[MOD] Remove/Destroy/Kill ALL Civillian Ships & Taxis (UPDATED w/Cockpit/MinimalHUD)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Thanks that was my initial understanding too, but I asked the same question to the author of the missing ship models mod, and he said that if the mods didn't modify the same items in the game, we could use several mods.
Well thanks for the answer. I'll be using your mod only then, as this is the most interesting for me at this time.
Any chance you'll be making a 'cockpit merge' version like many of the other mods?
Well thanks for the answer. I'll be using your mod only then, as this is the most interesting for me at this time.
Any chance you'll be making a 'cockpit merge' version like many of the other mods?
As requested: No Civillians With Cockpit CallbackX-it wrote:Any chance you'll be making a 'cockpit merge' version like many of the other mods?
NOTE: Cockpit Callback info.
OTT? Probably, but I guess someone may want them
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FILES:
[MOD] No Civillians
[MOD] No Civillians With Cockpit Callback
[MOD] No Civillians With Minimal HUD
[MOD] No Civillians With Cockpit Callback & Minimal HUD
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INFO:
Cockpit Callback
Minimal HUD
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FILES:
[MOD] No Civillians
[MOD] No Civillians With Cockpit Callback
[MOD] No Civillians With Minimal HUD
[MOD] No Civillians With Cockpit Callback & Minimal HUD
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INFO:
Cockpit Callback
Minimal HUD
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Can u confirm u just deleted some lines out of the jobs file ??
I merged the less enemies and your no civ jobs.txt so i can put multiple modifications into one mod package for myself
both mods use the jobs file so i had to figure out what the changes were so i could put those both in one jobs.txt (pck)
Your mod seems to show up as missing lines in the jobs file , so i hope that is all i needed to change (easyer to spot)
have to find all mods i can to raise the fps in this game and merge them all in to one
whish i could find a mod to tune down the graph effects of the weapons, those flashes drop my fps like crazy since the 1.3 patch
thanks
I merged the less enemies and your no civ jobs.txt so i can put multiple modifications into one mod package for myself
both mods use the jobs file so i had to figure out what the changes were so i could put those both in one jobs.txt (pck)
Your mod seems to show up as missing lines in the jobs file , so i hope that is all i needed to change (easyer to spot)
have to find all mods i can to raise the fps in this game and merge them all in to one
whish i could find a mod to tune down the graph effects of the weapons, those flashes drop my fps like crazy since the 1.3 patch
thanks
6GB DDR3
512 Mb Saphire Radeon 4830
Realtek 5.1 HD sound
1Tb Seagate barracuda SATA
Saitek X52 Flight Controller
512 Mb Saphire Radeon 4830
Realtek 5.1 HD sound
1Tb Seagate barracuda SATA
Saitek X52 Flight Controller
Hmm, just caught something that freaked me out. I'm using the No Civilians mod but I'm seeing similar removal instances with Yaki M3s/M4s/M5s.
I know you targeted the "...(Race) Civilian Ship" and "(Race) Taxi Service"..." that you mentioned in your readme, but is this what the Yaki spawn as by chance????
Note in the pic below they are not RED entities on the list, so they must spawn as friendly by default, unless called/created as enemy.
I dont know....I just dont want to loose the Yaki fighters from the game..........anyone got any ideas?
Oracokes Storm - Yaki Sector screenshot
BTW, using X3:V1.3.
Does anyone else get this or is it my Yaki Armarda Plug-in from "Serial Kicked" doing its masking/cover thing?
Yaki Armarda - Anarkis Federation
I know you targeted the "...(Race) Civilian Ship" and "(Race) Taxi Service"..." that you mentioned in your readme, but is this what the Yaki spawn as by chance????
Note in the pic below they are not RED entities on the list, so they must spawn as friendly by default, unless called/created as enemy.
I dont know....I just dont want to loose the Yaki fighters from the game..........anyone got any ideas?
Oracokes Storm - Yaki Sector screenshot
BTW, using X3:V1.3.
Does anyone else get this or is it my Yaki Armarda Plug-in from "Serial Kicked" doing its masking/cover thing?
Yaki Armarda - Anarkis Federation
Yep, the lines deleted started with:greywolf wrote:Can u confirm u just deleted some lines out of the jobs file ??
6101;Taxidienst; ....
6102;Zivilschiff; ....
6103;Taxidienst; ....
6104;Zivilschiff; ....
NOTE: These lines were in the Jobs.txt file from the 1.201 patch!
This seems a little odd, but could be related to my MOD. Thing is, I've NOT tested the MOD with patch 1.3 yet or checked what has been changed in the files that relate to my MOD, so it could be that there is something conflicting.NumNuts wrote:Hmm, just caught something that freaked me out. I'm using the No Civilians mod but I'm seeing similar removal instances with Yaki M3s/M4s/M5s.
I'm currently playing the game un-modded to see what patch 1.3 has changed, but I'll test my MOD with 1.3 soon.
HTH
Cactus, numnuts, seems like the Jobs file from this mod removes the Yaki entries.
Cactus, can u confirm this? I redownloaded ur mod and true enuff the Yaki entries are gone. U might have mistakenly removed them in addition to the Civ and Taxi entries.
I suspect ur mod caused this to happen.
Cactus, can u confirm this? I redownloaded ur mod and true enuff the Yaki entries are gone. U might have mistakenly removed them in addition to the Civ and Taxi entries.
I suspect ur mod caused this to happen.
Sorry ppl, been out of the country (UK) for the last few months and not had any time to play with X3 or make any changes to my MOD, on top of this I'm moving house in the next couple of weeks too...arcana75 wrote:Cactus u gotta update ur mod, cuz ur jobs file doesn't have the Yaki entries. I edited the Jobs file and voila the Yaki ships have their names back!
I'll update my Jobs file and make an updated MOD hopefully before the weekend...
Again, sorry for my lack of responses over the last few months.
TTFN
FWIW I've already remodded ur mod to remove the 4 entries from the 1.3 Jobs file. My combined mod can be gotten from here.
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As it's a mod (can be used as false patch) I think I can spk it. Just remember, if you use an actual mod that changed the Jobs.txt file, it'll invalidate this one.
No Civillians .spk
I updated it to be in line with 1.3, which is the last time Jobs.txt was updated.
No Civillians .spk
I updated it to be in line with 1.3, which is the last time Jobs.txt was updated.
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Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©