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Apricot Merge Mod v2 for Egosoft Superbox v2.00 Beta - testing needed please.

 
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apricotslice
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Joined: 21 Aug 2006
Posts: 639
Location: Mapping Beyond the Unknown Regions.

PostPosted: Wed Aug 05, 2009 1:18 pm    Post subject: Apricot Merge Mod v2 for Egosoft Superbox v2.00 Beta - testing needed please. Reply with quote

APRICOT MERGE MOD
=================

This mod merges a lot of the smaller mods together so that they are compatible with each other in the same game.
The mod also includes some of the common script packs.

Download from http://apricotmappingservice.com/X3TCdownloads/

v2.00 is just a tad over 90mb zipped.



Mods Included :
---------------

Apricot Mapping Service v2.10 by Apricotslice
....includes Extended PHQ by Apricotslice
Freight Distribution Network v4.02 by Logain Abler
Strategic Sector Defense Network v1.01 by Logain Abler
Complex Cleaner v4.06 by Gazz
X2 Callback v0.07 by Killerog
Lusca and Thanotos by Axeface
Whitestar v1.2 by aXeL
Normandy v1.3 by Tenk
Battlestar Galactica 1.8 by Hawkbs
Vanilla Malt Starts, by Snowship


Scripts Included :
------------------

Cycrow Cheat pack
Cycrow Community Plugin Config
Cycrow Improved Boarding
Cycrow Hotkey Manager
Grax Marine Training Manager
Apricotslice Most ships ST/UT
Apricotslice Jump to Derelict
Apricotslice Apricot Claim
Apricotslice CBeam/Abeam/DBeam
Apricotslice/LV Beamdock


Hotkeys Included :
------------------

CBeam/Abeam/DBeam
Apricot Claim
Marine Training Manager

Note : These hotkeys need to be setup yourself at game or mod start.


Artificial Life :
-----------------

FDN
SSDN
CC

Note : These can be turned on or off in the Artificial Life Menu.


Additional Starts exclusive to Merge Mod :
------------------------------------------

Minbari Madness - Start the game with a Whitestar.


Notes on Mods :
---------------

Each mod has read me documentation in the documentation folder.
If you have the AMS mod installed, please delete all setup.apricot.??? scripts before installing the Merge Mod.
Battlestar Galactica ships do not have cockpits designed for them. Its like looking straight out a window in a large wall. You do not see any part of the ships.


Installation :
--------------

Delete all setup.apricot.??? scripts from the scripts folder if you already have installed the Apricot Mapping Service mod. These are replaced by Merge Mod scripts.
Unzip the Merge Mod Zip file into the Terran Conflict folder. All files should be placed correctly.
Select the Apricot Merge Mod from the jump off screen.
Select New Game.
Select a Game Start.


New Game Start :
----------------

Game start conditions will be set up before you see the sector.
Turn on the Script Editor immediately, by renaming the player name to "Thereshallbewings". Make sure you have a capital T, and 2 ll's. (check it !!)
If correct, the game will freeze, then the player name will return to what it was. If it doesnt freeze, or the name remains what you typed, then you typed it wrong !
Save the game.
Load that save.
Mods will now load their specific needs. This may take a few minutes depending on your computer.
Save the game again.
Load that save.
Enjoy.


Continuing an existing game :
-----------------------------

If you already have one of the ship mods installed, it is best that you start a new game.
If you do not wish to start a new game......
Do NOT install the mod YET !!!
Stop all mod ships after you record all details of homebase and task.
Dock them and remove all fittings.
Sell all mod ships.
This especially includes the player ship if it is a mod ship - move to a vanilla ship, even if you ahve to buy a temporary one.
Destroy all mod stations except Complex Cleaner, which is compatible.
Install the mod.
Buy new ships. Refit them.
Script in new stations using the Cheat Pack.
If you have a PHQ in game already, remove all products from it, undock all ships, remove all credits from it, then destroy it using the cheat pack.
Script a new PHQ into a TL, then drop it as normal.
Failure to recreate your PHQ will result in mod features not being unavailable.

If you fail to remove a ship or station from one of the above mods in an existing game, the game saves will crash with a corruption error.
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Sunrayn
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Joined: 15 Feb 2009
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PostPosted: Thu Aug 06, 2009 9:14 am    Post subject: Reply with quote

Would love to test this except:

I dont think I can have multiple installations of X3 from Steam. It would be great if I could so I could test out mods and scripts without having to give up my established, well, established since your AMS 2.xx installation.

And to be quite honest, even the added ships arent enough. I fly nothing but well armed, well shielded, AMS ships. My 'leet flying skillz' have flown the coop years ago.
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apricotslice
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PostPosted: Thu Aug 06, 2009 9:21 am    Post subject: Reply with quote

What you can do, is take a copy of the entire TC directory structure, take a copy of your save directory, and put them somewhere safe.

Then remove any plugin manager scripts.

Go through the script directory and remove any remaining setup.??? files, especially the AMS ones. This should remove all script packs from the game.

Then install the Merge Mod.

Start a whole heap of new games ! Smile

When your finished beta testing, you just rename the TC directory to another name showing it to be beta testing, or delete your TC sub-folders, and then copy the original back.
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bung_dorji
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Joined: 09 Apr 2010
Posts: 15

PostPosted: Mon Apr 19, 2010 5:09 pm    Post subject: Reply with quote

whoaaaaaaaaaaa i didn't notice there is someone who collect all his stuff I REALLY LUV IT since it already in there so i not wandering arround egosoft and get a wrong of distortion info (ATM im crashing my PC because wrong install the mod or script)


DOWNLOAD IT ASAP Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy
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It is hard to gain a reputation with each race.
Harder if you want to had all reputation with every race in the universe.
The Hardest part is when we had all the reputation and we want to maintain it all.

why is it so hard to be a good guy.....or should i be a bad guy because it is was easy (^_^)
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bung_dorji
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Joined: 09 Apr 2010
Posts: 15

PostPosted: Mon Apr 19, 2010 5:18 pm    Post subject: Reply with quote

forgot to mention,

is it ok if im adding another script or mod ?
(just curious coz i still didn't know want to add more scripts or not since all of the usefull stuff is here Very Happy Very Happy Very Happy Very Happy Very Happy )
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It is hard to gain a reputation with each race.
Harder if you want to had all reputation with every race in the universe.
The Hardest part is when we had all the reputation and we want to maintain it all.

why is it so hard to be a good guy.....or should i be a bad guy because it is was easy (^_^)
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apricotslice
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Joined: 21 Aug 2006
Posts: 639
Location: Mapping Beyond the Unknown Regions.

PostPosted: Mon Apr 19, 2010 5:32 pm    Post subject: Reply with quote

It depends on what mods you are using.

List what mods and scripts you want to use with it, and I'll let you know if there are any conflicts.
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bung_dorji
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Joined: 09 Apr 2010
Posts: 15

PostPosted: Mon Apr 19, 2010 6:14 pm    Post subject: Reply with quote

Dear Guru,

Logan Abler Freight Distributin, it has more than 1 script, from oldest version to newest version.


Should i install it from the fisrt or i could install it just from the last ?
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It is hard to gain a reputation with each race.
Harder if you want to had all reputation with every race in the universe.
The Hardest part is when we had all the reputation and we want to maintain it all.

why is it so hard to be a good guy.....or should i be a bad guy because it is was easy (^_^)
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apricotslice
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Joined: 21 Aug 2006
Posts: 639
Location: Mapping Beyond the Unknown Regions.

PostPosted: Mon Apr 19, 2010 6:16 pm    Post subject: Reply with quote

FDN is included in the mod. Just install the latest scripts for it.
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Xenny
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Joined: 29 Jun 2010
Posts: 21

PostPosted: Fri Jul 02, 2010 6:50 am    Post subject: Reply with quote

Hi!

Id thinking about doing a fresh install and planning to use the mergemod together with EmptySpaceMod (this is a musthave to me)
and some scripts : BonusPackage by ES, Factory Complex Constructor, Lucikes EST, Military transport, CODEA, Prospector and Cycrows Advanced Jumpdrive, Ship killed notifications, Ship Highjacker,

Any chance it 'll work?
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apricotslice
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PostPosted: Fri Jul 02, 2010 10:16 am    Post subject: Reply with quote

Yes, that should work.

Install the game to 2.7.1, which will use patch 12.

Install emptyspace as 13.

Use Merge Mod as the selected Mod.
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Xenny
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PostPosted: Sat Jul 10, 2010 8:58 am    Post subject: Reply with quote

Have you ever considered to replace the current Gunbus model by the Heavy Centaur one?
The standard Centaur looks kinda lame and unworthy for a ship as advanced as the Gunbus, but the heavy version is one of the nicest designs in the argon fleet ...
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apricotslice
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PostPosted: Sat Jul 10, 2010 12:45 pm    Post subject: Reply with quote

No, I havent actually considered it.

I'm not sure I've ever had a good look at any of the heavies. Never really had the need to.

The original description of the gunbus had it as an Argon semi-obsolete version Centaur bought cheaply and retro-fitted. Mr. Green
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Xenny
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PostPosted: Sat Jul 10, 2010 8:43 pm    Post subject: Reply with quote

Quote:
bought cheaply and retro-fitted

Smile

Check this out, maybe you retroconsider





Meanwhile the Camel looks good to me, but if your ever goin for models again...
Maybe I will do it myself, havent done any scripting or modding in X3 so far, cause the community provides so much, there was no need for anything here
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apricotslice
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PostPosted: Sat Jul 10, 2010 8:45 pm    Post subject: Reply with quote

None of those links seem to be working.
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Xenny
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PostPosted: Sat Jul 10, 2010 8:50 pm    Post subject: Reply with quote

Already edited, its fine on my screen now
your to fast for me
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apricotslice
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PostPosted: Sat Jul 10, 2010 8:54 pm    Post subject: Reply with quote

<img src=2" border="0" />
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Xenny
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PostPosted: Sat Jul 10, 2010 9:07 pm    Post subject: Reply with quote

Quote:
2" border="0" />

:think

Quote:
If you use modmanager to remove the jobs.txt file from the mod, it will remove the wanderers from the game.

The quote is from the egosoft forums, the jobs.txt is only doing the wanderers, nothing else? Safe to remove it?

fyi, the wanderers got me out of the game the first time I ran the merge mod, for some reason they picked on me and I got tired to fight them in my Buster Laughing
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apricotslice
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PostPosted: Sat Jul 10, 2010 9:11 pm    Post subject: Reply with quote

If you run the race response scripts, there seems to be something in them that buggers up freindly race, which the wanderers are set to. If you dont run them, you shouldnt have a problem unless you collide with one or shoot one.

But yes, if you remove the jobs.txt from the mod, that will remove the wanderers.
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Xenny
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PostPosted: Sat Jul 10, 2010 9:15 pm    Post subject: Reply with quote

nah, Im pretty sure, that they were ... accidentally ... crossing my line of fire
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apricotslice
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PostPosted: Sat Jul 10, 2010 9:23 pm    Post subject: Reply with quote

You should be more carefull Smile

Just remember that they have a high attack level. Where most shipsdont do anything until fully attacked, wanderers will defend themselves and take out everything red once they start fighting. I deliberately set them to high attack, high morale, high skill.

Consequently, if they are in combat, your better off getting well out of their way.

Actaully, xenon sectors with wanderers is a good place to pick up dropped missiles, if you can stay away from the action.
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Xenny
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PostPosted: Sat Jul 10, 2010 9:30 pm    Post subject: Reply with quote

Are wanderers useful for something ? thought you just added them as a gimmick
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apricotslice
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PostPosted: Sat Jul 10, 2010 9:35 pm    Post subject: Reply with quote

I first added them just to put a pressence in the game.

But when I did it, I decided to make them strong as well. So they do make the game easier to play by removing more of the bad guys, but they also stimulate the game to keep replacing them.

So while things should be easier, it should also keep the game interesting because things respawn more often.
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Xenny
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PostPosted: Sun Jul 11, 2010 2:23 am    Post subject: Reply with quote

One thing I miss from the beginning is an advanced jumpdrive script

Advanced Jumpdrive from Cycrow does work if u cheat the equipment in, but no upgrades can be bought at the EquipDox and the jump commands dont show up in the navigation menu and you cant configure hotkeys too

Advanced HyperDrive (AHD) does work, but also no buyable equipment here

Edit: I installed the Exscriptor, loaded cycrows script and got an error with the waremanager; I reinstalled the waremanager and voila
Advanced Jumping goin on all around the place right now
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Xenny
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PostPosted: Sun Jul 11, 2010 11:17 pm    Post subject: Reply with quote

FDN doesn work properly, the remote function of the nodes doesnt work (I tried anything, read the thread on the egoforums ...)
guess its because version 4 is an old one
Will you update it to actual version, once Logain is finished?
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apricotslice
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PostPosted: Sun Jul 11, 2010 11:20 pm    Post subject: Reply with quote

I'm considering it. Hes been constantly changing it all year, and I just havent been bothered, waiting for him to actually stop tinkering with it before updating it.
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apricotslice
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PostPosted: Sun Jul 11, 2010 11:24 pm    Post subject: Reply with quote

Personally, I think I'm still using version 2 or 3 myself. I extensively modified it, and then just didnt update it.
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Xenny
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PostPosted: Sun Jul 25, 2010 4:36 pm    Post subject: Reply with quote

Hi Apricot!

I have been playing the merge mod for some time now, but I got problems with several scripts not showing up in the Controls menu and not working.

Iwanted to figure out which ones are "the guilty" ones, did a new install, adding the scripts one by one. they worked all well suddenly so I kept on playing the saves from the first start with the mergemod.

After several ingame hours, the game freezes completely, not even the curser can be moved, I have to restart; strangely the game will freeze again at the same time mark. I took an older save and could extend the time when the game crashes again, but the bug has come back, game just wont go over a certain time mark.

This is what I use atm:

X3TC 2.71
Bonus Package

mods: merge mod (as the active mod selected at gamestart)
Empty space (fakepatch from the plugin manager)
No civilians by Ulfius (fakepatch too)

Scripts: Advanced Jumpdrive by Cycrow
AutoRename player Property by Graxster
Factory complex Constructor by Dusty
Medusa Rapid Fire Missile Interface by LV
Pandora by Teladidrone
Ship Hijacker by Nividium
Universe Explorers by 7ate9tin11s
Weapon Select Extension by WindsofBoreas
EST by Lucike
CODEA by Lucike
CAG by Lucike
MEFOS by Lucike

and the additional Libraries ofcourse

Well, can you give me a hint out of your experience, what could my game crash?
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apricotslice
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PostPosted: Sun Jul 25, 2010 4:48 pm    Post subject: Reply with quote

Off hand, I've no clue.

I've not had any feedback from anyone else with the same problem, and cant think of anything in the mod that would cause it.

The only thing that comes to mind, is that a script may be going into an endless loop, that fills available memory or uses 100% of CPU.

I dont use any of the scripts you are using, so no experience with the combination. I'd suggest you read the threads backwards for each script, looking for any similar questions.

The only other thing is that it could be a 2.7.1 bug, although no-one will want to know about that. They did change the memory usage in this version, so its possible they created a memory bug and didnt find it before release, and that it only shows up in games with a lot of active scripts. That being so, they will never actually look at it as a bug, since only vanilla games are considered for bugs.

Incidently, if I understand no civilians properly, it will be overwritten by AMM. AMM uses the jobs file as well.
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Xenny
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PostPosted: Sun Jul 25, 2010 5:04 pm    Post subject: Reply with quote

which scripts are u running, so can be considered safe?
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apricotslice
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PostPosted: Sun Jul 25, 2010 5:13 pm    Post subject: Reply with quote

All the ones in the mod.

The cheat pack.

Early versions of FDN and SSDN.

Nothing else comes to mind, although there would be a few.

I use very few of the most commonly used scripts. I dont use the bonus pack.
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