[MOD] Mobile Ship Repairs - v1.6

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KesinX
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Post by KesinX » Thu, 3. Sep 09, 09:43

Love this script, combined with using the Salvage Sector command it's great.

Order my spare Hyperion Vanguard (loads of laser energy makes repairing much faster) to repair anything that enters the sector, use Salvage Sector to claim ships and auto-order them to head for the nearest shipyard.

By the time they get there my Hyperion has fixed em up and they're ready to sell. :)

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Khensu
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Post by Khensu » Thu, 29. Oct 09, 03:24

couldnt you make a short skript that gives Repair Laser at a high price ( 300-500k maybe) to some equipment docks and nothing else?

I just want to buy it, dont need anything else to it, just want to use it on my own ship to repair stuff :D

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apricotslice
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Post by apricotslice » Thu, 29. Oct 09, 03:25

Changing the price would need a mod. From memory, the default price is 69.

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Khensu
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Post by Khensu » Thu, 29. Oct 09, 03:28

than for that price plz? :)

I dont want to mod the game, just script it... or somebody plz tell me how to install mods?

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apricotslice
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Post by apricotslice » Thu, 29. Oct 09, 03:29

Check the sticky thread. I think someone did it as a mission director.

eltano
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Post by eltano » Wed, 11. Nov 09, 00:25

Hi all,

After upgrading X3TC to 2.1 the repair lasers of my springblossom are no longer available for installation (as the tractor beam)

Thi is due to a error in the script with the version 2.1 or a changed springblossom configuration after the 2.1?

Someone Knows ??

Thanks

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apricotslice
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Post by apricotslice » Wed, 11. Nov 09, 00:27

Has to be a ship configuration change.

Aegyen
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Post by Aegyen » Wed, 11. Nov 09, 20:25

Couldnt find a reference to this anywhere in the thread...

I find that I cannot start the order to 'repair ship..' or 'repair ships in sector...' while oos. I can go IS and start the sector repair, and leave, and it will continue to run.

Don't know if this is a bug, or something missing in the script. I went through every mod I have, and nothing else uses 530 or 531. If this could be changed by myself, I would take a lesson on how to do that, since I dont know if Graxter is around any more.

Archmage105xy
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Post by Archmage105xy » Sat, 16. Jan 10, 01:19

nice, gotta try it...

Archmage105xy
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Post by Archmage105xy » Mon, 18. Jan 10, 12:05

I noticed a minor problem with Version 1.7

the two commands repair ship and repair sektor just give the order
READ 3441-530
READ 3441-531

any ideas what i need to change?

besides dunno if that began after i installed this mod.
TUS 1 with its Shipyard doesnt sell anything anymore.
instead the SY at Moon and Saturn sell their stuff.

Anyone noticed that as well?

Mietitore
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Post by Mietitore » Sun, 7. Feb 10, 17:48

i'm sorry for bumping this thread but i cant find a single repair laser in any of the for stations mentioned in the description...

Any suggestions?

Archmage105xy
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Post by Archmage105xy » Sun, 7. Feb 10, 20:36

reinstall the script...
there should be 2 repair laser factories and they should have plenty for the start^^
well soon the traders will remove them all and sell em, so you might wanna put a trader there waiting and have a few of em delivering the required resources.

dpadula
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Post by dpadula » Sun, 7. Feb 10, 20:53

@Mietitore: I know for me there is one factory in Three Worlds (I can't remember the other location) and I had to supply the station with the products to build the repair lasers. It also did take about 9 game hours for it to build two lasers. Just make sure that the station is well supplied and then give it plenty of time. I leave a ship in that sector so I can check from time to time on the station. If you do not see the station then I would reinstall the script.
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kaivorth
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Post by kaivorth » Mon, 15. Feb 10, 16:18

Does this work for the 2.5 update? And would I be able to buy a repair laser, equip it to my ship, and use it on another ship, or do I need energy cells..?

Roady1976
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Post by Roady1976 » Mon, 15. Feb 10, 18:28

Yes it does work with 2.5 there are some issues with it and compatibility with other scripts..
But i strongly suggest reading through this thread and assosiated links.

You do not need energy cells for the repair laser, Goes on any ship that can use repair lasers.. see Original post for hints.

corbosman
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Post by corbosman » Fri, 5. Mar 10, 19:14

EDIT: i figured it out. I was using a Mercury and it has rear facing lasers. The OP mentions a problem with this, and when I switched to Magnetar all was well. sorry for the confusion.

Im having some problems with this mod. Everything works, except for the actual repairing. Ive got a TS with repair laser, give it the repair command, it flies to the damaged ship, and thats it. No repair being done and the command queue is set to None again.

Thats on X3-TC 2.5 and installed through plugin manager

StarCrack
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Post by StarCrack » Wed, 10. Mar 10, 05:45

same thin in my game

Cochran
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Post by Cochran » Tue, 16. Mar 10, 16:21

I have noticed that some people have problems installing this, I was one of them. I had the old script only version and tried to upgrade but had poor luck. I got it to work, and it works flawlessly. I used the Plugin Manager .spk explorer and extracted the contents. Took the .cat and .dat folder out of the mod folder, added them as a false patch, and copied the rest over where it belongs.

I am fairly new to the game and modding, but figured it out with a little research.

(just to add, my computer is low-budget, and I use the SStormtrooper performance mod as my mod, everything else as a false patch... this one was 19 for me :shock: I'm a script / mod addict lol... anyways, this doesnt conflict with any of the others I have)
Breaking laws and setting records since 1972

corbinbird
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Joined: Tue, 2. May 06, 18:58
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Request for Permission

Post by corbinbird » Sat, 1. May 10, 05:33

I did a little patch for MSR v1.7

It fixes the output on console and property list. Also uses turret #0 only. I got tired of forgetting and having the turrets kill the claim.

May I post, as a patch, in this forum?

Link is available if you want it.

Thanks,

Corbin

CasualT
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Joined: Sat, 19. Jun 10, 16:20
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Post by CasualT » Mon, 23. Aug 10, 01:13

This mod seems pretty nice, but it doesn't seem to cooperate with CMod3. After installing it using the SPK, it returned all my weapons to their default settings. :(

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