[Index] Tutorials and Resources

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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BlackRain
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Post by BlackRain » Wed, 22. Oct 08, 16:42

Now that I look at it, there might be more to it than I thought. So if it points to any types/wares then all of that has to be changed as every wares/ship etc in the types files have been changed?

Cycrow
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Post by Cycrow » Wed, 22. Oct 08, 17:27

BlackRain wrote:Yeah I wanted to edit the STO takeover script I have to work with my X3TC, I don't think it changes any types files or wares files. It does point to the trade station for seeing what takes over a sector, does that need to be changed you mean?

I wanted to see about getting the Terracorp fleet package to work in my game but that might require a lot of editing types, etc.
yes, any reference to types have to be changed.

the way scripts work, is that they point to the ids of the type. Ie, if its a ship, it will save the id for that ship {7,0} for mamoth, etc.

but then if you change the types file, so the first enter is the nova instead of a mamoth, then when you go back to your script, it will now be using the nova not the mamoth.

as things have all moved around in TC, they will no longer be refering to the correct types. Every reference to any object type will potentional be wrong in old scripts

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pixel
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How to use mods? Command Console? **fixed, thanks guys!**

Post by pixel » Wed, 22. Oct 08, 20:14

OK I feel like an idiot since clearly it is so obvious

I have typed in my new pilot name Thereshallbewings.

The game paused and then continued. My pilot name had not changed

Nowhere can I find any script editor commands in the game.

I also downloaded the no civilians mod.

I created a folder called 'mods' in the X3TC folder in steam and unzipped into it, no 'mods' option appears on the opening screen

I also then tried creating a mods folder in the X3TC folder in my documnets, also no effect

wtf am I doing wroing????????
Last edited by pixel on Wed, 22. Oct 08, 20:44, edited 1 time in total.
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B_O_L_T
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Post by B_O_L_T » Wed, 22. Oct 08, 20:21

You need to bind a key to open the script editor, I am sure it used to be bound to s but that may be what I set it to. The option to select mods is not inside the game itself but through the launcher, 4th option from the top "select mod package".

Cycrow
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Post by Cycrow » Wed, 22. Oct 08, 20:28

u can also open the script editor from the global commands menu from the sidebar

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pixel
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Post by pixel » Wed, 22. Oct 08, 20:37

bbut that is what I am saying no mod package option has appeared in the opening menu???


thanks re script editor
"I find your lack of belief in the Three Dimensionality disturbing." Mercenary

"So getting this chick back is more than just getting a chick back. It's the concrete manifestation of an abstract policy goal. And we like concrete - right, Vic?"

Red wine...the only way to frag

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Post by pixel » Wed, 22. Oct 08, 20:43

oops ignore me guys,seems to work :)

:oops: :D
"I find your lack of belief in the Three Dimensionality disturbing." Mercenary

"So getting this chick back is more than just getting a chick back. It's the concrete manifestation of an abstract policy goal. And we like concrete - right, Vic?"

Red wine...the only way to frag

Ilintar
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Getting inside DAT files

Post by Ilintar » Thu, 23. Oct 08, 04:55

Maybe it's a stupid question, but I haven't found it answered directly in any of the FAQs around here (if it has, please just point me to it). How do you get inside the .dat files of X3TC? I'd like to try out the Mission Director, but for that I need at least the XML schema...

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Observe
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Post by Observe » Thu, 23. Oct 08, 05:15

You'll find the Mission Director files scattered in the various .dat files. Use Doubleshadow Mod Manager for extraction. Keep in mind that since TC compatible Mod Manager has not yet been released, you'll need to decompress any mission .xml files that you may want to look at for reference with WinRar or similar, and then simply add the .xml extension. In the case of the schema files you won't need to perform decompression or change extension.
Last edited by Observe on Thu, 23. Oct 08, 14:43, edited 1 time in total.

jlehtone
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Post by jlehtone » Thu, 23. Oct 08, 07:39

Unpacking is described on the first page of the "Tutorials and Resources" thread, not just in the first post.


Being not quite there yet, and only in need of reading the stock scripts, I did:

Code: Select all

# for F in scripts/*.pck
do cat $F | gunzip > open/${F/.pck/.xml}
done
# cp scripts/*.x* open/scripts/
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Cycrow
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Post by Cycrow » Thu, 23. Oct 08, 11:50

if u have the plugin manager, you can also use the program in the tools directory, catpck.exe, to extract and unpack files from TC

Ilintar
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Post by Ilintar » Thu, 23. Oct 08, 18:57

Just in case someone wants a bulk renamer under cygwin:

Code: Select all

$ find . -name \*.pck -exec sh -c 'mv "$0" "`echo $0 | sed -e 's/.pck/.xml.gz/g'`"' {} \;

Cycrow
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Post by Cycrow » Thu, 23. Oct 08, 19:08

but simply renaming them wouldn't work, u'll need to unpack them first ;)


i just use, catpck -u *.pck

from the scripts directory ;)

Ilintar
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Post by Ilintar » Thu, 23. Oct 08, 21:58

Then you just do gunzip *.gz ? ;]

Does the command you mentioned keep the .xml extension? Since otherwise my solution is kind of redundant...

Cycrow
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Post by Cycrow » Thu, 23. Oct 08, 22:03

it will unpack all the pck files and rename them to xml

Ilintar
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Post by Ilintar » Thu, 23. Oct 08, 22:05

Well, reinventing the wheel is fun too! :P

captain1
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adding script to steam copy

Post by captain1 » Fri, 24. Oct 08, 00:30

I have a quesstion
when i add a script to the TC game
do i add it to the steam folder.
because there is no egfosoft folder.
or a folder that says TC. i alsoi want
to add some dat. patches
thanks

casjon
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Post by casjon » Fri, 24. Oct 08, 00:43

the game folder should be in C:\Program Files\Steam\steamapps\common

fud
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Post by fud » Fri, 24. Oct 08, 00:45

more specifically:

c:\program files\steam\steamapps\common\x3 terran conflict (default)

There should be a scripts folder in there already (part of the install), just drop the scripts in there and any text files in the "t" folder.

So:

Scripts in c:\program files\steam\steamapps\common\x3 terran conflict\scripts

Text files in c:\program files\steam\steamapps\common\x3 terran conflict\t

captain1
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Post by captain1 » Fri, 24. Oct 08, 00:55

thanks

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