[MOD] Mobile Ship Repairs - v1.6
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Albion Prelude
Any ideas on how to get this going in AP?
*EDIT* i got it working
*EDIT* i got it working
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Re: Albion Prelude
So...what did you have to do?snsmr2351 wrote:Any ideas on how to get this going in AP?
*EDIT* i got it working
I had to put the cat and dat giles in the addons folder off the main game folder and rename them to a number 1 higher than what already exists there.
bibo ergo sum
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So we has de Repair Lazorz, an we has de Mistral Super Freighter, but dey neva show in de weapons block cos dey iz only turrets in da Mistral.
So we gets de Caiman Miner, an we tries ta mount em in da main weapon slots, but dey won't go (greyed out), dey will only go in de turret slots.
So how do you get them to actually fire on your damaged ships?
Edit: OK, got them working but they are as slow as manually repairing from your spaceshuit, if not slower. All it took was reading through this entire thread *sigh*.
So for anyone who hasn't done the same, install these in your turrets and leave to another ship, then fly the ship you want to repair somewhere relatively safe, like 20km above the majority of the stuff in the system, and remotely send your repair laser equipped ship to do the deed. And don't watch in third-person view because you will cringe as the repairer flies arund the repairee like it's dogfighting and looks like it's going to crash into anything that happens to be around. The Mistral looks to be the better of the two ships I tried as it has dual turrets front and back while the Caiman Miner only has the single aft turret.
I would use my Centaur but that's the ship I am trying to repair, as I can't afford the 2 mil in repairs it needed. It's too bad the game doesn't recognize my [s]overwhelming tendency[/s] supreme ability to shoot myself in the foot as a valid way to self-repair the Centaur . The guy I bought it from must have really beat it up. Well, I can afford it, but then I wouldn't be able to afford to arm it decently.
Edit 2: So...if you go OOS, or already are, the repairs are instant, no matter how badly damaged the ship was.
So we gets de Caiman Miner, an we tries ta mount em in da main weapon slots, but dey won't go (greyed out), dey will only go in de turret slots.
So how do you get them to actually fire on your damaged ships?
Edit: OK, got them working but they are as slow as manually repairing from your spaceshuit, if not slower. All it took was reading through this entire thread *sigh*.
So for anyone who hasn't done the same, install these in your turrets and leave to another ship, then fly the ship you want to repair somewhere relatively safe, like 20km above the majority of the stuff in the system, and remotely send your repair laser equipped ship to do the deed. And don't watch in third-person view because you will cringe as the repairer flies arund the repairee like it's dogfighting and looks like it's going to crash into anything that happens to be around. The Mistral looks to be the better of the two ships I tried as it has dual turrets front and back while the Caiman Miner only has the single aft turret.
I would use my Centaur but that's the ship I am trying to repair, as I can't afford the 2 mil in repairs it needed. It's too bad the game doesn't recognize my [s]overwhelming tendency[/s] supreme ability to shoot myself in the foot as a valid way to self-repair the Centaur . The guy I bought it from must have really beat it up. Well, I can afford it, but then I wouldn't be able to afford to arm it decently.
Edit 2: So...if you go OOS, or already are, the repairs are instant, no matter how badly damaged the ship was.
bibo ergo sum
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So I had this working fine, several game restarts in a row, version 1.7.
After problems with other mods, I cleaned out the entire game and reinstalled, and now X Plugin Manager will not install Mobile Ship Repairs, spk or rar version, at all. I'm at a complete loss now, no idea what to do.
Anyone? Anyone? Bueller?
After problems with other mods, I cleaned out the entire game and reinstalled, and now X Plugin Manager will not install Mobile Ship Repairs, spk or rar version, at all. I'm at a complete loss now, no idea what to do.
Anyone? Anyone? Bueller?
bibo ergo sum
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Hi Guys! as first! thanks alot for the answer/ Help/ and for the grate Mod/ script.
SO im playing X3 Ap via steam with the big Mod collection: EMC4AP_2.0.b17.
I also INstalled this mod here. Not as Fakepatch. Its the only one Mod i instaled and also activated it in the prelauncher of X3 AP. Now i startet to play and directly searched for the lasers. I found them in omicron lyrae.
But there was no Replaser factory. i found it in the AMMO-Factory.
The price was also the cheap one for 64 cr. How can i fix that ? i allready reinstaled everything agina and again . Regards kane
SO im playing X3 Ap via steam with the big Mod collection: EMC4AP_2.0.b17.
I also INstalled this mod here. Not as Fakepatch. Its the only one Mod i instaled and also activated it in the prelauncher of X3 AP. Now i startet to play and directly searched for the lasers. I found them in omicron lyrae.
But there was no Replaser factory. i found it in the AMMO-Factory.
The price was also the cheap one for 64 cr. How can i fix that ? i allready reinstaled everything agina and again . Regards kane
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- Joined: Tue, 20. Nov 12, 17:11
Re: [MOD] Mobile Ship Repairs - v1.6
Hello,
this mod isn't working for me and I don't know why.
I got the RAR version.
I'm not sure where to extract the files. Thing is: they don't seem to affect the game, wherever I put them.
No Repair Laser to buy, no new Repair Laser Factories, and no new commands from the Special Command Software Mk1.
I'm most probably doing it wrong. Please assist.
My setup is basic:
- X3 Terran War Pack;
- X3AP Bonus Pack 5.1.0.0
Nothing else.
Any help is appreciated.
(before posting this here, I did create a new thread. Sorry for that. Didn't read all the rules beforehand )
this mod isn't working for me and I don't know why.
I got the RAR version.
I'm not sure where to extract the files. Thing is: they don't seem to affect the game, wherever I put them.
No Repair Laser to buy, no new Repair Laser Factories, and no new commands from the Special Command Software Mk1.
I'm most probably doing it wrong. Please assist.
My setup is basic:
- X3 Terran War Pack;
- X3AP Bonus Pack 5.1.0.0
Nothing else.
Any help is appreciated.
(before posting this here, I did create a new thread. Sorry for that. Didn't read all the rules beforehand )
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- Joined: Sat, 12. Aug 17, 22:13
Re: [MOD] Mobile Ship Repairs - v1.6
I haven't looked into the rar file, but generally, if you have AP and are playing AP, you need to put scripts and t-files into their respective directories under <x3 main directory>\addon, NOT <x3 main directory> directly. So the *.xml and *.pck files go into <x3 main directory>\addon\scripts and the *.t files go into <x3 main directory>\addon\t. Analogous if the mod has any type files (*.txt -> \addon\type) or mission director files (*.xml -> \addon\director).
Or in brief: The RAR file should have the folder structure you need, just make sure the files in the scripts and the t file folders end up in the respective folders under <x3 main directory>\addon.
My X3 mods: Ship Autoclaimer - Ship Services - Friendlier War Sectors - in development: Logistics Centre
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- Posts: 137
- Joined: Tue, 20. Nov 12, 17:11
Re: [MOD] Mobile Ship Repairs - v1.6
Hi,
the RAR has this structure:
I extract it under my \addon folder, so as to put the files in:
C:\...\X3 Terran War Pack\addon\mods
C:\...\X3 Terran War Pack\addon\scripts
C:\...\X3 Terran War Pack\addon\t
Then I select the mod from the launcher (can't mistake, there's only this one!)
From what I know I should be getting a *modified* tag if I make a new save.
Instead I get nothing -- there's no sign of change in-game and the README is of no help.
What am I doing wrong??
the RAR has this structure:
Code: Select all
mobile.ship.repairs.v1.7.rar
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+-- mods
| |
| +-- Mobile_Ship_Repairs.cat
| +-- Mobile_Ship_Repairs.dat
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+-- scripts
| |
| +-- Grax.repair.a.ship.lasercheck.xml
| +-- Grax.repair.a.ship.xml
| +-- Grax.Repair.Ships.Sector.xml
| +-- setup.Grax.add.RLfab2.xml
| +-- setup.Grax.add.RLfabs.xml
| +-- setup.Grax.repair.ship.sector.xml
| +-- setup.Grax.repair.ship.xml
|
+-- t
| |
| +-- 3441-L044.xml
|
+-- README.txt
C:\...\X3 Terran War Pack\addon\mods
C:\...\X3 Terran War Pack\addon\scripts
C:\...\X3 Terran War Pack\addon\t
Then I select the mod from the launcher (can't mistake, there's only this one!)
From what I know I should be getting a *modified* tag if I make a new save.
Instead I get nothing -- there's no sign of change in-game and the README is of no help.
What am I doing wrong??
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- Posts: 149
- Joined: Sat, 12. Aug 17, 22:13
Re: [MOD] Mobile Ship Repairs - v1.6
Yeah, your path is incorrect. The "X3 Terran War Pack" should definitely not be in there. Unfortunately you put the '...' in the bit that most matters xD
Let's assume you're using steam. In that case, it's quite probable the path/structure should look like this:
Code: Select all
c:\
|
+-- program files
|
+-- steam
|
+-- steamapps
|
+-- common
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+-- x3 terran conflict
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+-- addon
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+-- scripts
| |
| +-- <<< place files from the /script folder in the archive here
+-- t
| |
| +-- <<< place files from the /t folder in the archive here
+-- <<< place the dat/cat files from the archive here
Also, there's another problem: You must (a) place the cat/dat files from the mod in the main /addon directory and (b) make sure to rename them properly! f you check the /addon folder, you will find that there are already a number of file pairs called 01.cat/01.dat, 02.cat/02.dat, etc. in there. Find the highest number, and then rename your mod's cat/dat to NN.cat/NN.dat, where NN is that number +1.
My X3 mods: Ship Autoclaimer - Ship Services - Friendlier War Sectors - in development: Logistics Centre
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- Posts: 137
- Joined: Tue, 20. Nov 12, 17:11
Re: [MOD] Mobile Ship Repairs - v1.6
I got it working.
I had the mod installed properly the first time around (see my previous post for it).
However, no mod will take effect unless the Script Editor (SE) is unlocked, with the notable caveat that the SE must be unlocked _before_ making the very Savegame that you'll reload from.
That's the critical bit to get right if one has never played with mods before, lest the game stays vanilla.
I'll speak in steps to clarify:
1) install the mod
2) activate the mod via launcher
The mod is in place, but can't affect your game. Yet.
Then:
3) launch the game
4) unlock the SE (google: albion prelude Thereshallbewings)
5) make a new Save
At this point the mod can affect your game, but it'll do so when next you load the Save you just made.
Therefore:
6) quit to main menu, just so we're clear
7) load the save made at #5
Now the mod is working
Figuring this out took far more than necessary
I had the mod installed properly the first time around (see my previous post for it).
However, no mod will take effect unless the Script Editor (SE) is unlocked, with the notable caveat that the SE must be unlocked _before_ making the very Savegame that you'll reload from.
That's the critical bit to get right if one has never played with mods before, lest the game stays vanilla.
I'll speak in steps to clarify:
1) install the mod
2) activate the mod via launcher
The mod is in place, but can't affect your game. Yet.
Then:
3) launch the game
4) unlock the SE (google: albion prelude Thereshallbewings)
5) make a new Save
At this point the mod can affect your game, but it'll do so when next you load the Save you just made.
Therefore:
6) quit to main menu, just so we're clear
7) load the save made at #5
Now the mod is working
Figuring this out took far more than necessary
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- Posts: 1
- Joined: Mon, 3. Jun 19, 20:42
Re: [MOD] Mobile Ship Repairs - v1.6
I installed this mod and I didn't get any of the appointed places distributing Repair laser and the Omicron Lyrae and Three Worlds "Repair Laser Factories" were not manufacturing repair lasers. They were both manufacturing something called Gamma Kyron Emitters. Three Worlds actually had everything needed but nothing was happening there. On top of that, those wares are ST which are too large for anything that can carry items that size to dock at those factories. I reinstalled game, reinstalled the mod and got the exact same result. Any suggestions to get this to work? Thanks.
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Re: [MOD] Mobile Ship Repairs - v1.6
Is this mod compatible with overhaul mods such as x-tended?
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- Joined: Sun, 27. Jul 08, 19:52
Re: [MOD] Mobile Ship Repairs - v1.6
Links seem to be broken, it just says "External Image" instead of the actual download link. Where can I get the mod?
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Re: [MOD] Mobile Ship Repairs - v1.6
The download links are behind that "External Image" Tags which can be seen by clicking on "answer with quote"-button but they are no more available today. The good message is that someone has archived them on "web.archive.org", so i've replaced the links beneath with working ones:
Graxster (Links restored by N8M4R3) wrote: ↑Sat, 1. Nov 08, 01:54...
Note: Be sure to uninstall before installing new version (don't just install on top of it), as I have changed the text file number from 8000 to 3441.
Mobile Ship Repairs MOD package
SPK v1.7
http://web.archive.org/web/201408161904 ... s_v1.7.spk
alternatively:
RAR Archive v1.7
http://web.archive.org/web/201408161904 ... s.v1.7.rar
-----------------------------------------------------------
Script Only Version
NOTE: In this version there is no Repair Laser factory. Repair Lasers are added to all Trading Stations in the game, at a very cheap price (36cr, IIRC), and about 5,000 of them at each Station. This version will no longer be updated or supported after Nov 3, 2008.
SPK
http://web.archive.org/web/201408161904 ... ersion.spk
-----------------------------------------------------------
Uninstall file
NOTE: If you have a previous version that has Repair Lasers at every Trading Station, you'll need to download this file and follow the removal instructions.
http://web.archive.org/web/201408161904 ... lasers.rar
NOTE: If you have a bug where Repair Lasers are showing up in Equipment Docks, download this file and follow the included instructions. I have no idea at this time why this would happen.
http://web.archive.org/web/201408161904 ... s.dock.rar
-----------------------------------------------------------
COMPLETE UNINSTALL
NOTE: Removes repair lasers from the game, removes repair laser factories.
http://web.archive.org/web/201408161904 ... lasers.rar
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.17 *** Modified***
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Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL) | Textkorrekturen & Verbesserungen (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/