need another intergrative forge....
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need another intergrative forge....
ok maybe i just blind but usually this mission asks to build Intergrative forge in glaring truth, but i hadnt realised thatg it was actually meant for molton archon strangley enough... never asked there before.
so now im stuck... i dont wanna reload allllll way back again.... i did alot of stuff to this point.
soooo how do i get another intergrative forge? maybe i can save edit for a 2nd constructor to build it?
some help on how to do this please.
so now im stuck... i dont wanna reload allllll way back again.... i did alot of stuff to this point.
soooo how do i get another intergrative forge? maybe i can save edit for a 2nd constructor to build it?
some help on how to do this please.
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come on guys..... i asking how to build another intergrative forge.... i didnt ask where to build it.
bare in mind my game has over 50 mods. the game is asking me to build the intergrative forge in molton archon, i didnt realise this till too late.
so to save me back tracking several hours. how do i place another intergrative forge? do i have to sasve edit? how do i do that?
if you guys have problem believeing me. here look...
http://images.akamai.steamusercontent.c ... 4E711B909/
bare in mind my game has over 50 mods. the game is asking me to build the intergrative forge in molton archon, i didnt realise this till too late.
so to save me back tracking several hours. how do i place another intergrative forge? do i have to sasve edit? how do i do that?
if you guys have problem believeing me. here look...
http://images.akamai.steamusercontent.c ... 4E711B909/
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but thats irrelevant this topic is about how to build a 2nd intergrative forge. i just wanted to know if its possible, and how do i do it? if i can spawn another constructor with intergrative forge.Sparky Sparkycorp wrote:It's not about belief, we have helped based on the available information - which includes an understanding that this forum is for asking for help in vanilla games and that you didn't mention mods.
IIRC, yes you can do it by save editing. I don't remember where I read that.
im having trouble trying to find the location of construction vessel with intergrative forge.
an i have no idea where to place a new one it on the edit.
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The CV type that is used to build the plot station is unique, and there's no way to get that type of CV anywhere vanilla. Easiest way to do what you want would probably be to:
buy a CV using your existing save,
open an older save file where you had the CV that is used to build the plot station,
and edit your new CV to be the old CV type.
Sorry to say, I don't have the files handy, so can't look up what precise CV type you need, or where exactly to find it in your save file.
ps. my memory's rather hazy on this, but I might be wrong, and it might be a line in the CV which defines what it can build, rather than the ship type itself.
Also, for purposes of the plot, it's possible that other variables have to be satisfied (someone in the crew of the CV, or something like that.) I doubt that it would be that specific, though, since it isn't possible to build the plot station with any CV other than what you're given in the plot. (Unless someone in the CV's crew says something. Can't remember. I don't think they do.)
pps. another solution would be to mod in the possibility to build the plot station with any DeVries CV. That's beyond the scope of what you're asking for, though, so probably uninteresting.
edit: just noticed that motoradsteve just published a mod that does just that:
http://steamcommunity.com/sharedfiles/f ... =456062819
buy a CV using your existing save,
open an older save file where you had the CV that is used to build the plot station,
and edit your new CV to be the old CV type.
Sorry to say, I don't have the files handy, so can't look up what precise CV type you need, or where exactly to find it in your save file.
ps. my memory's rather hazy on this, but I might be wrong, and it might be a line in the CV which defines what it can build, rather than the ship type itself.
Also, for purposes of the plot, it's possible that other variables have to be satisfied (someone in the crew of the CV, or something like that.) I doubt that it would be that specific, though, since it isn't possible to build the plot station with any CV other than what you're given in the plot. (Unless someone in the CV's crew says something. Can't remember. I don't think they do.)
pps. another solution would be to mod in the possibility to build the plot station with any DeVries CV. That's beyond the scope of what you're asking for, though, so probably uninteresting.
edit: just noticed that motoradsteve just published a mod that does just that:
http://steamcommunity.com/sharedfiles/f ... =456062819
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You're discussing a feature that's not in the vanilla game, so yes, the fact that it's modded is totally relevant. And as such, I'm moving this whole discussion to the S&M forum where it belongs.Nick 031287 wrote:but thats irrelevant this topic is about how to build a 2nd intergrative forge. i just wanted to know if its possible, and how do i do it? if i can spawn another constructor with intergrative forge.....Sparky Sparkycorp wrote:It's not about belief, we have helped based on the available information - which includes an understanding that this forum is for asking for help in vanilla games and that you didn't mention mods.
IIRC, yes you can do it by save editing. I don't remember where I read that.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.
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Got it, I think.
Via save-editing, you'll have to change the ship type, and that ship's build module. (Just changing the build module will probably be enough, but best change the ship type as well to be sure.)
First, and I cannot stress this enough, BACK-UP YOUR SAVE!
Would suggest that you first acquire a CV to minimize the possible problems that might crop up from editing. (From where, doesn't really matter.)
Your CV will have something like this:
except it will be owned by you [owner="player"], and it hopefully won't be a wreck.
Replace macro="units_size_xl_builder_ship_macro"
with macro="units_size_xl_builder_ship_plot_01_macro"
To replace the build module (and this is the important bit), look for a line that looks kind of like this:
and replace macro="buildmodule_stations_albion_macro"
with macro="buildmodule_stations_plot_01_macro"
Make sure that you're replacing the build module of the correct ship! Verify by loading up the save and asking the architect to build a station. If the plot station is offered as an option, then you're set.
.......
Probably easier (and safer!) to just get motoradsteve's mod, get a DeVries CV, and build the plot station that way. (Assuming that's how it works. Haven't tried it.)
I'm curious though, did you figure out what caused your plot mission to specify Molten Archon? I've always placed mine in Forty-Two, and it seems fine. Didn't know of a mod that changes the plot requirements.
.......
edit: Oh, and welcome to the scripts and modding forum! The coffee machine rarely works, but the couches are comfy. Football table's over that way.
Via save-editing, you'll have to change the ship type, and that ship's build module. (Just changing the build module will probably be enough, but best change the ship type as well to be sure.)
First, and I cannot stress this enough, BACK-UP YOUR SAVE!
Would suggest that you first acquire a CV to minimize the possible problems that might crop up from editing. (From where, doesn't really matter.)
Your CV will have something like this:
Code: Select all
<component class="ship_xl" macro="units_size_xl_builder_ship_macro" connection="space" attacker="[0x782ca45]" attackmethod="hitbybullet" attacktime="732629.048" owner="heartofalbion" knownto="player" id="[0x782d7f0]">
Replace macro="units_size_xl_builder_ship_macro"
with macro="units_size_xl_builder_ship_plot_01_macro"
To replace the build module (and this is the important bit), look for a line that looks kind of like this:
Code: Select all
<component class="buildmodule" macro="buildmodule_stations_albion_macro" connection="buildmodule" id="[0x782c752]">
with macro="buildmodule_stations_plot_01_macro"
Make sure that you're replacing the build module of the correct ship! Verify by loading up the save and asking the architect to build a station. If the plot station is offered as an option, then you're set.
.......
Probably easier (and safer!) to just get motoradsteve's mod, get a DeVries CV, and build the plot station that way. (Assuming that's how it works. Haven't tried it.)
I'm curious though, did you figure out what caused your plot mission to specify Molten Archon? I've always placed mine in Forty-Two, and it seems fine. Didn't know of a mod that changes the plot requirements.
.......
edit: Oh, and welcome to the scripts and modding forum! The coffee machine rarely works, but the couches are comfy. Football table's over that way.
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i would suggest to use some short MD Script wwhich executed at loading/gamestart and spawns the right CV:
just create a new Extension (folder), inside there an md folder and c&p this code in a new xml file there (like Exensions/MyExtension/md/Cheat_Create_Ship.xml ) - and when you load the save or start a fresh game it will be there
but it will only work once per savegame since each non-instantiated cue can usually onle be executed once - to circumvent this just increment the Number
(not a good solution, i know... but easy to explain
)
Code: Select all
<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="Cheat_Create_Ship" xsi:noNamespaceSchemaLocation="http://utnas/~unitrader/XRebirthxsds/md.xsd">
<cues>
<cue name="Create_Ship_01">
<actions>
<create_ship name="$ship" macro="macro.units_size_xl_builder_ship_plot_01_macro" zone="player.zone">
<owner exact="faction.player"/>
<safepos x="0m" y="0m" z="-10km" radius="2km"/>
</create_ship>
<add_to_player_squad object="$ship"/>
</actions>
</cue>
</cues>
</mdscript>



if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Do what UniTrader wrote (the safe way)
or do what w.evans said (the dirty way)
or...
create a extension with the following folders:
assets -> props -> surfaceelements -> macros
create "buildmodule_stations_devries_macro.xml"
and "buildmodule_stations_albion_macro.xml"
And just put the following code into both files (they have to be in the macros folder you should have created).
For DeVries:
For Albion:
After game start you should be able to Build the Plotstation with any DeVries or Albion CV that you can buy regulary.
or do what w.evans said (the dirty way)
or...
create a extension with the following folders:
assets -> props -> surfaceelements -> macros
create "buildmodule_stations_devries_macro.xml"
and "buildmodule_stations_albion_macro.xml"
And just put the following code into both files (they have to be in the macros folder you should have created).
For DeVries:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<add sel="/macros/macro/properties/builder">
<macro ref="struct_bt_dv_drone_complex_macro"/>
</add>
</diff>
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<add sel="/macros/macro[@name='buildmodule_stations_albion_macro']/properties/builder">
<macro ref="struct_bt_dv_drone_complex_macro"/>
</add>
</diff>
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