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Gunbus and Ashley

 
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JeddaC
Player


Joined: 24 Jul 2008
Posts: 3

PostPosted: Thu Jul 24, 2008 7:37 pm    Post subject: Gunbus and Ashley Reply with quote

I'm doing a test reinstall of XTM, Ashley's Factories, and the Gunbus (for the first time!) on my laptop in preparation for starting over on the desktop.

My question is thus. It is my understanding and experience that Ashley requires to be the selected mod in the launcher. I also "thought" I read somewhere that the Gunbus needs to be the selected module, although I am now having a difficult time finding where I read that. Will the Gunbus work with all the features if I defer to Ashley's Factories as the selected mod?

Both packages are the XTM versions.

Thanks!
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apricotslice
X3 Guide Guru


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

PostPosted: Thu Jul 24, 2008 9:46 pm    Post subject: Reply with quote

You can only select 1 mod.

So, I suggest installing Ashleys as a false patch, and the Gunbus as the mod.

Gunbus doesnt change anything in the factories or goods. So should be safe to install Ashleys as a false patch.

09 2.5
10 XTM
11 XTM patch
12 Ashleys
13 PHQ

Mod Gunbus.

That should work. Mr. Green
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JeddaC
Player


Joined: 24 Jul 2008
Posts: 3

PostPosted: Fri Jul 25, 2008 4:51 am    Post subject: Reply with quote

It now works. Unfortunately, I can't reproduce or give a fix for the problem since the Ashley's Factories has no .dat or .cat file. However putting yours last and running Gunbus as the active mod made both both Gunbus and Complex Cleaner (which does now have a .dat and .cat, but no mod profile) work together.

Anyway, everything is all playing nicely on both computers. Thank you very much for the assist. I'm really looking forward to this combination!
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apricotslice
X3 Guide Guru


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

PostPosted: Fri Jul 25, 2008 10:15 am    Post subject: Reply with quote

Is Ashleys mod only released for the plugin manager ? If so, then yes, that would have to be the mod. It does have the cat/dat, but maybe not obviously.

I've avoided using plugin manager for mods, as I dont like what it does to them.
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JeddaC
Player


Joined: 24 Jul 2008
Posts: 3

PostPosted: Fri Jul 25, 2008 11:45 pm    Post subject: Reply with quote

I'd be much more thrilled with the plugin manager with better documentation. (The website has used up its quota of traffic for the month.)

AFAIK, Ashley's Factories only comes in an XTM version in a plugin flavor. I jumped the gun when I said I got them to all place nice together yesterday. Ashley wasn't all that important to me so it was the one that eventually had to go. I also looked inside the spk and checked again after a reinstall and Ashley definitely does it all by scripts. One thing I'm wondering but haven't checked out yet this morning is whether it behaves better on a saved game with the script editor enabled. Since I've started playing, I may not get to it until I actually need it, if ever.

Anyway the final configuration was XTM, Gunbus, the older version of Complex Cleaner (aesthetics preference) with about 7 or more minor scripts.

One last question since I have your attention, what's a good cat/dat editor, and would that be what I needed if i wanted to modify the PHQ mod to reduce the pain of building times? Wink

Thanks again for your help!

apricotslice wrote:
Is Ashleys mod only released for the plugin manager ? If so, then yes, that would have to be the mod. It does have the cat/dat, but maybe not obviously.

I've avoided using plugin manager for mods, as I dont like what it does to them.
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apricotslice
X3 Guide Guru


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

PostPosted: Fri Jul 25, 2008 11:52 pm    Post subject: Reply with quote

Read my modding 101 guide, thats got the links to the editor and modmanager in it.

The phq just needs to be unpacked using the modmanager, and then edited with a text editor, and repacked.
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