[MOD] Copilot Convo v1.6 (updated 29th Jan 2016)

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Tue, 10. Jun 14, 19:22

Workshop soon(tm) - translating to when I can be bothered :P
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Wed, 11. Jun 14, 02:08

YorrickVander wrote:Updated to v0.02
New functionality to convo the Skunk's backroom crew from the pilot's chair.
Thanks for updating this, I use it a lot in getting my co-pilot to tell me where people are :D
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

oldviper585
Posts: 27
Joined: Wed, 9. Oct 13, 02:33

Post by oldviper585 » Wed, 11. Jun 14, 15:33

64 bit beta, many mods. Installed your mod, Nesa com channel stopped working
all selections grayed out. Turned comm mod off, restarted Nesa comm channel now working as normal. Any body else have this problem?

Old Viper

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Wed, 11. Jun 14, 16:13

I no longer use NESA as that functionality is built into the game since 2.0 in a more user friendly form. The cues + libraries retasked from nesa are renamed so I hadn't considered this to be an issue even if the mod was left installed.

Is there a use case I have missed for NESA? I thought all it's functionality had been replaced via the comm monitor and station staff > details.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Wed, 11. Jun 14, 16:35

I've never used NESA but I was wondering about that question too after reading Viper's post. From the look of the NESA mod thread, Egosoft have incorporated all the functionality described in NESA's description.

From looking at the NESA's change log though, it might have a couple of extra options:

1. "Show me your skills" change (other mods might offer though):
"Added option to have NPC skills revealed without needing to complete the smalltalk minigame (only when not docked)"

2. Possible that some configuration parameters remain useful.

3. Not sure what this does:
"Removed relation "enemy" from combat detection; now only "kill"+"nemesis" take effect, i.e. enemies that are actively pursuing you"
http://forum.egosoft.com/viewtopic.php?t=349949

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Wed, 11. Jun 14, 16:46

1) yeah we have that as a separate mod in workshop.

2) no because they wont affect the ES version which already allows you to comm from anywhere in the zone if the station is 'known' (ie you flew near or used this mods 'sensor sweep' in the zone).

3) NESA had the option to not operate if enemies in the zone so you didn't die while in a menu nest. That was changed to only not work if you were actually under attack.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Wed, 11. Jun 14, 17:13

Ah OK, cool. If "Removed savegame modification flag" means that NESA can be removed without breaking the save, it sounds like a nice starting point in case it solves the problem.

oldviper585
Posts: 27
Joined: Wed, 9. Oct 13, 02:33

Post by oldviper585 » Wed, 11. Jun 14, 17:48

Well, removed Nesa still had conflict, universe comm and copilot como. Started a new game, Lost Colony start, now both comm systems work.

Old Viper

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Wed, 11. Jun 14, 18:13

Interesting. By universe comm you mean Beserk Knights mod? Or?

@ sparky : yes NESA is fine to remove :) I did notice though that the Workshop 'show me your skills' only works if you request it from the npc before hiring. If I recall NESA allows it on mouse over when docked. Calling from space however it makes no difference.

It may appear that I don't like walking in stations, and that's not enteirly true. It's just that ES has made a rather shoddy job of it and it's annoying rather than immersive.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

oldviper585
Posts: 27
Joined: Wed, 9. Oct 13, 02:33

Post by oldviper585 » Wed, 11. Jun 14, 19:06

What i meant by "universe comm" was the comm commands accessible by the "universe" entry on the "enter" menu.

Old Viper

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Wed, 11. Jun 14, 19:20

I can't reproduce the issue my end. Perhaps a save game and zipped copy of your installed mods?
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

oldviper585
Posts: 27
Joined: Wed, 9. Oct 13, 02:33

Post by oldviper585 » Wed, 11. Jun 14, 19:35

Sorry, overwrote the save game when i started new game.

Now if i could figure out how to get rid of all these useless saves on the list.

Old Viper

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Wed, 11. Jun 14, 19:37

On my windows 7 :

Code: Select all

C:\Users\Me\Documents\Egosoft\X Rebirth\54443424\save
If you save to steam cloud however I have no idea :)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Sat, 14. Jun 14, 18:35

Updated to v0.03 14th June.

Added functionality to Yisha to start missions.

* Choice of courier or combat.
* Mission offer direct to event monitor.
* Courier - either delivery or taxi mission.
* Combat - either station defence or sector patrol. Random difficulty easy > very hard.

Please don't ask me to add cap ship missions, I left them out deliberately to avoid super easy new ship gains.

See Known Issues for courier mission failing to start.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

Stonehouse
Posts: 309
Joined: Sat, 7. Feb 04, 18:47
x4

Post by Stonehouse » Sun, 22. Jun 14, 16:02

I get your mod cause of the intercom and ship finder :) but now im happy with the mission generator...but the courier missions never showed up if i select it ... may dont work with the buttermissions?

And could you may add a trade mission offer?

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Sun, 22. Jun 14, 16:56

There's a bug in vanila with couriers I'm afraid, i've never been able to do more than 3 in any one game start. And sorry no to trade missions as they are tied to what stations actually need. I do have a bug fix to upload for the player stations issue, schoolboy error on my part.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Mon, 23. Jun 14, 11:42

Small bugfix update to solve mission generation failing with player owned stations in zone.

Vanilla issues with transport + smuggler missions still apparent.

EDIT : for the few couriers available I've also commented out passanger runs as it may conflict with the transport mission in plot due to the vanilla bug.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
Baconnaise
Posts: 619
Joined: Sat, 23. Nov 13, 15:50
x4

Post by Baconnaise » Mon, 23. Jun 14, 17:02

Nice. What sort of extra effort is required to put this on workshop? I don't have a clue if it's sort of involved or not so I'm being genuinely curious here.

User avatar
YorrickVander
Posts: 2705
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Mon, 23. Jun 14, 18:13

Reading the instructions :)

EDIT : tbh as I beta test vanilla too, I prefer to use non-workshop mods as I can just zip up my extensions folder and restart without unsubbing or individually turning mods off. Direct d/l + install mods are more convenient.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
Baconnaise
Posts: 619
Joined: Sat, 23. Nov 13, 15:50
x4

Post by Baconnaise » Mon, 23. Jun 14, 23:09

YorrickVander wrote:Reading the instructions :)

EDIT : tbh as I beta test vanilla too, I prefer to use non-workshop mods as I can just zip up my extensions folder and restart without unsubbing or individually turning mods off. Direct d/l + install mods are more convenient.
I totally get that and understand the reasoning. Why would you subscribe to the mods if you're constantly zipping and testing them though? That functionality remains and users get updates automatically. You can even argue that it dilutes the community which I totally get as well.

Valve sort of a pain to deal with? Is it easy like you say and you're lazy like me? :D

Post Reply

Return to “X Rebirth - Scripts and Modding”