[MOD] Remove/Destroy/Kill ALL Civillian Ships & Taxis (UPDATED w/Cockpit/MinimalHUD)

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X-it
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Post by X-it » Sun, 18. Dec 05, 22:40

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? :)

cactus
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Post by cactus » Wed, 21. Dec 05, 04:56

X-it wrote:Any chance you'll be making a 'cockpit merge' version like many of the other mods? :)
As requested: No Civillians With Cockpit Callback

NOTE: Cockpit Callback info.

X-it
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Post by X-it » Wed, 21. Dec 05, 18:04

Thank you very, very much! :)

cactus
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Post by cactus » Wed, 21. Dec 05, 20:21


greywolf
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Post by greywolf » Tue, 27. Dec 05, 18:05

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
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NumNuts
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Post by NumNuts » Wed, 28. Dec 05, 06:33

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. :cry:
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

cactus
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Post by cactus » Wed, 28. Dec 05, 12:04

greywolf wrote:Can u confirm u just deleted some lines out of the jobs file ??
Yep, the lines deleted started with:

6101;Taxidienst; ....
6102;Zivilschiff; ....
6103;Taxidienst; ....
6104;Zivilschiff; ....

NOTE: These lines were in the Jobs.txt file from the 1.201 patch!
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.
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.

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

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NumNuts
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Post by NumNuts » Wed, 28. Dec 05, 12:11

Thanks mate, happy hunting!

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arcana75
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Post by arcana75 » Wed, 28. Dec 05, 13:05

NumNuts... I run the mod and went to Savage Spur. Mine was populated with Yaki Raijins and Susanowas.

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NumNuts
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Post by NumNuts » Wed, 28. Dec 05, 13:19

arcana75 wrote:NumNuts... I run the mod and went to Savage Spur. Mine was populated with Yaki Raijins and Susanowas.
Thanks Arcana, can you tell me if the ships pilots had names? Mine are all named "unknown object". :?

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arcana75
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Post by arcana75 » Wed, 28. Dec 05, 14:32

Yep all "Unknown Objects". I guess they spawn as "Race 1/2/3"??

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NumNuts
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Post by NumNuts » Wed, 28. Dec 05, 16:34

OT: hmm, and for a "Race" entity unto themselves, you carry no notoriety with them in your pilot statistics.....does that mean you can't p*ss them off? :wink:

Dragon93
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Post by Dragon93 » Wed, 25. Jan 06, 18:56

This is a good mod and reduces the lag but are you going to make another one that has the version of the cockpit callback for 1.3. Like this
No Civillians With Cockpit Callback for 1.3 & Minimal HUD.
:)

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arcana75
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Post by arcana75 » Tue, 28. Feb 06, 02:21

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.

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arcana75
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Post by arcana75 » Tue, 28. Feb 06, 07:46

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!

cactus
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Post by cactus » Tue, 28. Feb 06, 13:09

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!
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...

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

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arcana75
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Post by arcana75 » Tue, 28. Feb 06, 14:29

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.

Jakesnake5
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Post by Jakesnake5 » Sun, 23. Apr 06, 03:29

Thank god for THIS.

I use Station Manager, and the idiototic civi's kept docking at my station causing my TWO station freighters to undock and forget their script.

I actually added it inside of the EMP false patch along with the Tractor Beam mod.

Works great, no more FREELOADERS!!!! :D

Unkillable Cat
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Post by Unkillable Cat » Thu, 31. Aug 06, 19:05

Is there an SPK version of this floating about anywhere?

Jakesnake5
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Post by Jakesnake5 » Thu, 31. Aug 06, 20:32

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.
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