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Saetan
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Post by Saetan »

3.0 has no modifications at TFiles from which I would know ... and as the target was to keep 3.0 compliant to any mods which where compliant to 2.7, there shouldn't have been any critical changes at all.
dargj2
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Post by dargj2 »

Thanks for the reply, Just wanted to make sure before installing. :thumb_up:
Commander Kat
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Post by Commander Kat »

Hi.

love the mod fyi, epic for making a players sector to contain ones assets, however i'd like to also have : X3TC-Apricot-Extended-PHQ-Patch-v4

its a hq.xml

so im guessing that it won't work unless i merge the 2, but i'l ask just incase...

"If you want to use more than one modification, you can use the fake-patch method for installation" <- from the Op

so do i only need to install the dat.cab's to get your eq docks to work ? or does it need the other script/t files inc in the download to be added to the x3tc directory ?

if thats the case then installing the data.cat's (making them a fake patch) and adding Apricot's PHQ ext, hq.xml ... will they work together or do i need to edit the code and merge them no matter what, to get them to work ???

thanks for your time.

Kat
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Saetan
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Post by Saetan »

Hi Kat

I don't know Apricot's PHQ patch, so I can't tell you in detail what you've got to do ...

The HQ.xml have to be merged of course, if there is a TDocks too, it has to be merged too ...

I made once a manual how to merge my mod with another mod that modifies HQ.xml and TDocks too: - Link -.


Just follow these steps if necessary.

This manual is quite old and did not get updated to fit actual values. So always use the code inside the original files and don't copy it from the manual anymore, as stated as possibility in this manual.

If you still have questions, feel free to ask.

Best regards
Saetan
ezza84
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Post by ezza84 »

I am having real compatibility problems with this mod and SRM script. My player HQ's now have their storage decreased from 4million to 500000, plus can no longer buy the orbital headquarters or orbital shipyaards. I know you posted a guide, but I have been trying for hours to get it right and doesnt work for me. I can not seem to uninstall this script either as it causes my game to freeze up after a few minutes if i try to delete it. Can someone who has either done the whole re-sripting thing post a link for me to download it, or is there someway to uninstall this script without it causing my game to freeze? thanks.
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joelR
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Post by joelR »

ezza84 wrote:I am having real compatibility problems with this mod and SRM script. My player HQ's now have their storage decreased from 4million to 500000, plus can no longer buy the orbital headquarters or orbital shipyaards. I know you posted a guide, but I have been trying for hours to get it right and doesnt work for me. I can not seem to uninstall this script either as it causes my game to freeze up after a few minutes if i try to delete it. Can someone who has either done the whole re-sripting thing post a link for me to download it, or is there someway to uninstall this script without it causing my game to freeze? thanks.
Did you place the EED cat/dat before SRM?

From the SRM page

"Compatibility with Enhanced Equipment Docks: THIS WILL ONLY WORK WITH THE LATEST EED RELEASE V2.7-2.2. Install base EED mod to the lowest cat/dat number then SRM. You must install the scripts from EED, but DO NOT install the text file for the "t" folder. I have included an edited text file for EED in the main SRM mod. "

Notice the part about not installing the txt file for the "t" folder

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