[SCR] Custom Start v1.4.0 (21-04-14)
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User facing text is always read indirectly from text files rather than hardcoded in scripts. That way the game can select which text to use based on in-game language selection. Custom Start only has English though.
The EN text for custom start is in a file called 9051-L044.xml. I've not got X installed to confirm right now, but IIRC this xml file needs to go into the Addon\t folder (where the other files in the zip go into Addon\scripts).
The EN text for custom start is in a file called 9051-L044.xml. I've not got X installed to confirm right now, but IIRC this xml file needs to go into the Addon\t folder (where the other files in the zip go into Addon\scripts).
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@testosterone - you could try copying 9051-L044.xml as 9051-L039.xml, and editing this line in the file:
<language id="44">
to
<language id="39">
With luck that might show the English strings within the Italian game, a step up from readtext errors
I gather the language codes are the country dialling codes.
<language id="44">
to
<language id="39">
With luck that might show the English strings within the Italian game, a step up from readtext errors
I gather the language codes are the country dialling codes.
Last edited by Shimrod on Mon, 5. Nov 12, 00:43, edited 1 time in total.
Correct.... but only works if supported with appropriate language files.Shimrod wrote:@testosterone - you could try copying 9051-L044.xml as 9051-L039.xml, and editing this line in the file:
<language id="44">
to
<language id="39">
With luck that might show the English strings within the Italian game, a step up from readtext errors
I gather the language codes are the country dialling codes.
Next up will be Japanese,if not already added....maybe.
- TheCoolSideofthePillow
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- TheCoolSideofthePillow
- Posts: 243
- Joined: Wed, 22. Sep 10, 10:27
Ok, that's what I thought it did. Tried it out, in Albion Prelude, and I am a little disappointed that it is not functioning like the one in Terran Conflict. It looks the same, has the same name, even shows that there's a Buster in the blueprint list; but I don't get access to put new ships into the production queue, reverse engineering queue, no paint job options, nothing. It's not even like a normal dock where I can change the goods it can buy and sell.
Is this maybe a bug I am experiencing, or would I need another mod to give full PHQ functionality to Albion Prelude?
Also: The relations to Pirates and Yaki don't seem to work correctly. I don't think that's an issue with your mod though as even using Cycrow's cheat plugin, I can't get Pirates or Yaki to be non-hostile towards me (global commands have them as friend, and I set race relations of both to +50,000). This makes using this mod to start as a custom pirate guy impossible.
Is this maybe a bug I am experiencing, or would I need another mod to give full PHQ functionality to Albion Prelude?
Also: The relations to Pirates and Yaki don't seem to work correctly. I don't think that's an issue with your mod though as even using Cycrow's cheat plugin, I can't get Pirates or Yaki to be non-hostile towards me (global commands have them as friend, and I set race relations of both to +50,000). This makes using this mod to start as a custom pirate guy impossible.
First thanx for that interesting mod,but sadly i have too one bug;middle of battle when i want look local map game crash and so every time when i do so!Its original shortcut button ( . ) and i dont changed it and other mods dont used it and other mods work well and dont mess with each other!
And one day ... one day i will be there ...
And if not... then i will be here ...
Me
And if not... then i will be here ...
Me
If you have the PHQ launched from from a TL,then all should be well.TheCoolSideofthePillow wrote:Ok, that's what I thought it did. Tried it out, in Albion Prelude, and I am a little disappointed that it is not functioning like the one in Terran Conflict. It looks the same, has the same name, even shows that there's a Buster in the blueprint list; but I don't get access to put new ships into the production queue, reverse engineering queue, no paint job options, nothing. It's not even like a normal dock where I can change the goods it can buy and sell.
Is this maybe a bug I am experiencing, or would I need another mod to give full PHQ functionality to Albion Prelude?
Also: The relations to Pirates and Yaki don't seem to work correctly. I don't think that's an issue with your mod though as even using Cycrow's cheat plugin, I can't get Pirates or Yaki to be non-hostile towards me (global commands have them as friend, and I set race relations of both to +50,000). This makes using this mod to start as a custom pirate guy impossible.
For some reason,if you just place a PHQ into a sector,ie... using Cycrow's cheat to place them, you get the results you are having.
I used this with the AP - TC mod in my sig ,and it works ok.
For race relations,It seems to work ok for me,but you can change them with Cycrow's package .
The problem with points as in the +50,000 is that you have to add much more than that,just to move it up one level !
Global commands are ok,but have you double checked the F/F settings in your ship?
@ milytar
I don't have that problem when I run it.
Are you sure this program causes it?
You use the program at the start of the game.
You do not have access to it later,iirc
Hi, i have installed the script and everything, went to start a new game, selected both custom start and humble merchant, the menu never poped up. I am 100% sure the files are in the correct location. I get all of the popups from starting a standard XRM game then nothing.
I attempted to repro this as follows:Same for me, the menu never poped up.
1. Uninstalled and freshly downloaded Albion Prelude from Steam.
2. Downloaded Custom Start 1.3 and unzipped it to: "D:\Steam\steamapps\common\x3 terran conflict\addon"
3. Started a Humble Merchant game
However the menu popped up as expected when the game became input-ready after step 3.
If all the files in the zip can be accounted for in the correct location relative to the addon folder, then I have no idea what the problem could be.
The scripts folder in the zip contains a !init.glen.modified.xml file which automatically enables the script editor when creating a new game, necessary or Custom Start won't trigger. If this file were not present then that would certainly produce these symptoms.
I tried this out while repro'ing the previous and found I had to dock at the PHQ before I saw the spray job / add-to-queue options. Trading system extension doesn't show them. I've not really used the PHQ at all though in AP so can't otherwise comment.I don't get access to put new ships into the production queue, reverse engineering queue, no paint job options, nothing.
I've converted your package to SPK. Hope you don't mind.
My upload is temporary so I'd suggest someone mirror it or create their own to upload. Better yet, if the author were to support a SPK packaged version, problem solved .
SPK: Version 1.3.0 // Removed.
My upload is temporary so I'd suggest someone mirror it or create their own to upload. Better yet, if the author were to support a SPK packaged version, problem solved .
SPK: Version 1.3.0 // Removed.
Last edited by Createse on Tue, 5. Feb 13, 09:20, edited 1 time in total.