[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

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TECSG
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Post by TECSG » Tue, 11. Sep 18, 08:31

Hi CloneSargaent,

I did try that editor when it first came out, it ruined a load of my scripts because it changed a load of variable names without being asked or telling me...

I did try it again a few months ago, and I noticed my scripts suddenly had a load of variables called $XStudio.Hidden that I did not create, so I think I'll stick to Exscriptor.

:)

CloneSargaent
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Post by CloneSargaent » Tue, 11. Sep 18, 16:37

Really? Never heard of bug like that. Having something like X-studio to tell me when the syntax is wrong plus its formatted and functions similarly to something like VS express is better for me, than the in-game scriptor that is hard for me(and many others from what i have seen) to work with. If you and others like Lucike can make awesome scripts with the in-game scriptor I salute you guys.

user1679
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Post by user1679 » Wed, 12. Sep 18, 04:36

TECSG wrote: It wouldn't be difficult to write in that any illegal ware can be ignored though.
That's what I was looking for actually, an additional option. I've never seen a ship with a smuggler hold...
  • Collect ware in sector
    Collect ALL wares in sector (any ship)
    Collect ALL LEGAL wares in sector (any ship)
Maybe even an additional option, just for fun:
  • Collect ALL ILLEGAL wares in sector (any ship)

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TECSG
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Post by TECSG » Wed, 12. Sep 18, 07:31

The 'smuggler's hold' proved to be too problematic if I wrote it the 'proper' way (in that you had to set aside a portion of your hold for illegal wares) as that required use of the 'null' ware to block off the allocated space and there's no guarantee that will work in future versions (if there are any).

I may re-write it to use a 'virtual' hold for illegal wares instead, but some people may complain that illegal wares no longer take up any cargo space!

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TECSG
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Wed, 5. Dec 18, 18:14

Quick Update...

Work is progressing on the SCS scripts, V5.01 is coming along nicely and has had some considerable re-writes!

Many bug-fixes have been implemented and some more commands added to the SCS menu (now around 80 commands and 36 cheat/fix options)...

For those that have requested more compatibility with the LU mod, please post any problems you have found and I will begin on eradicating them (or at least creating work-arounds) where I can!

I have (as previously posted) had to drop the "Smuggler's Hold" option, but I've replaced it with the "Cargo Repacker" that will 'disguise' illegal wares as other (non-illegal) items, you can pack and unpack cargo as required and when the packer is enabled any illegal wares collected will be repacked automatically.

Any requests/comments/feedback, let me know!

Mocker67
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Mocker67 » Tue, 11. Dec 18, 04:46

Heya, thanks for the effort behind this awesome looking script. Unfortunately I'm unable to find the "Salvage Command Software" anywhere in game at the moment. I haven't gotten really deep into x3ap modding in a loong time, I'm getting some pretty gnarly flashbacks from keeping track of CATs and DATs.

I'm running XRM at the moment and the Salvage script seems to be working properly, I can configure the options in Plugin Configurations Menu in any case, just can't seem to find the actual software. Cheers for any help in advance!

Taylor2008
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Taylor2008 » Tue, 11. Dec 18, 05:10

It shoud be available at every EQ.
Do you have the cheat package installed ?
If yes, try to install it via "Install Equipment"...

Mocker67
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Mocker67 » Tue, 11. Dec 18, 14:15

I don't have the cheat engine installed, no, though I'll be sure to give that a try once I'm home from work, cheers! I have checked Equipment Dock's though, yes, none of them seem to have it.

CFSapper
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by CFSapper » Mon, 17. Dec 18, 14:46

Hey there, having the same issue as the previous commentor, module won't appear in any station. I do have LC mod installed but that is the only other one.

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TECSG
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Tue, 18. Dec 18, 21:28

Hi Mocker67/CFSapper

Apologies for the delay in response, the X3 forums stopped notifying me of posts to my thread again!

When the SCS scripts are first initiated, your current ship should automatically receive a copy of the SCS Command Software, let me know if that isn't happening. SCS is stand-alone and does not require the Cheat Engine.

Do you have the SCS menu showing under the 'Sepcial' command group?

It should be the bottom option (usually) -> Access the Salvage Command Menu.

If you don't have that option, you can reset the SCS scripts manually by running the setup.scs script from the in-game Script Editor.

If you do have that option, go in to the menu, scroll down to the bottom and select Troubleshooting and Cheats option. From there you can try the Hard Reboot SCS scripts option.

If there is still no SCS software available in the Equipment Docks, try the Uninstall Salvage Command Suite option from the main SCS menu (right near the botton) and once that has completed, run the setup.scs script from the script editor agan. That should completely restart the SCS scripts.

Let me know how you get on!

Evaign
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Evaign » Sun, 23. Dec 18, 07:27

Hey all!

I got the software, but only about half the commands show up
I dont have the create station, or any of the commands lower on the list. Also how do I set up a working salvage network? I'm kind of lost

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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TheGhost » Wed, 26. Dec 18, 09:23

Hello, can anyone share a bit more hints on solving the encrypted codes for the stolen prototype ship ? :)

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TECSG
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Thu, 3. Jan 19, 18:47

Evaign wrote:
Sun, 23. Dec 18, 07:27
Hey all!

I got the software, but only about half the commands show up
I dont have the create station, or any of the commands lower on the list. Also how do I set up a working salvage network? I'm kind of lost
Hi Evaign,

Some of the commands rely on certain criteria to show up. If you check the READ ME included in the package, it lists all the requirements for the various commands. If you have any problems, let me know. :)

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TECSG
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Thu, 3. Jan 19, 18:48

TheGhost wrote:
Wed, 26. Dec 18, 09:23
Hello, can anyone share a bit more hints on solving the encrypted codes for the stolen prototype ship ? :)
Hi TheGhost,

I'll PM you some details!

Taylor2008
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Taylor2008 » Fri, 4. Jan 19, 10:39

solved,sorry.

Engine Of Darkness
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Engine Of Darkness » Sun, 10. Feb 19, 05:27

This "EQUIP FROM INVENTORY" functionality of the script really managed to piss me right off.

It steals overtunes and then you are ****** for good. There is no way to get them back AS OVERTUNES because they are now in the scripted inventory which you cannot access / drop stuff out or reapply the overtunes. Enjoy your newly "maxed out" ship. Only misses a generic slapstick laugh track for a finishing move...

:evil:
The Engine of Darkness is the Black Hole

Taylor2008
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Taylor2008 » Sun, 10. Feb 19, 11:50

Don`t you save the game , before you try something you don`t know about ?

Engine Of Darkness
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Engine Of Darkness » Sun, 10. Feb 19, 14:32

Shifting the blame, I see. A brilliant strategy.

Well for the Record I went in there by accident.

And guess what happens when you select and press the "close" button instead of using the Escape Button on your keyboard

That's right It applies the settings. Just as if you pressed "Automatically equip ship" in the first line. Totally what I would expect.

And why I was pissed right off? Last save was 1 1/2 hours ago when this happend by ACCIDENT.

----

That said, possible workarounds, untested as of yet, (will test later).

Save before trying (sometimes the ships you "gift" to races happen to scoop up the dropped cargo again, e.g. tunings, then they are lost for good)
  • Transfer Inventory to a cheap ship and gift the ship with the inventory to a race, maybe instead of just dropping the currently applied tunings it will also drop its "scripted inventory" aswell
  • Equip other crap ships you don't need until you have no tunings in the inventory left and then gift those ships to races so they drop their tunings
Second point is a workaround for the first - meaning if the ship doesn't drop it's scripted inventory but only it's equipment.
The Engine of Darkness is the Black Hole

Taylor2008
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Taylor2008 » Sun, 10. Feb 19, 15:47

:)

Engine Of Darkness
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by Engine Of Darkness » Sun, 10. Feb 19, 16:52

Well that's just galaxy-mind-level brilliant.

The Transfer Inventory command doesn't work properly even if a ship is within 5km.

First try it told me the Inventory went to "null" which means goodbye forever (happend with a Goner Ranger which didn't have an SCS). Might aswell just have told me "you didn't need that crap anyway, didn't you?"

Reload and bought SCS for the ranger and now the command it just doesn't do anything. Also tried with Demeter. You click the command, the window closes and you get no info at all (Not even the defiant "transferred to null") and the inventory is not transferred. Rebooting the SCS scripts did exactly nothing.

It doesn't matter if I target the ship I want to transfer to or not, doesn't matter if the target ship has the SCS on it or not. I jumped me and the other ship in a sector away from other stuff - still absolutely nothing. The documentation tells me nothing of value for this command.

JFC :roll:

----
Edit:

So either the script breaks itself to death with too many ships in space OR only m6/m7/m2/m1 etc can use that functionality. Funnily enough the Demeter I had could have inventory but I could not transfer to it from my m6.

Or there is some weird "if you have an m6 you cannot transfer to a ts" kind of restriction.

If I have a few destroyers (and stuff) around me then I can choose which destroyer I want to transfer to.

If all I have is ts/tp around me, I either get "nothing" after using the Transfer Command or the awesome "to null" aka your inventory went "poof" effect.

----

Ok it seems when you are in a carrier and you access the SCS menu via the carriers landed ships they "share" the carriers inventory. So IN THEORY I should be able to equip some crap ships with the tunings , undock them and then gift them to a race which causes them to drop said tunings which I can then scoop up with my shop to get my overtunes back.

Let's see if THAT workaround works.
The Engine of Darkness is the Black Hole

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