[MOD] Salvage Mod V2.2 (March 29)

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AalaarDB
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[MOD] Salvage Mod V2.2 (March 29)

Post by AalaarDB » Mon, 5. Dec 05, 07:40

Salvage Mod 2.2
Requires EMP v1.4
CCMF Recommended

*If the plugin turns off when you try to turn it on, install the EMP properly.

*If a previous version of SM is installed, please turn off the plugin and save before installing the newer version.*

Do not be detered, this mod is compatible with other mods. You can run this and another mod at once! Simply follow the directions given on the Extended Mod Pack page, while leaving your other mod alone.
  • Explore the galaxy looking for derelict ships to salvage.
  • Salvage unique finds, some are halfway damaged, some mere burned out husks, others barely scratched.
  • Some might be alien, or special rare ships, or even capital ships!
  • Compete against other NPC salvagers, if they find it first you miss out.
  • Order your ships to auto salvage and they will search for you.
  • Use extra salvage drones to get the ship's equipment too, including alien weapons.
  • Fight space monsters and pirates for your claims
  • Purchase the location or other clues to where a derelict might be.
  • NEW: Salvage Station wrecks!
  • NEW: Salvage cargo from transports
  • Other new stuff!
Last edited by AalaarDB on Tue, 15. Aug 06, 03:53, edited 38 times in total.

AalaarDB
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Post by AalaarDB » Mon, 5. Dec 05, 07:40

Update for V2.1:
Fixed autosalvagers scanning with the wrong range.

Update for V2.0:
Patch 1.4 compatible.
M7 Mod v0.5+ compatible.
Now features the Freight Drone added in patch 1.4

Update for V1.5.1:
Now uses the Cycrow Script Installer.
Fixed a bug where the wrong type of ship would spawn (If you've gotten more than 1 Mammoth, that's the bug).

Update for V1.5:
Now compatible with new 1.3.01 EMP.
Will no longer crash when stations cannot be found, will work on custom games.

Update for V1.4:
The mod no longer uses file SalvageMod.cat or dat. If you have them, uninstall them, if you have renamed them, uninstall those.
V1.4 is now compatible with EMP

Update for V1.3
Fixed bug that made derelicts spawn indefinately. You will need to turn on the plugin to correct this bug.

Update for V1.2
Added the ability to salvage station wrecks (not debris in PE though)
Derelicts now have descriptive names
Transport ships now carry cargo and you can salvage that cargo
Fixes:
Enabled mini missions and rumors
Error messages no longer are null
Competitors start off with the correct scanner range
You can no longer 'attempt' to salvage something twice (it would always fail but you'd waste drones)

Update for V1.1.1
Moved the mod data to inside the mods folder
Small change in scanners
Mod will not run if the mod is not enabled

Updates for V1.1
You must turn off the plugin, wait a second, and turn it back on for the changes to take effect.

Scrapyards have changed from Shipyards to Equipment Docks.
Players can no longer autosalvage in their playership.
Rumors will now give the correct location.
Salvage Licenses no longer require Ally status to buy.
Updated Readme (so read it).
Rumors can no longer be heard if you do not have the CCMF installed.
Last edited by AalaarDB on Sat, 25. Mar 06, 08:54, edited 15 times in total.

sc_hornetAMF
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Post by sc_hornetAMF » Mon, 5. Dec 05, 15:01

so what, exactly, does it do again?
Ho Hum

AalaarDB
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Post by AalaarDB » Mon, 5. Dec 05, 23:00

Start the plugin. Look for shipyards that have turned into scrapyards. Buy Salvage License, and Repair and Debug Drones. Use the cheat and fly to a derelict. Salvage derelict.

AalaarDB
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Post by AalaarDB » Sun, 11. Dec 05, 11:43

Bump for Beta

AalaarDB
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Post by AalaarDB » Thu, 15. Dec 05, 02:15

Bump for release

Britich
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Post by Britich » Fri, 16. Dec 05, 13:41

This has one minor problem i feel, it contacts you every 10 seconds offering a salvage location. Its a good script and ive enjoyed trying to salvage things, but the constant battering of Xmails got to me so i had to turn it off :(

I feel that the messages should be BBS and not quite rare but just enough to get you perhaps 1 message in 3 or 4 docks.

You could also have it so you get one Xmail every hour or more about a larger class vessal, or a more dangerous mission.

Shada
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Post by Shada » Fri, 16. Dec 05, 19:57

Having a few problems with this mod:

-Shipyards do turn into scrapyards, but I can't buy the salvage equipment no matter what notoriety I am at. For some reason it also says "Freespace 0" just above my notoriety.

-I get contacted by other ships, and pay them the money to tell me the location. I then either get a message along the lines of "It's located in Farnham's Legend, at null" or just simply "null"

The script editor is turned on and the files are in the right locations. Any ideas on what's causing this?

AalaarDB
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Post by AalaarDB » Sat, 17. Dec 05, 00:01

Britich wrote:This has one minor problem i feel, it contacts you every 10 seconds offering a salvage location. Its a good script and ive enjoyed trying to salvage things, but the constant battering of Xmails got to me so i had to turn it off :(

I feel that the messages should be BBS and not quite rare but just enough to get you perhaps 1 message in 3 or 4 docks.

You could also have it so you get one Xmail every hour or more about a larger class vessal, or a more dangerous mission.
You did not install the CCM Framework that is linked to on the top.
Having a few problems with this mod:

-Shipyards do turn into scrapyards, but I can't buy the salvage equipment no matter what notoriety I am at. For some reason it also says "Freespace 0" just above my notoriety.

-I get contacted by other ships, and pay them the money to tell me the location. I then either get a message along the lines of "It's located in Farnham's Legend, at null" or just simply "null"

The script editor is turned on and the files are in the right locations. Any ideas on what's causing this?
The location problem is because I forgot to include some scripts with it. I will upload those soon.
The Freespace 0 thingy is new to me, I will work on it. It was working at the time I tested it but things change.

AalaarDB
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Post by AalaarDB » Sun, 18. Dec 05, 21:28

Anyone found a derelict yet?
Too easy, too hard, too profitable?

Dragaineon
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Post by Dragaineon » Mon, 19. Dec 05, 17:33

I haven't been able to get to one and salvage it yet before it disappears or something. Of coures I'm using the script debug menu to find them, so who knows. But two things here: One your "A Salvager" ships are free and easy picking to capture, with not trouble or danger to it. Two, I'm getting "your being hailed' message from the computer AI of the ship.. since I started using your scripts.
oh also, dunno if its to do with your scripts, but it seems since I have started using them, it causes me to have memory shortages, and then windows increasing page file size. With X3 being alt -tabed to say out, and losing whatever I have not saved.

AalaarDB
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Post by AalaarDB » Mon, 19. Dec 05, 22:11

When you are hailed, it is polite to reply back.

Do you attack salvagers before they are captured? They haven't been neutral (automatically capturable) since Alpha.

I just used the script menu to find some derelicts too, and found them with ease.

I don't think my scripts are causing memory leaks. I could see about 1mb extra memory being used under heavy load.

You're sure you have the latest version? Did you ever have the alpha or beta and save that game?

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DeadlyDa
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Post by DeadlyDa » Mon, 19. Dec 05, 22:32

aalaardb,

Some quality stuff here :wink:

I just started testing the CCM framwork with the Salvage and revised Escort missions...and I must say this is a very welcom addition to the game.

I especially like the way the new framework and script packs fit into the overall X3 "feel".

I'll give you more feedback once I can put in some serious testing time...probably after the 1.3 patch.

AalaarDB
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Post by AalaarDB » Mon, 19. Dec 05, 23:13

Thanks, I know it's quality stuff but it's not reaching the audience I want.


I'm getting compliments but someone voted 1??? Who did that?

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Sandalpocalypse
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Post by Sandalpocalypse » Tue, 20. Dec 05, 00:07

Does this function as a mod or a false patch?

AalaarDB
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Post by AalaarDB » Tue, 20. Dec 05, 00:19

Is there a difference?

It has an 06.dat, but that is the way I learned to make mods in X2 prior to 1.x. If there is a different, better way I didn't know about it but I'll change it. I do see this mod manager button and recall it from X2 but I thought it used 06.dats too.

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Sandalpocalypse
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Post by Sandalpocalypse » Tue, 20. Dec 05, 00:23

Okay, what i meant is whether it uses the 'select mod package' function or it works 'under the radar' so to speak. Under the radar is better for something like this IMO, but if any mod files conflict i think the mod files will be used instead, which could lead to problems.

AalaarDB
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Post by AalaarDB » Tue, 20. Dec 05, 00:27

It works under the radar.

I installed an 06.dat to your main X3 directory. That means when the 1.3 patch comes it need to be renamed to 07.dat by the user, and I will create a token new version, or better yet figure out this mod package thingy. The 06.dat only contains twaret.pck, it is unlikely to conflict with most mods. If there is a conflict it will break the mod; the added wares are integeral to the mod.

Dragaineon
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Post by Dragaineon » Tue, 20. Dec 05, 03:23

aalaardb wrote:When you are hailed, it is polite to reply back.

Do you attack salvagers before they are captured? They haven't been neutral (automatically capturable) since Alpha.

I just used the script menu to find some derelicts too, and found them with ease.

I don't think my scripts are causing memory leaks. I could see about 1mb extra memory being used under heavy load.

You're sure you have the latest version? Did you ever have the alpha or beta and save that game?
I had the V.1, but I finally was able to switch over to the new version by turning it off on the AI functions, installing the new one. Then running around through a gate or two, saving and reloading.. one of those things got it all to work when I turned it back on.
I haven't been able so far to get to the derelicts before they disappear though it seems. Not sure why they disappear, maybe someone got to it before I did.
I wasn't able to capture the last salvager I attacked, but I didn't get any damage to my rep.
It may, or may not be your scripts causing a memory leak. Could be a combination of yours and others. I do have most of them off now since I wanted to play with yours.
Usually happens when I jump to a new sector, and while it loading. Might be its just one of those sectors with a ton of computer ships. But its never been that bad in those sectors before, like Seizewell, or Eighteen Billion. I have had alot more civ ships flying around though it seems for some reason. They look like a swarm on the map in some sectors.

Edit: Forgot to ask, how do you reply to hails?

AalaarDB
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Post by AalaarDB » Tue, 20. Dec 05, 06:18

The swarms of civilian ships are Egosoft's fault. They keep spawning above their limit.

Competitors (those A Salvagers) could get to them before you do, but keep trying and let me know.

Consider salvagers the scum of the universe, no one cares if you kill them. They are actually race 'Unknown', maybe I should have changed them to have a real race, but it's too late now.

Reply to hails by reading the Comm Chatter Missions Readme. It should be in your X3 directory.

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