Community Extended Mod Pack {EMP} v1.4 & 2.01
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Obviously this isnt a MAJOR problem, but is it possible to change the prices of the wares slightly, ie up or down a thousand or two each? As otherwise there'll eventually be lots of twenty wares with exactly the same price. My bulk transporter upgrade costs EXACTLY the same as Mk3 Trade, to the nearest credit. If there are twenty such items costing exactly the same and then nothing costing near it until 20 costing exactly the same at 600k it will look abit silly. If this isnt easy to do then i wouldnt worry about it but it would make the game more immersive and realistic if wares cost each afew credits different.
Oh, and also are any of the wares in the {emp} illegal?
AL
Oh, and also are any of the wares in the {emp} illegal?
AL
It's the 6th number. This is the index, it starts from 0 and counts up.
153 doesn't match 10723.
Is this what you want?
28;0;0;0;0;148;10723;0;1389;1;1;0;1389;0;0;0;SS_WARE_SW_CUSTOM8_4;
153 doesn't match 10723.
Is this what you want?
28;0;0;0;0;148;10723;0;1389;1;1;0;1389;0;0;0;SS_WARE_SW_CUSTOM8_4;
Last edited by AalaarDB on Mon, 6. Feb 06, 00:11, edited 1 time in total.
Erm, the 3 numbers in the first txt are definately the right ones.
EMP Mod Pack Ware 10553
EMP Mod Pack Ware 10573 <= these 3 numbers are right
EMP Mod Pack Ware 10723
Whichever corresponds to these.
My internet connection isnt on the computer i have X3 on btw incase your wondering why i dont just check. But i'll know for next time now.
Cheers
AL
EMP Mod Pack Ware 10553
EMP Mod Pack Ware 10573 <= these 3 numbers are right
EMP Mod Pack Ware 10723
Whichever corresponds to these.
My internet connection isnt on the computer i have X3 on btw incase your wondering why i dont just check. But i'll know for next time now.
Cheers
AL
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- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
Request for Detailed Installation Instructions
Would it be possible for someone to create extremely detailed install/uninstall instructions of the EMP for computer illiterates/semilterates like myself. As in "open this file, click on this, drag and drop into that, create this new folder like this" etc. ???
I tried 3 unsigned X2 scripts--some worked great--then others, probably incorrectly installed--corrupted all my save games. I wasn't sure which scripts were the problem, couldn't correctly uninstall...it was a mess. While I've tinkered myself with RTR (Rome Total Realism) mods, this X-game stuff is beyond me. So while I'd love to try some of the new X3 mod/script material, I'm very wary of another fubar due to my technical ignorance.
As a mere user, a non-programmer, I implore you all to make X3 Modding/Scripting gameplay as user-friendly and hassleproof as possible.
Does this make any sense? Something like Freelancer's FLMM (mod-manager) program perhaps?
I tried 3 unsigned X2 scripts--some worked great--then others, probably incorrectly installed--corrupted all my save games. I wasn't sure which scripts were the problem, couldn't correctly uninstall...it was a mess. While I've tinkered myself with RTR (Rome Total Realism) mods, this X-game stuff is beyond me. So while I'd love to try some of the new X3 mod/script material, I'm very wary of another fubar due to my technical ignorance.
As a mere user, a non-programmer, I implore you all to make X3 Modding/Scripting gameplay as user-friendly and hassleproof as possible.
Does this make any sense? Something like Freelancer's FLMM (mod-manager) program perhaps?
Re: Request for Detailed Installation Instructions
u mean something like this ?Hieronymos wrote:Would it be possible for someone to create extremely detailed install/uninstall instructions of the EMP for computer illiterates/semilterates like myself. As in "open this file, click on this, drag and drop into that, create this new folder like this" etc. ???
I tried 3 unsigned X2 scripts--some worked great--then others, probably incorrectly installed--corrupted all my save games. I wasn't sure which scripts were the problem, couldn't correctly uninstall...it was a mess. While I've tinkered myself with RTR (Rome Total Realism) mods, this X-game stuff is beyond me. So while I'd love to try some of the new X3 mod/script material, I'm very wary of another fubar due to my technical ignorance.
As a mere user, a non-programmer, I implore you all to make X3 Modding/Scripting gameplay as user-friendly and hassleproof as possible.
Does this make any sense? Something like Freelancer's FLMM (mod-manager) program perhaps?
http://forum2.egosoft.com/viewtopic.php?t=121351
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- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
Thanks Cycrow for the link to yr script-loading utility. Will try some scripts with it tonite. Does it indicate (like Freelancer's FLMM) if there is a possible or definite conflict between scripts?
Also, am still somewhat confused though about when the EMP is needed for a script/mod or when yr installer is sufficient. Or is this indicated in an individual scripts' "read-me"? Also: are these two programs compatible?
Any clarification most welcome.
Thks, Hieronymos
Also, am still somewhat confused though about when the EMP is needed for a script/mod or when yr installer is sufficient. Or is this indicated in an individual scripts' "read-me"? Also: are these two programs compatible?
Any clarification most welcome.
Thks, Hieronymos
the scripts that require EMP should be labeled in the readmes and on the thread itself
however, theres nothing wrong with having emp loaded, even if the scripts ur using doesn't user, it wont effect them.
To install the emp, you simply unpack it to ur X3 directory, and thats all your should need to do. it doesn't need to be specificlly enabled
as for the installer, it doesn't yet display conflicts, however, there is a list of al lthe command lots and ids that are used on this forum, so you can view if theres any conflicts with the scripts your using. there shouldn't be conflicts with command slots, as theres still plenty free, and the scripts can all use the free ones. The main conflicts is for wares, which is what the EMP is for, to stop these conflicts
however, theres nothing wrong with having emp loaded, even if the scripts ur using doesn't user, it wont effect them.
To install the emp, you simply unpack it to ur X3 directory, and thats all your should need to do. it doesn't need to be specificlly enabled
as for the installer, it doesn't yet display conflicts, however, there is a list of al lthe command lots and ids that are used on this forum, so you can view if theres any conflicts with the scripts your using. there shouldn't be conflicts with command slots, as theres still plenty free, and the scripts can all use the free ones. The main conflicts is for wares, which is what the EMP is for, to stop these conflicts
i have just deleted my x3 folder for a fresh retsart (keybindings was pissing me off).
when i have a look at the emp zip file, it has a tware file significantly smaller than the existing tware in :\reunion\types folder.
do i need to merge this with the existing tware, or replace the 30k (ish) one with the 5k (ish) one?
do i just unzip it to the main reunion directory?
or do i unzip it to the mods folder and leave it resident with the cat/dat files?
when i have a look at the emp zip file, it has a tware file significantly smaller than the existing tware in :\reunion\types folder.
do i need to merge this with the existing tware, or replace the 30k (ish) one with the 5k (ish) one?
do i just unzip it to the main reunion directory?
or do i unzip it to the mods folder and leave it resident with the cat/dat files?