Find All Crates And Abandoned Ships (Manually Run: Vanilla Friendly Possible, V1.1)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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EmperorJon
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Post by EmperorJon »

It's new game start ONLY, I believe.

Also, LV, like the new avatar. :P
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shea
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Post by shea »

Cool script,do i need to have advanced satalite,s in the sectors so that it shows up what is in each sector?also i am 10 days playing the game will it still work or does it have to be a new game?thanks
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EmperorJon
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Post by EmperorJon »

Sorry for the late reply. No, it places a satellite there for you. It's more a cheat script than a script you should keep in your game, unless you don't care. It'll work with any game.

It should also be compatible with 2.0.
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sadron
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Post by sadron »

Is this compatible with 2.0? And will it mod my game?
lubnius
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Post by lubnius »

according to the script all ships are now gone, I was lucky enough to get Interceptor on my own.
I hope ships "disappearance" wasn't intentional and will be fixed.
sadron wrote:Is this compatible with 2.0? And will it mod my game?
Compatible. Yes it will mod. Do it, reload(modified tag is now gone), continue.
Last edited by lubnius on Tue, 6. Mar 12, 02:12, edited 1 time in total.
kurush
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Post by kurush »

lubnius wrote:according to the script all ships are now gone, I was lucky enough to get Interceptor on my own.
I hope ships "disappearance" wasn't intentional and will be fixed.
Check the very latest version, referenced in this thread. Script had to be updated after patch 1.1.
sadron
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Post by sadron »

lubnius wrote:according to the script all ships are now gone, I was lucky enough to get Interceptor on my own.
I hope ships "disappearance" wasn't intentional and will be fixed.
sadron wrote:Is this compatible with 2.0? And will it mod my game?
Compatible. Yes it will mod. Do it, reload(modified tag is now gone), continue.
So wait, it mods, then unmods? What?
lubnius
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Post by lubnius »

sadron wrote:So wait, it mods, then unmods? What?
Follow instrucions in README.
kurush wrote:Check the very latest version, referenced in this thread. Script had to be updated after patch 1.1.
False alarm. I must have put the wrong file in. Thank you.
sadron
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Post by sadron »

Yeah it says 1.1 on the opening post but it is compatible with 2.0?
lubnius
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Post by lubnius »

sadron wrote:Yeah it says 1.1 on the opening post but it is compatible with 2.0?
EmperorJon wrote:Ok, I have the next version up.

Google docs.

Can someone with any abandoned ships from shooting them confirm that they show up too? Indeed they're Neutral now, presumably that was the cause of the Not Claimable bug, but that is making me think that bailed ships either did not show up in the previous version, or will not now!

EDIT: Confirmed both show up. Have fun. :)
sadron
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Post by sadron »

Also can I assume more spawn over time? Just picked up all of the available rudder optimizations for my Boreas.
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Post by kurush »

sadron wrote:Also can I assume more spawn over time? Just picked up all of the available rudder optimizations for my Boreas.
They won't spawn in the regular universe but they do spawn in UFJD sectors randomly with a rather low probability. I have a bunch of scripts running and mining UFJD sectors for tunings as I type it :) I am on 1250 UFJD jump already.
sadron
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Post by sadron »

kurush wrote:
sadron wrote:Also can I assume more spawn over time? Just picked up all of the available rudder optimizations for my Boreas.
They won't spawn in the regular universe but they do spawn in UFJD sectors randomly with a rather low probability. I have a bunch of scripts running and mining UFJD sectors for tunings as I type it :) I am on 1250 UFJD jump already.
Wait, so how would this work? (Also, no more spawn in the pirate sectors? That makes me sadface T_T)
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Post by kurush »

sadron wrote: Wait, so how would this work? (Also, no more spawn in the pirate sectors? That makes me sadface T_T)
I have a script for AutoHotkey that jumps my ship to UFJD and back, in UFJD it activates the script editor, runs a modified version of EJ's scripts that throws a popup if it finds a crate in the current sector, and then reloads. The popup blocks any input, and thus blocks any further actions by AutoHotkey (including that reload). So, basically, once I see this popup, I just reload the latest save and find myself in UFJD with a crate and the game is still Vanilla.
You should be happy face :) :) :) We have unlimited tunings now. Just how fast my Kyoto can go? (currently, at 79.5 on UFJD tunings only)
Just manually jumping and using EJ's script after each jump you would probably find some of them (I found 3 before I realized that I need a script).
sadron
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Post by sadron »

I'd like to get my hands on such a script :P
kurush
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Post by kurush »

sadron wrote:I'd like to get my hands on such a script :P
You'll need to tweak the AutoHotkey part to match the timings on your system (load time, etc). I guess, I'll publish it in a separate thread. It seems to be working fine so far.
Here : http://forum.egosoft.com/viewtopic.php?t=319204 I bumped up the time delays, so it should work without changes unless your computer is extremely slow (takes more than 40 seconds to load a game).
lubnius
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Post by lubnius »

I am in trouble.

Step by step of how and what happened.

I've done as instructed to make the script work properly.
Shut the game down, deleted the file from the system.
Reloaded previous save game which was without modified tag. Continued.
After few hours of xenon extermination in Grand Exchange I looked at personal stats and found the tag. Ok, I said. Reloaded the original save game. Frequently checking every few minutes and making sure there is no modified tag I played on.

But then again, today, after maybe 10 hours from original and unmodified save game, the tag apeared again and also infected all auto saves, before free of the damned tag.

This time I dont have a backup save.

EDIT: Ok, turns out I have a backup save. Still am I safe to continue? I would hate to do this over and over again.
kurush
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Post by kurush »

lubnius wrote:I am in trouble.
Modified tag tends to appear for no apparent reason from time to time. Make backups of your save game folder every couple of days. Also, some anti-virus software is known to cause it. For example, Microsoft Antivirus that is a part of Windows 7 did it to me several times. Script has nothing to do with it. Unless you type "Thereshallbewings" into the pilot name all unsigned scripts will be just ignored (with some exceptions, not applicable to this particular script).
lubnius
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Post by lubnius »

kurush wrote:Modified tag tends to appear for no apparent reason from time to time. Make backups of your save game folder every couple of days. Also, some anti-virus software is known to cause it. For example, Microsoft Antivirus that is a part of Windows 7 did it to me several times. Script has nothing to do with it. Unless you type "Thereshallbewings" into the pilot name all unsigned scripts will be just ignored (with some exceptions, not applicable to this particular script).
I found it hard to believe its juts a coincidence, never had this experience of appearing tag before from nowhere.

Nevertheless, thanks for clearing this up.
grimfear
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Post by grimfear »

will this script work when using the UFJD. So after getting to the sector, run the script, will it put a satalite next to the crate?

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