Community Extended Mod Pack {EMP} v1.4 & 2.01

The place to discuss scripting and game modifications for X³: Reunion.

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al_main
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Post by al_main » Fri, 3. Feb 06, 01:37

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

AalaarDB
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Post by AalaarDB » Fri, 3. Feb 06, 02:24

Some wares do cost different amounts. The reason more aren't different is because of the extra work.
I don't know how to do illegal wares and it may not even be possible.

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al_main
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Post by al_main » Fri, 3. Feb 06, 16:38

OK, fair enough

Gillie
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Post by Gillie » Sat, 4. Feb 06, 23:04

The 1.3.1 patch file for the EMP doesn't download as a valid ZIP file.
I've renamed it, but no zip program I own recognizes it as a valid ZIP file.
A little help here would be appreciated.
Thanks.

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al_main
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Post by al_main » Sun, 5. Feb 06, 22:10

I'm now using 2 more wares, now:

EMP Mod Pack Ware 10553
EMP Mod Pack Ware 10573 <= these 3 numbers are right
EMP Mod Pack Ware 10723

so thats:
131, 133 and 153 (i think) - where do you get these numbers from? other than from counting from the first one i used that got put down as 133

AalaarDB
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Post by AalaarDB » Sun, 5. Feb 06, 23:34

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;
Last edited by AalaarDB on Mon, 6. Feb 06, 00:11, edited 1 time in total.

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LV
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Post by LV » Mon, 6. Feb 06, 00:10

130

Player Response fleets

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al_main
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Post by al_main » Mon, 6. Feb 06, 00:32

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

AalaarDB
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Post by AalaarDB » Mon, 6. Feb 06, 00:36

When 1.3.x is released I will stealth change some prices in unused blocks of wares.

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al_main
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Post by al_main » Mon, 6. Feb 06, 00:42

AalaarDB wrote:When 1.3.x is released I will stealth change some prices in unused blocks of wares.
Excellent, feel free to change my 3 up or down afew thousand each while your doing it, especially the 500k costing one (133)

Hieronymos
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Request for Detailed Installation Instructions

Post by Hieronymos » Fri, 10. Feb 06, 03:54

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?

AalaarDB
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Post by AalaarDB » Fri, 10. Feb 06, 07:22

The installation instructions stand as is.

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arcana75
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Post by arcana75 » Fri, 10. Feb 06, 07:48

Since the EMP is actually a TWare file, I suppose I can merge all my mods into 1 using the ModMgr, as long as my previous mods don't have TWare?

I have 5 mods running (compiled into 1 using ModMgr and selecting in Mods, not as a false patch), none of them use TWare.

AalaarDB
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Post by AalaarDB » Fri, 10. Feb 06, 08:16

That is correct, and that's why the FAQ says what it says. But I'd still leave the EMP out of it and follow the default instructions.

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arcana75
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Post by arcana75 » Fri, 10. Feb 06, 12:48

Hmmm.. i merged it and played for about 2 hrs b4 making that post. Seemed fine but was worried some error might appear somewhere I didn't see...

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LV
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Post by LV » Fri, 10. Feb 06, 21:07

161 added and updated in list
shield boosting tech

Cycrow
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Re: Request for Detailed Installation Instructions

Post by Cycrow » Fri, 10. Feb 06, 21:28

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?
u mean something like this ?
http://forum2.egosoft.com/viewtopic.php?t=121351

Hieronymos
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Post by Hieronymos » Fri, 10. Feb 06, 23:22

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

Cycrow
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Post by Cycrow » Fri, 10. Feb 06, 23:39

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 :)

Fachtna
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Post by Fachtna » Sat, 11. Feb 06, 21:40

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?

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