[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]
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If I remember correctly, you have to fly right up to the ship and it will automatically claim it and trigger the next part of the mission.
If you claim it with any method that just 'makes a ship yours', you will just get the ship. If that happens, my scripts will recreate a new ship as the old one wasn't 'claimed' as far as it's concerned.
Try approaching the ship to within a few hundred meters as see if it works that way.
You should get a pop-up message once the ship is yours.
If you claim it with any method that just 'makes a ship yours', you will just get the ship. If that happens, my scripts will recreate a new ship as the old one wasn't 'claimed' as far as it's concerned.
Try approaching the ship to within a few hundred meters as see if it works that way.
You should get a pop-up message once the ship is yours.
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- Posts: 27
- Joined: Sat, 30. Apr 05, 10:33
Asteroid Relocation Service
For those having the issue with ARS not working, here's a fix that worked for me.
In scs.library.trade, line 170, change from:
170 $MENU = create new array, arguments=$msg, $msg, null, 105, 334
to
170 $MENU = create new array, arguments=$msg, $msg, {Elysium of Light}, 105, 334
(You can change this to any sector that works for you.)
The problem seems to be some issue of jumping out of sector null after the ship is created. Possibly something to do with Advanced Jump Drive and the overrides. Not sure though, as I only started playing around with X3 scripting yesterday.
In scs.library.trade, line 170, change from:
170 $MENU = create new array, arguments=$msg, $msg, null, 105, 334
to
170 $MENU = create new array, arguments=$msg, $msg, {Elysium of Light}, 105, 334
(You can change this to any sector that works for you.)
The problem seems to be some issue of jumping out of sector null after the ship is created. Possibly something to do with Advanced Jump Drive and the overrides. Not sure though, as I only started playing around with X3 scripting yesterday.
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- Posts: 27
- Joined: Sat, 30. Apr 05, 10:33
Hmm...if that becomes an issue, the simplest way might be to just create the ship in the source asteroid sector? I don't believe there would be much visible difference to the player.
I'm thinking it has to be something with AJD/Overrides that is causing this jump out of Null sector issue, but I'm not familiar enough with X3 scripting to know for sure. It'd be interesting to find out if the people having issues with the ARS and MPW being stuck in sector Null are also running ADJ/Overrides.
I'm thinking it has to be something with AJD/Overrides that is causing this jump out of Null sector issue, but I'm not familiar enough with X3 scripting to know for sure. It'd be interesting to find out if the people having issues with the ARS and MPW being stuck in sector Null are also running ADJ/Overrides.
Hi, I am new to the game as such.. I have installed though some mods in AP (ie/x,xrm,tcap(missions), and some other melarky. Now, if wanting to try this, I get files which will be overwritten.. I don't know if these are defaul tones or possibly have some edits form other packs.. what do I do?
(Generally, I have only added things when they don't overwrite so I am sure it works stil)....
e.g. !fight.attack.object.pck or so.. this I think is a signed so possibly defaul tone? I don't know.. what is the general advice for these things? (in xrm, I have a bunch of cargo drops in space so this would be good ).
(Generally, I have only added things when they don't overwrite so I am sure it works stil)....
e.g. !fight.attack.object.pck or so.. this I think is a signed so possibly defaul tone? I don't know.. what is the general advice for these things? (in xrm, I have a bunch of cargo drops in space so this would be good ).
MARS'? incoming missile sound sounds like Marilyn Monroe farting at a cinema [not too loudly], going woo , wooo, wooo, wooo. <3
Hi,
If you have enough free disk space. take a copy of the game installation folder before you install any large mod package, if you then end up having problems, you can just delete the original folder and replace it with the copy taken before.
You will have to be careful that saves after you install a mod can become reliant on the content of the mod and if that mod is later removed, the saves may stop working.
My script does have an option that will remove all SCS content, you can then save your game and restore the folder and it shouldn't break anything.
The only modifications I make to the signed script you mention is to add in the Stealth Satellites. If you install another script that also modifies this file, it will only affect that part of my scripts.
If you have enough free disk space. take a copy of the game installation folder before you install any large mod package, if you then end up having problems, you can just delete the original folder and replace it with the copy taken before.
You will have to be careful that saves after you install a mod can become reliant on the content of the mod and if that mod is later removed, the saves may stop working.
My script does have an option that will remove all SCS content, you can then save your game and restore the folder and it shouldn't break anything.
The only modifications I make to the signed script you mention is to add in the Stealth Satellites. If you install another script that also modifies this file, it will only affect that part of my scripts.
Sorry, I'm a noob at this. Can you be more specific how to check it?TECSG wrote:It's possible that LU uses the same ware slot as SCS (5833), unfortunately you can't just change the ware slot as they are fixed at certain prices.
You could try checking (in-game) the text stored at 17,5833 to see what name is stored there. It should be "Salvage Command Software".
I have the same problem. I'm using LU on linux. Is there a way to fix it?
If you go in to the folder called 't' in your X3 folder, you will find all the XML files for the installed Mods and Game files, look through the files that have L044 at the end of the name (044 for English) with an XML viewed or notepad. At the start of the files will be a section that describes the ware name(s) and slot used.
For example, in 7074-L044 is the English file for my SCS scripts. At the start of the file you will see this:
The ID (5833) is the ware slot.
If LU also has 5833 defined, there will be a conflict with SCS.
For example, in 7074-L044 is the English file for my SCS scripts. At the start of the file you will see this:
Code: Select all
<page id="17" title="Boardcomp. objects" descr="Quad line groups for ware factory pairs or twins (spoken by Boardcomputer)">
<t id="5833">Salvage Command Software</t>
<t id="5834">This suite of software installs many salvaging commands in your ship's systems.</t>
</page>
If LU also has 5833 defined, there will be a conflict with SCS.
This what I had:
I don't know what went wrong in my installation. Anyway I modified the files as you suggested but I still see "{}Unused{}" label instead of what I presume should be "Salvage Command Software"
Code: Select all
$ grep 5833 *
7074-L007.xml:<t id="5833">{7074,9997}</t>
7074-L033.xml:<t id="5833">{7074,9997}</t>
7074-L034.xml:<t id="5833">{7074,9997}</t>
7074-L039.xml:<t id="5833">{7074,9997}</t>
7074-L042.xml:<t id="5833">{7074,9997}</t>
7074-L044.xml:<t id="5833">{7074,9997}</t>
7074-L048.xml:<t id="5833">{7074,9997}</t>
7074-L049.xml:<t id="5833">{7074,9997}</t>
Mmm... I don't think so. That command searches "5833" in all the files in the current directory. That means that all these files have this line in them.
In your post above you said that it should be
Anyway I had to remove your mod because I saw strange things, like the camera drone was a M2, the MPW was a M5, the Repair Ship wasn't an Aran but a smaller one (NOT a carrier). Maybe it's my installation that is broken.
Code: Select all
<t id="5833">{7074,9997}</t>
In your post above you said that it should be
Code: Select all
<t id="5833">Salvage Command Software</t>
{7074,9997} would resolve (in line 9997) to "Salvage Command Software".
From the sounds of your problems, there is a conflict with another mod. The best chance to find the conflict would be to remove more mods until the SCS scripts work again.
However, if you're okay with removing the SCS mod that will remove the problem.
From the sounds of your problems, there is a conflict with another mod. The best chance to find the conflict would be to remove more mods until the SCS scripts work again.
However, if you're okay with removing the SCS mod that will remove the problem.
Using this with Litcube's Universe breaks SCS in countless number of ways. Well all right, I'm sure you can count them, but there's a lot. I've had to just disable most features (in particular the hotkey, all though it works, the stuff that it does... well, they don't.)
Rescuing Astronauts turns them hostile, they'll still fly towards a station but will just get stuck in space near it forever, unless someone comes by and kills them, because of the whole hostile thing. (Also seems to become hostile to other factions, had an Argon ship fly by and shoot an Argon labeled astronaut.)
Having nothing marked when pressing the hotkey seems to make it salvage empty space, spawns a salvage marker on you and a small ship that will start salvaging... dark matter? it sure is working hard, not sure what exactly its doing though.
The Experimental Shuttle isn't in LU, so the Prototype is an OCV G (M7) instead. Other than that, the mission works fine.
Mobile Pirate Warehouse seems to be hostile to Pirates, at the very least. I managed to buy its different packs before it got blown up by a bunch of them.
Mobile Pirate Warehouse spawns incorrect ships (guessing LU swaps/changes stuff, seeing as the shuttle was changed as well)
Mobile Repair Ship & Salvager are Boron Coelacenth (M7), Hyperions are Argon Nova Prototypes (M3) and the ships that are supposed to protect the miners are Argon Express Advanced (TP) - Also, they spawn in empty space because they can't dock the "Mobile Mining HQ, because it's a M7 instead.
Also there's the issue about the Salvage Command Software being named {}Unused{} that has no description, far as I can tell it's because LU has a bunch of equipment that's been removed/blanked out as part of his overhaul, apparently that included the item ID you used, for whatever reason. Would have to dig into the LU files to resolve this. As well, Shirman Prototype has a {}Unused {} Goods item, that would be the Camera Drone, as well as another {}Unused {} (well, two) Installed Equipment, being the Camouflage Device (as well as the SCS)
I should be able to fix the issue about incorrect ships spawning (M7 G might be a bit OP, even if it only comes with just 4 lasers, it's a freaking tank.), I really liked the Mobile Mining HQ and Salvager, so I'll certainly see if I can correct the IDs myself.
As for the issue with astronauts and salvaging, I wouldn't have a clue where to begin with that.
Edit, found the issue with the Miner Defenders & Salvager Defenders and Mobile Mining Ship, in scs.mod.check.xml
For whatever reason, the game had replaced all instances of "Mobile Mining Ship" with "Coelacenth" - guessing it's because the MMS was renamed Mobile Mining Base-Ship in LU. Changed it to Aran, because they're not the same ship in LU, MMBS only has 5 docks and is a Terran ship, tried that at first and it ended up spawning some of the defenders/escorts in null space, because they weren't able to dock and teleport with the ship to the player location.
$Salvager = 328 -> Spawns Nova Prototypes, should be = 326 to spawn Hyperion instead.
$Defender = 329 -> That's why it spawns Express Advanced, should be = 327 in LU.
Rescuing Astronauts turns them hostile, they'll still fly towards a station but will just get stuck in space near it forever, unless someone comes by and kills them, because of the whole hostile thing. (Also seems to become hostile to other factions, had an Argon ship fly by and shoot an Argon labeled astronaut.)
Having nothing marked when pressing the hotkey seems to make it salvage empty space, spawns a salvage marker on you and a small ship that will start salvaging... dark matter? it sure is working hard, not sure what exactly its doing though.
The Experimental Shuttle isn't in LU, so the Prototype is an OCV G (M7) instead. Other than that, the mission works fine.
Mobile Pirate Warehouse seems to be hostile to Pirates, at the very least. I managed to buy its different packs before it got blown up by a bunch of them.
Mobile Pirate Warehouse spawns incorrect ships (guessing LU swaps/changes stuff, seeing as the shuttle was changed as well)
Mobile Repair Ship & Salvager are Boron Coelacenth (M7), Hyperions are Argon Nova Prototypes (M3) and the ships that are supposed to protect the miners are Argon Express Advanced (TP) - Also, they spawn in empty space because they can't dock the "Mobile Mining HQ, because it's a M7 instead.
Also there's the issue about the Salvage Command Software being named {}Unused{} that has no description, far as I can tell it's because LU has a bunch of equipment that's been removed/blanked out as part of his overhaul, apparently that included the item ID you used, for whatever reason. Would have to dig into the LU files to resolve this. As well, Shirman Prototype has a {}Unused {} Goods item, that would be the Camera Drone, as well as another {}Unused {} (well, two) Installed Equipment, being the Camouflage Device (as well as the SCS)
I should be able to fix the issue about incorrect ships spawning (M7 G might be a bit OP, even if it only comes with just 4 lasers, it's a freaking tank.), I really liked the Mobile Mining HQ and Salvager, so I'll certainly see if I can correct the IDs myself.
As for the issue with astronauts and salvaging, I wouldn't have a clue where to begin with that.
Edit, found the issue with the Miner Defenders & Salvager Defenders and Mobile Mining Ship, in scs.mod.check.xml
Code: Select all
if $FN == 'INIT'
* Check for ToTT
set global variable: name='scs.valid.MRS' value=Mobile Mining Ship
set global variable: name='scs.false.MRS' value=Aran
$ship = create ship: type=Aran owner=Argon addto=null x=25000 y=0 z=25000
$ToTT = $ship -> get ID code
$ship ->destruct: show no explosion=[TRUE]
$ToTT = get substring of $ToTT offset=1 length=2
if $ToTT == 'M0'
set global variable: name='scs.valid.MRS' value=Mobile Mining Ship
set global variable: name='scs.false.MRS' value=Aran
end
if $XTC
$mpw.home.sector = create new array, arguments=16, 5, null, null, null
$goner.home.sector = create new array, arguments=15, 11, null, null, null
set global variable: name='scs.valid.MRS' value=Aran
set global variable: name='scs.false.MRS' value=Mobile Mining Ship
else
$mpw.home.sector = create new array, arguments=9, 10, null, null, null
$goner.home.sector = create new array, arguments=14, 5, null, null, null
end
set global variable: name='mpw.home.sector' value=$mpw.home.sector
set global variable: name='goner.home.sector' value=$goner.home.sector
return [TRUE]
end
Code: Select all
if $FN == 'Get Salvager'
if $XTC
$Salvager = 206
else
$Salvager = 328
end
$ship = get ware from maintype [SSTYPE_SHIP] and subtype $Salvager
return $ship
end
Code: Select all
if $FN == 'Get M3 Defender'
if $XTC
$Defender = 503
else
$Defender = 329
end
$ship = get ware from maintype [SSTYPE_SHIP] and subtype $Defender
return $ship
end
I've been using SCS v4.11 for a while now, and I really like it, but I'm running into a strange issue. I don't see any way to donate ships, even though this is covered in the manual. There is no command on my menu that says "Donate" or "Return". Is there some special condition that must be satisfied for this to show up?
Hi,
This is a great mod, but I'm having trouble finding the MPW. I read the readme, and seached the areas it patrols, read somewhere that it looks like a Xenon J, and finally used the cheat menu. It says -MPW is in sector: Null.
So I uninstalled, reinstalled (didn't finish uninstalling just went back to game as per instructions and have tried rebooting SCS and MPW Script. Still nothing.
Hoping for some help, as just started the X3 universe and the game and this mod tick's all the boxes.
:)
Edit: Should mention I'm running the Star Wars Mod, and can't for the life of me find the South gate in Loomanckstrat's Legacy.
This is a great mod, but I'm having trouble finding the MPW. I read the readme, and seached the areas it patrols, read somewhere that it looks like a Xenon J, and finally used the cheat menu. It says -MPW is in sector: Null.
So I uninstalled, reinstalled (didn't finish uninstalling just went back to game as per instructions and have tried rebooting SCS and MPW Script. Still nothing.
Hoping for some help, as just started the X3 universe and the game and this mod tick's all the boxes.
:)
Edit: Should mention I'm running the Star Wars Mod, and can't for the life of me find the South gate in Loomanckstrat's Legacy.
Hi,
Apologies for the delay, stopped gettign messages from the forum again...
@AG139230,
Try the "Reboot MPW script" in the Cheat/Troubleshooting menu, that should respawn the MPW.
Once it's rebooted the script, check the MPW information command in the same menu to see what sector it's in.
If it's still sector: Null, the MPW isn't jumping in to the X-Universe for some reason, possibly a mod has moved some sectors.
Let me know how you get on and I'll see if I can help if you still have issues.
@zwierzu,
Not sure if the Universal Salvager option is in your version, you should be able to request salvagers from the MPW, including the Area Salvage if that's in the last version I released.
@coreador,
You should be able to select 'Return this ship to...' and then specify a race from the command menu of the ship you wish to return. It might be reliant on you having the SCS software installed on the ship you are in (can't remember off the top of my head).
@everyone else...
Will have a bit of time on my hands for the next few weeks, will try to work on LU compatability...
Apologies for the delay, stopped gettign messages from the forum again...
@AG139230,
Try the "Reboot MPW script" in the Cheat/Troubleshooting menu, that should respawn the MPW.
Once it's rebooted the script, check the MPW information command in the same menu to see what sector it's in.
If it's still sector: Null, the MPW isn't jumping in to the X-Universe for some reason, possibly a mod has moved some sectors.
Let me know how you get on and I'll see if I can help if you still have issues.
@zwierzu,
Not sure if the Universal Salvager option is in your version, you should be able to request salvagers from the MPW, including the Area Salvage if that's in the last version I released.
@coreador,
You should be able to select 'Return this ship to...' and then specify a race from the command menu of the ship you wish to return. It might be reliant on you having the SCS software installed on the ship you are in (can't remember off the top of my head).
@everyone else...
Will have a bit of time on my hands for the next few weeks, will try to work on LU compatability...