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

Posted: Thu, 23. Jan 14, 02:40
by YorrickVander
Copilot Convo v1.6
==================

Changes
-------

v1.6
Interim update for /t file useage.
Capital commands no longer unavailable for ships out of squad.
Began command update run, more work to do for next release.


What is it?
-----------

No longer aptly named the mod adds new options to the sidebar for faster
access to certain things depending on Ren's location. The new additions
are under Crew Menu (Sidebar > 7). Radial menu users I'll get round to
fixing for you soon(tm).

On the Skunk :

2 - Scanners - Scans the zone filling in greyed out station names.
Additionally with adv or police scanner sets the
guidance to first abandoned ship it finds.
3 - Crew : Open Commlink - Talk to the crew in the back of the skunk.
Legacy and a little buggy. Replaced with nice UI vers
soon(tm)
4 - Squad : Attack Object
5 - Squad : Attack all in Zone
6 - Squad : Stop Task

(More coming soon)

On a player owned Cap ship deck :
(dual entries depend on ship in or out of squad)

3 - Join my squad/leave my squad
4 - Stop task/Follow me again
5 - Fly to...
6 - Attack Object
7 - Attack all in zone
8 - Hold Position
9 - Withdraw
0 - Refuel

(support for squad commands soon)

Known Issues
------------

Not fixed for legacy radial menu

Uninstall
---------

Just deactivate/remove from extensions. No save games have been harmed.

Credits
-------

UniTrader, iforgotmysocks, euclid + Mad_Joker whose mods + advice I studied to make this work.

From Steam Workshop or direct d/l here https://www.dropbox.com/s/zmy63x7nhgry2 ... o.zip?dl=0

[ external image ][/url]

Posted: Thu, 23. Jan 14, 08:35
by Deleted User
this is a brilliant idea. let's have her do some other thing other than firing the booster engines in the prologue!

Posted: Thu, 23. Jan 14, 09:42
by YorrickVander
I'm open to suggestions :) Current idea is to use her as an access point for jobs. Not working yet sadly but soon I hope.

Posted: Thu, 23. Jan 14, 13:18
by pref
Please add smalltalk to her and make her a trader too so SHOWMEYOURWARES works as well, i miss that from space :D

But seriously, is a moveto current marker impossible? I mean like spawning an invisible capship right at skunk so it gets dragged along and then issue a take me to order for the capship? Should work if no jump is needed.

Posted: Sat, 25. Jan 14, 09:52
by steganox
after some scan XR Freeze.
I deleted the lines

<do_if value="$checkSoftware.exists">
<find_sell_offer space="player.zone" multiple="true" result="$SellOffers" />
<do_all exact="$SellOffers.count" counter="$i">
<add_trade_offer object="player.primaryship" tradeoffer="$SellOffers.{$i}"/>
</ do_all>

<find_buy_offer space="player.zone" multiple="true" result="$BuyOffers" />
<do_all exact="$BuyOffers.count" counter="$i">
<add_trade_offer object="player.primaryship" tradeoffer="$BuyOffers.{$i}"/>
</ do_all>
</ do_if>
and now offer scan without work but not freeze


too much information saturating the system?

Posted: Sat, 25. Jan 14, 12:28
by UniTrader
does it freeze immediately when scanning oronly after a while?
i think someone tries to trade with the Playership because its in the same Zone, but unexpectedly fails.. (because of that possibility i use a diffrent Ship in my Info Broker, so not really sure if something like this can happen when adding foreign Trades to the Playership)

Posted: Sat, 25. Jan 14, 12:37
by YorrickVander
I've never seen that behaviour, even when using that code segment with player.galaxy to read everything at once. Thanks for the heads up though. I'm wondering if it relates to the error log lines (that happen anyway for several patches modded or not) about UI updates exceeding 120. Is this happening when in zones with just npc stations, or in zones where you have built? Also could you let me know the last few lines in the .log when it froze? Might give clue as to whats happening.

Posted: Sat, 25. Jan 14, 21:33
by docwho83
Thanks YorrickVander for this mod....

It helps a lot to have my copilot tell me where I can find people to hire.

If possible she highlight a job in the plot is there anyway we could get that as well. I would think it would be a lot of nesting off of 3 but dial coding keeps killing me.

just an idea.

Posted: Sun, 26. Jan 14, 01:40
by YorrickVander
Check your pm doc :)

Posted: Tue, 10. Jun 14, 16:22
by YorrickVander
Updated to v0.02

New functionality to convo the Skunk's backroom crew from the pilot's chair.

Posted: Tue, 10. Jun 14, 16:24
by Deleted User
useful :D

Posted: Tue, 10. Jun 14, 16:56
by Sparky Sparkycorp
Finaly my dream of becoming a space slob can be realised!

"Better fat in the chair than the dealth while nochalantly strolling!", thats what I always say :)

Posted: Tue, 10. Jun 14, 17:16
by TheGaelicWarrior
Awesome, thanks. No doubt ego will be inspired by this.

Posted: Tue, 10. Jun 14, 17:26
by Sparky Sparkycorp
Yeah. They've presumably put a lot of effort into the 1st person art and they will want us to enjoy it. That's fair enough - it would be a shame if it all got canned at this stage like it did in Eve.

Some things need streamlining though. In this context, being able to skip their walking in/out the airlock would be nice. We could look the other way and talk to someone else or return to the cockpit, for example.

In a related sense, it bugs me that on hard I can actually die from full health (Dashing Shields IV) after undocking before I've finished sitting down. When in practice, I wouldn't ask Yisha to take off with reds about while I'm still strolling around the rear cabin.

Posted: Tue, 10. Jun 14, 19:21
by Baconnaise
No steam workshop?

Nice mod.

Posted: Tue, 10. Jun 14, 19:22
by YorrickVander
Workshop soon(tm) - translating to when I can be bothered :P

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

Posted: Wed, 11. Jun 14, 15:33
by oldviper585
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

Posted: Wed, 11. Jun 14, 16:13
by YorrickVander
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.

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