[Mod] Populate Player Stations v1.0.1 (update 4th Aug '14)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
[Mod] Populate Player Stations v1.0.1 (update 4th Aug '14)
Populate Player Stations v1.0.1
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Update 1.0.1
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Fixed an issue with transcend and possibly maelstrom builds not working as intended.
Fixed issue with unknown faction listing as string error in OL stations.
What is it?
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I tried Strigil's "5 Star Ship and Station Crew AND NPCs on player stations" mod but found it didn't work very well with 2.20 so I've messed with the station npcs script and, with thanks to Strigil for permission, decided to put it out as a stand alone for general use.
The npc's update on new game, game load and sector change as the npc station ones do. Newly built player stations are subject to the same update rules unless they are part of the game start like Empire Builder. The npcs will be appropriate for the cluster you build in, so albion has albion factions, devries has canteran, omicron has argon. Maelstrom and player added clusters like Transcend will have random factions from all areas.
Uninstall
----------
Remove mod and the npcs will not be refreshed on game load.
Download
-----------
Steam Workshop
=====================
Update 1.0.1
----------------
Fixed an issue with transcend and possibly maelstrom builds not working as intended.
Fixed issue with unknown faction listing as string error in OL stations.
What is it?
-------------
I tried Strigil's "5 Star Ship and Station Crew AND NPCs on player stations" mod but found it didn't work very well with 2.20 so I've messed with the station npcs script and, with thanks to Strigil for permission, decided to put it out as a stand alone for general use.
The npc's update on new game, game load and sector change as the npc station ones do. Newly built player stations are subject to the same update rules unless they are part of the game start like Empire Builder. The npcs will be appropriate for the cluster you build in, so albion has albion factions, devries has canteran, omicron has argon. Maelstrom and player added clusters like Transcend will have random factions from all areas.
Uninstall
----------
Remove mod and the npcs will not be refreshed on game load.
Download
-----------
Steam Workshop
Last edited by YorrickVander on Mon, 4. Aug 14, 19:46, edited 1 time in total.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Geee, you always come up with the really good stuff
Must try this out as I used to use the "5 Star Ship and Station Crew AND NPCs on player stations" mod.
Must try this out as I used to use the "5 Star Ship and Station Crew AND NPCs on player stations" mod.
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.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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- Posts: 117
- Joined: Mon, 14. Jul 14, 05:59
Re: [Mod] Populate Player Stations v1.0 (1st Aug '14)
holy shit dud take a chill pill you literally be the only one modding this game. lol who im kidding keap them coming yorrick, may only death do us part.YorrickVander wrote:Populate Player Stations v1.0
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What is it?
-------------
I tried Strigil's "5 Star Ship and Station Crew AND NPCs on player stations" mod but found it didn't work very well with 2.20 so I've messed with the station npcs script and, with thanks to Strigil for permission, decided to put it out as a stand alone for general use.
The npc's update on new game, game load and sector change as the npc station ones do. Newly built player stations are subject to the same update rules unless they are part of the game start like Empire Builder. The npcs will be appropriate for the cluster you build in, so albion has albion factions, devries has canteran, omicron has argon. Maelstrom and player added clusters like Transcend will have random factions from all areas.
Uninstall
----------
Remove mod and the npcs will not be refreshed on game load.
Download
-----------
Steam Workshop
dont do yourself short Blackrain. cause you also do scripting and learning from a master. you both do great things.BlackRain wrote:Yorrick and I have been spending the last two weeks on skype working on stuff, testing, scripting, coming up with ideas, pretty much all day long. The man is a monster heheh
Keep up the good work Yorrick.
we all do great things wich makes this community kick ass.
proud of you all.
Hi, I just tried your Mod and, there are now NPC,s on my stations But there what I would call shadow NPC's. What I mean is they are there but have no substance. I can't hire crew or trade with other NPC's. Is this a bug?
It's nice to have people on my stations but, if I can't hire or tade with them then they might as well be empty.
It's nice to have people on my stations but, if I can't hire or tade with them then they might as well be empty.
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
Sorry rguy I'm just not seeing it. Checked on new game spawn and after sector change, no issue buying or hiring on or off station.
Please confirm you are using my version from steam (username danceswithglowstix) and not Strigil's version from nexus?
Please confirm you are using my version from steam (username danceswithglowstix) and not Strigil's version from nexus?
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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I don't believe transcend would cause any issues, I know on my start mod npc's spawn in the player station no problem, have you been able to replicate it without transcend on?rguy1 wrote:Hi, I only use Steam have'nt figgered out Nexus. I doing Transend Start, I didnt try leaving sector, just tried it when I started the game today, I will go back to station and try again thanks for your answer.
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
Reaperxvii wrote:I don't believe transcend would cause any issues, I know on my start mod npc's spawn in the player station no problem, have you been able to replicate it without transcend on?rguy1 wrote:Hi, I only use Steam have'nt figgered out Nexus. I doing Transend Start, I didnt try leaving sector, just tried it when I started the game today, I will go back to station and try again thanks for your answer.
I unsubscribed Transcend and went to an earlier save where I had some stations. I get NPC's on stations but, I cant hire or trade. When I hail or land and talk to them I get only 3 choices on the menu 1) surrender 2) Where can I find and 3) goodby.
If it works for everybody else then all I can figger is I have a bad saveor start Something is goofy SY in Transcend takes 1-2 game hrs to build/ repair a ship all others build/ repair regular,Player stations produce at a slow rate. I might have to wait for the next update for transcend and start over.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
I can confirm as well...
Most of the npc on my shipyard I have only 3 options, 1) surrender 2) Where can I find and 3) goodbye.
I did manage to hire a defense officer tho the way I did that was to ask my co-pilot where to find one she told me to goto my shipyard which I did and was able to hire..
However, when I just tried to hire a pilot I only got the 3 options above.
A drone dealer I got options to look at his drones..
But as I said, everyone else I checked I only got the 3 options.
NOTE: This was loading a save game.
NOTE 2: I had travelled across 2 galaxies piggybacking on a titeral I just captured to get back to transcend AFTER loading the mod.
Most of the npc on my shipyard I have only 3 options, 1) surrender 2) Where can I find and 3) goodbye.
I did manage to hire a defense officer tho the way I did that was to ask my co-pilot where to find one she told me to goto my shipyard which I did and was able to hire..
However, when I just tried to hire a pilot I only got the 3 options above.
A drone dealer I got options to look at his drones..
But as I said, everyone else I checked I only got the 3 options.
NOTE: This was loading a save game.
NOTE 2: I had travelled across 2 galaxies piggybacking on a titeral I just captured to get back to transcend AFTER loading the mod.
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.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
Update posted to Workshop, Transcend + other out of main systems stations should now populate correctly (tested with transcend mod this end).
Also fixed a small bug with an unused OL faction mistakenly making its way into the list and showing string error in event monitor.
Also fixed a small bug with an unused OL faction mistakenly making its way into the list and showing string error in event monitor.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Many thanks for that, will give it a go
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.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
Anyone still having issues with the npcs not working correctly? If so could you please confirm what version of XR your game was started on. You can reference that from the save files in the line :
original="122" references the game version on start and will be absent for games started in current version. This line is found at the start of the save xml
A save posted to me is obviously not working correctly but I can't recreate the issue on my 2.20 started test games so this might be a factor. Time will tell, I might also be talking complete rubbish
Code: Select all
<game version="220" build="184360" time="1976342.243" original="122" start="ep1"/>
A save posted to me is obviously not working correctly but I can't recreate the issue on my 2.20 started test games so this might be a factor. Time will tell, I might also be talking complete rubbish
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
Quick update - testing on Tanoosh's save game the convo problem isn't uniform. After issuing a REFRESHMD command in game and changing sector to refresh the npcs, some npcs respond as intended, can be traded with and hired but many still cannot. For example conversing with 3 Captains on the same dock, 1 worked fine and 2 did not. I'm also seeing a debug event from the text log Error in MD cue md.Conversations.DefaultComm<inst:1af0b>: Property lookup failed: event.object.ship.scannedlevel
* Expression: event.object.ship.scannedlevel gt 0 after the failed npc convos which suggests that the mod has difficulties with older game starts. Will experiment further.
* Expression: event.object.ship.scannedlevel gt 0 after the failed npc convos which suggests that the mod has difficulties with older game starts. Will experiment further.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Here ya goYorrickVander wrote:Anyone still having issues with the npcs not working correctly? If so could you please confirm what version of XR your game was started on.
Code: Select all
<game version="220" build="184360" time="292171.899" original="210" start="lostcluster"/>
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.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
Huh. Ok there's a distinct possibility that I'm talking complete rubbish then with the old save theory NZ could you test the REFRESHMD thing for me your end? (you need to keybind the debug command line to run it if you havent done this already, then change sectors to refresh the npcs too.) Rechecking the 2.20 notes there's no mention of any changes to the conversations scripting so the fault is likely in something else It may even be as simple as the amount of npcs being generated for saves with a lot of stations built.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Hmmm I would if I knew what you were talking aboutYorrickVander wrote:NZ could you test the REFRESHMD thing for me your end? (you need to keybind the debug command line to run it if you havent done this already
Hows about a walkthrough on exactly what I have to do to to get the debug thing and then what to do after that please
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.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.