[SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
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A belated thank you to alex2069.
Once a certain level of know how and assets in game have been acquired, so much of the time in game is restricted by the tedious & redundant navigation of sub menus.
All of this information is accessible in game, so why require the player to access it in such an inefficient manner?
Implementing this feature or something similar into the full release game should have been a no brainer for Egosoft.
Once a certain level of know how and assets in game have been acquired, so much of the time in game is restricted by the tedious & redundant navigation of sub menus.
All of this information is accessible in game, so why require the player to access it in such an inefficient manner?
Implementing this feature or something similar into the full release game should have been a no brainer for Egosoft.
ΩI
"A-T-F... Muh Jolnir" - X3 Computer Lady. LOL
"A-T-F... Muh Jolnir" - X3 Computer Lady. LOL
Can you - or anyone who has already got it for that matter - upload your little fix to some location other than gamefront please?ShadowPhantom wrote:There is just one thing that bothered me : when you use the Sell Locator, it shows you how many wares the stations already have in stock, which is not very useful (to my mind), I'd prefer much to see at once how many wares each station is ready to buy.
- X2-Illuminatus
- Moderator (Deutsch)
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Here you go:
https://storage.googleapis.com/google-c ... dblade.spk
and
https://storage.googleapis.com/google-c ... ls_251.spk
(I don't know, what the difference between both files is, though.)
https://storage.googleapis.com/google-c ... dblade.spk
and
https://storage.googleapis.com/google-c ... ls_251.spk
(I don't know, what the difference between both files is, though.)
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Thank you!X2-Illuminatus wrote:Here you go:
https://storage.googleapis.com/google-c ... dblade.spk
and
https://storage.googleapis.com/google-c ... ls_251.spk
(I don't know, what the difference between both files is, though.)
I found shadows tweaks but not xfir01. Mind detailing those?Fluff wrote:I've uploaded a version that includes ShadowPhantom's and xfir01's changes.
[ external image ]
Here is what xfir01 said on page 7. about the changes they made:
Personally, I prefer Scoutster's approach (on page 14) of filtering the ship list by name instead of outright skipping the select ship step. So in case anyone else wants this, you can:
Looking at the code, the change essentially comments out most of a2069.uniloc.station.xml to skip the ship selection step.xfir01 wrote:...I short-circuited the script by taking out the ship selection menu. It acts more like remote best buy/sell.
I don't like the idea of releasing this without permission, but given that it doesn't really add anything, alex2069 hasn't been around for 6 months, here it is.
Quick and dirty fix, and I'm not known for thorough testing.
Use at your own risk.
http://sites.google.com/site/xfir01/fil ... ects=0&d=1
just throw it in your x3tc\scripts\ folder.
One thing to note is that the options for message on arrival and force jump are set to YES. They were obtained from the menu selection, which is what's been removed, so they've got to be hard coded. It's easy to turn one or both off in the script editor if you're so inclined.
Personally, I prefer Scoutster's approach (on page 14) of filtering the ship list by name instead of outright skipping the select ship step. So in case anyone else wants this, you can:
- 1) download Fluff's version (2.52) which contains ShadowPhantom's and xfir01's changes, then
2) apply Scoutster's changes which will overwrite xfir01's change while adding an ability to filter the list of selectable ships by name.
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
I couldn't get Fluff's version working (dispatching ships always failed for an unknown reason), so I made my own:
dblade's 2.51a as base + ShadowPhantom edit + xfir01 edit
I prefer's xfir01's edit for balance reasons.
Download Link:
https://www.dropbox.com/s/t22nja8yxeqqv ... g.zip?dl=0
Update 1:
And here's another based on the one above, but with 2 changes:
1) it removes the ability for the player to cheat by using the shortcut (in the original mod, there are no checks to see if you actually have best buy or best sell installed when you use the shortcuts). If the shortcut does nothing, then the ship your flying doesn't have the ware installed. There's no feedback to the player on this -- I didn't bother to put that in, so be aware of that.
2) you can only send the ship from the menu if and only if it also has Trade Mk3 installed (done for personal balance reasons). You can still view the results if you don't have Trade Mk3, it just disables the ability to dispatch them from that last menu if you don't. This is easy enough to comment out of the script on your own if you hate it (in a2069.uniloc.station.xml, the block that does this has a comment).
https://www.dropbox.com/s/cruu7ti9i7u4s ... s.zip?dl=0
I'll probably work on adding in a line saying whether that ship has a jump drive or not and the number of ecells it has in cargo and how many ecells per jump the ship requires.
Note: Oh, and I set both message and force jump to false (the opposite of what xfir01 did)-- the idea being the ship should jump and/or message on its own if it's set to do so in its console -- tested and it works as expected.
Update 2:
And here's the above after testing (everything worked fine btw), and with a few gui changes I thought were necessary:
a) if the ship has the ecells to make the jump, the number of jumps is green in color, otherwise it's red
b) shows whether the ship has a jump drive and/or trade mk3 installed and if Autojump is enabled
c) shows ship stats (cargo space used / max cargo space, and what max ware size it can carry) along with the ware stats
d) color and text changes -- basically everything green is good and red is bad -- very consistent and clean
e) you can see how many of this ware you already have in cargo hold
Screenshot:
https://www.dropbox.com/s/cgyxlxuuqzbm6 ... 1.png?dl=0
Download:
https://www.dropbox.com/s/9ns3zvqu824ni ... s.zip?dl=0
I might create another version that will let you directly:
a) open the sector map of the location before sending a ship there, and/or just tell you if enemies are detected there if you have satellites present if I can't figure out how to do that.
b) choose from the first menu one of the last few wares that this ship was dispatched to buy or sell, so you can quickly do it again if you want... maybe amount based on pilot level (like pilot level - 1).
c) see how many of this ware you already have in cargo hold (whether buying or selling). Done and updated link above.
dblade's 2.51a as base + ShadowPhantom edit + xfir01 edit
I prefer's xfir01's edit for balance reasons.
Download Link:
https://www.dropbox.com/s/t22nja8yxeqqv ... g.zip?dl=0
Update 1:
And here's another based on the one above, but with 2 changes:
1) it removes the ability for the player to cheat by using the shortcut (in the original mod, there are no checks to see if you actually have best buy or best sell installed when you use the shortcuts). If the shortcut does nothing, then the ship your flying doesn't have the ware installed. There's no feedback to the player on this -- I didn't bother to put that in, so be aware of that.
2) you can only send the ship from the menu if and only if it also has Trade Mk3 installed (done for personal balance reasons). You can still view the results if you don't have Trade Mk3, it just disables the ability to dispatch them from that last menu if you don't. This is easy enough to comment out of the script on your own if you hate it (in a2069.uniloc.station.xml, the block that does this has a comment).
https://www.dropbox.com/s/cruu7ti9i7u4s ... s.zip?dl=0
I'll probably work on adding in a line saying whether that ship has a jump drive or not and the number of ecells it has in cargo and how many ecells per jump the ship requires.
Note: Oh, and I set both message and force jump to false (the opposite of what xfir01 did)-- the idea being the ship should jump and/or message on its own if it's set to do so in its console -- tested and it works as expected.
Update 2:
And here's the above after testing (everything worked fine btw), and with a few gui changes I thought were necessary:
a) if the ship has the ecells to make the jump, the number of jumps is green in color, otherwise it's red
b) shows whether the ship has a jump drive and/or trade mk3 installed and if Autojump is enabled
c) shows ship stats (cargo space used / max cargo space, and what max ware size it can carry) along with the ware stats
d) color and text changes -- basically everything green is good and red is bad -- very consistent and clean
e) you can see how many of this ware you already have in cargo hold
Screenshot:
https://www.dropbox.com/s/cgyxlxuuqzbm6 ... 1.png?dl=0
Download:
https://www.dropbox.com/s/9ns3zvqu824ni ... s.zip?dl=0
I might create another version that will let you directly:
a) open the sector map of the location before sending a ship there, and/or just tell you if enemies are detected there if you have satellites present if I can't figure out how to do that.
b) choose from the first menu one of the last few wares that this ship was dispatched to buy or sell, so you can quickly do it again if you want... maybe amount based on pilot level (like pilot level - 1).
c) see how many of this ware you already have in cargo hold (whether buying or selling). Done and updated link above.
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
Universal Best Buys/Sells Locator v2.51a
Is this mod only for TC or for AP too?
Is this mod only for TC or for AP too?
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
Could someone edit this, so it works in Farnham's Legacy please? It works out of the box with Albion Prelude, but not FL it seems...
Thanks!
Thanks!
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
It's only working in a limited form for me, I can use it to find the deals but I have to dispatch the traders myself to make the deals, it's better than nothing but it is crippled.
I know it is not the same but this one mod viewtopic.php?f=201&t=439359 , if you are not already using it, is helpful.
You may also use the encyclopedia, if you are flying the trader yourself you can look up the wares you need and then click on the hyperlink to dock there. Now if that functionality could be extended to other ships too it would be quite handy.
I know it is not the same but this one mod viewtopic.php?f=201&t=439359 , if you are not already using it, is helpful.
You may also use the encyclopedia, if you are flying the trader yourself you can look up the wares you need and then click on the hyperlink to dock there. Now if that functionality could be extended to other ships too it would be quite handy.
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
Thanks!
Yeah, I know of that second mod, but tbh, this wasn't working for me either.
BUT: for whatever reason (maybe because I've tried it with Cycrow's modmanager), this mod now does work for me
I can use this to search for wares, but I can also directly send a TS.
Keybinds work also!
Cheers!
Yeah, I know of that second mod, but tbh, this wasn't working for me either.
BUT: for whatever reason (maybe because I've tried it with Cycrow's modmanager), this mod now does work for me
I can use this to search for wares, but I can also directly send a TS.
Keybinds work also!
Cheers!
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
That is good news.
I am going to try the Plugin Manager too and see what happens. Are you using v2.51a - 2012.04.02 (by dblade) or another version?
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
Yes, just the "original" 2.51a!
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
unpacked
Universal Best Buys/Sells Locator v2.51a
https://drive.google.com/drive/folders/ ... sp=sharing
Universal Best Buys/Sells Locator v2.51a
https://drive.google.com/drive/folders/ ... sp=sharing
Re: [SCRIPT] [2012.04.02] Universal Best Buys/Sells Locator v2.51a
Thanks guys.
For some reason it doesn't work for me, it goes through all the motions as it should but at the end of it no ship, even the players ship, will do anything.
I have tried several versions of the script, there are at least 4, with or without plugin manager.
I'll try one more time with the one in Alex's link, maybe the ones I have stored on my pc got mixed up.
For some reason it doesn't work for me, it goes through all the motions as it should but at the end of it no ship, even the players ship, will do anything.
I have tried several versions of the script, there are at least 4, with or without plugin manager.
I'll try one more time with the one in Alex's link, maybe the ones I have stored on my pc got mixed up.