Community Extended Mod Pack {EMP} v1.4 & 2.01
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Was able to load Cycrow's Installer and 5 of his scripts last night without problem. However, several other non-Cycrow .spk scripts wouldn't open in it.
Unfortunately, was not able to get the EMP to unzip/install into my X3 directory (already patched to 1.3). Which is a bummer, as I'd wanted to play AlaarDB's Salvage mod/sript.
Unfortunately, was not able to get the EMP to unzip/install into my X3 directory (already patched to 1.3). Which is a bummer, as I'd wanted to play AlaarDB's Salvage mod/sript.
Your question is answer in the FAQ.Fachtna wrote: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?
Why not? It's a simple matter of extracting and overwriting files. The EMP does not use Cycrow's Script Installer - it's a script installer not a mod installer.Was able to load Cycrow's Installer and 5 of his scripts last night without problem. However, several other non-Cycrow .spk scripts wouldn't open in it.
Unfortunately, was not able to get the EMP to unzip/install into my X3 directory (already patched to 1.3). Which is a bummer, as I'd wanted to play AlaarDB's Salvage mod/sript.
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- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
When I try to install the EMP, double-L clicking on the EMP icon in folder "My Scripts" (folder to which I transfer all scripts downloaded at work as my gaming rig has no internet access) message comes up: "Indicate which program you want to open this application in (gives list of programs like wordpad, etc.)...or go online to determine program needed to open this program". What am I doing wrong here?
Is it possible to .spk-ize the EMP so it can installed with the Script Installer?
Is it possible to .spk-ize the EMP so it can installed with the Script Installer?
Sounds like there might be more wares in TWareT meaning the whole system will have to be reindexed. I can see your point.AalaarDB wrote:There will be another version when 1.4 comes out, so you might want to wait.
I've already dropped it in, and I'm still at an early enough stage that even rewriting TWareT won't pose much of a problem.
Today is my first day as a level 5, so to be careful, let me explain.
In no way am I implying that there will be an official change to the twaret file in 1.4.
In 1.3 I made an error. I released 1.3.01 when the beta came out, and that fixed the error. I didn't make it official because 1.3.01 isn't official. Some people have asked for different ware prices. I will take the 1.3.01 and edit the prices, then release that when 1.4 comes out. This way *if there is any change* in the twaret file for 1.4 it won't force player to update 3+ times...
In no way am I implying that there will be an official change to the twaret file in 1.4.
In 1.3 I made an error. I released 1.3.01 when the beta came out, and that fixed the error. I didn't make it official because 1.3.01 isn't official. Some people have asked for different ware prices. I will take the 1.3.01 and edit the prices, then release that when 1.4 comes out. This way *if there is any change* in the twaret file for 1.4 it won't force player to update 3+ times...
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I may be wrong, but from a quick look at the new TwareT.xml it appears only one item was added, and it was given a very high number (9999). So, I think bringing EMP inline with the 1.4 patch shouldn't break any existing scripts. But, like I said, I could be wrong as I haven't tested that theory.
There is a thin line between genius & insanity i have erased this line
Armegeddon's X3 scripts and mods
Armegeddon's X3 scripts and mods
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- Posts: 622
- Joined: Mon, 7. Apr 03, 16:29
I am a little lost with this now its been updated to 1.4Be careful not to overwrite any files. If you are asked to overwrite any files, extract the zip to a temp folder. Then check in your Main X3 directory for files called 04.dat .. 05.dat
Before I had two versions of this... a 1.3 and a beta version... do I just need this ONE version now ???... and do I delete the previous 06 version ?
System Spec :-
AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
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- Posts: 622
- Joined: Mon, 7. Apr 03, 16:29
Is this version of the {emp} a 'final' version?
For my own personal use i've modified it slightly using doubleshadows modmanager + editor so that my station shield generator ware has ware type M and a volume of 25. I'm also modifying my script to have a bigger version of it that will be L and volume 150 or so. These modifications seems to work fine without any ill effects. Is there anything that I should be aware of when making these changes (ie anything else apart from changing those two values in TwareT per ware?)
And is there any chance that these changes could be integrated into the {emp}? If theres going to be any new versions?
Should take very little time and there are plenty of wares to go around! They just make the wares abit more realistic.
Sorry if I'm making more work for you! (I know its not the first thing that I've requested!!! )
AL
For my own personal use i've modified it slightly using doubleshadows modmanager + editor so that my station shield generator ware has ware type M and a volume of 25. I'm also modifying my script to have a bigger version of it that will be L and volume 150 or so. These modifications seems to work fine without any ill effects. Is there anything that I should be aware of when making these changes (ie anything else apart from changing those two values in TwareT per ware?)
And is there any chance that these changes could be integrated into the {emp}? If theres going to be any new versions?
Should take very little time and there are plenty of wares to go around! They just make the wares abit more realistic.
Sorry if I'm making more work for you! (I know its not the first thing that I've requested!!! )
AL
Im using these
Advanced Jumpdrive :
317 - SS_WARE_SW_CUSTOM17_12
315 - SS_WARE_SW_CUSTOM15_12
EDIT: (this too)
356 - SS_WARE_SW_CUSTOM16_14
Advanced Jumpdrive :
317 - SS_WARE_SW_CUSTOM17_12
315 - SS_WARE_SW_CUSTOM15_12
EDIT: (this too)
356 - SS_WARE_SW_CUSTOM16_14
Last edited by Cycrow on Thu, 6. Apr 06, 18:40, edited 1 time in total.
Some questions if I may, Do I place the EMP in the X3 Directory before I add Mod Cat and Dat files or doesn't this matter. For example, I have Imp.-'s "Callback Mod" as 07.cat and 07.dat and the Min Hud mod as 08.cat and 08.dat can EMP be renamed as 09.cat and 09.dat?
After 09, is the next numeric 10 or 010? or doesn't it matter?
Thanks in advance.
After 09, is the next numeric 10 or 010? or doesn't it matter?
Thanks in advance.
Another one bites the dust!!
DarthVain
DarthVain