[MOD] Yisha supervising Hiring and Firing
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
[MOD] Yisha supervising Hiring and Firing
[ external image ]
Yisha in Hiring and Firing cutscenes
Version history:
1.01 Removed weird plot cutscene with 2 Yishas
1.00 Initial release
Remove the mod by unsubscribing. Will not break anything.
Download from Steam
Watch on Youtube
Yisha in Hiring and Firing cutscenes
Version history:
1.01 Removed weird plot cutscene with 2 Yishas
1.00 Initial release
Remove the mod by unsubscribing. Will not break anything.
Download from Steam
Watch on Youtube
Last edited by Litauen on Thu, 9. Oct 14, 09:54, edited 1 time in total.
- MegaJohnny
- Posts: 2195
- Joined: Wed, 4. Jun 08, 22:30
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Oooo I like it, dashes off to steam to subscribe
Thank you for yet another great mod...
Thank you for yet another great 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: 2702
- Joined: Tue, 29. Oct 13, 21:59
Great!!!
A little bit odd though when playing the story. At the beginning of the campaign you can see Yisha entering the skunk on the Badlands Colony while another Yisha clone stands in the background
A little bit odd though when playing the story. At the beginning of the campaign you can see Yisha entering the skunk on the Badlands Colony while another Yisha clone stands in the background
Code: Select all
Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
-
- Posts: 153
- Joined: Wed, 11. Dec 13, 19:47
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
If it's important to you it's not too hard to accomplish. In Plot_ep1_ch1.xml the code to handle that scene is :
With a subtle rearrange and commenting out like so (untested)
will remove the cutscene but possibly leave Yisha just vanishing. On the whole it's not a big thing either way
Code: Select all
<cue name="P1_Tutorial_Docked_Actor_Conv_End">
<conditions>
<event_conversation_finished actor="$BadlandsEngineer" outcome="P1_Tutorial_Docked_Actor_Conv"/>
</conditions>
<actions>
<!-- Yisha entering playership cutscene -->
<play_cutscene key="'EnterPlayerShip'">
<param name="npcref" object="$Yisha" />
</play_cutscene>
<add_copilot actor="$Yisha"/>
<set_value name="$BadLands_Delivery_Done" exact="false"/>
<set_value name="$PlayerUndocked" exact="false"/>
</actions>
<cues>
<cue name="P1_Signal_Badlands_Crate_Cues">
<conditions>
<event_cutscene_stopped key="'EnterPlayerShip'"/>
</conditions>
<actions>
<signal_cue cue="P1_Badlands_Restock"/>
<signal_cue cue="P1_Find_Crate"/>
</actions>
</cue>
Code: Select all
<cue name="P1_Tutorial_Docked_Actor_Conv_End">
<conditions>
<event_conversation_finished actor="$BadlandsEngineer" outcome="P1_Tutorial_Docked_Actor_Conv"/>
</conditions>
<actions>
<!-- Yisha entering playership cutscene
<play_cutscene key="'EnterPlayerShip'">
<param name="npcref" object="$Yisha" />
</play_cutscene> -->
<add_copilot actor="$Yisha"/>
<set_value name="$BadLands_Delivery_Done" exact="false"/>
<set_value name="$PlayerUndocked" exact="false"/>
<signal_cue cue="P1_Badlands_Restock"/>
<signal_cue cue="P1_Find_Crate"/>
</actions>
<cues>
<!--<cue name="P1_Signal_Badlands_Crate_Cues">
<conditions>
<event_cutscene_stopped key="'EnterPlayerShip'"/>
</conditions>
<actions>
<signal_cue cue="P1_Badlands_Restock"/>
<signal_cue cue="P1_Find_Crate"/>
</actions>
</cue>-->
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
Ok, spent 2 hours trying to remove this part. No luck.
I tried full path, also:
and many other things, don't remember right now. Nothing works. I always get:
Please advice.
I tried full path, also:
Code: Select all
<remove sel="//play_cutscene[@key='EnterPlayerShip']"/>
<remove sel="//play_cutscene[@key=''EnterPlayerShip'']"/>
<remove sel="//play_cutscene[@key='\'EnterPlayerShip\'']"/>
<remove sel="//play_cutscene[@key=''EnterPlayerShip'']"/>
<remove sel="//play_cutscene[@key='''EnterPlayerShip''']"/>
Code: Select all
[=ERROR=] Cannot match path '//play_cutscene[@key='EnterPlayerShip']' in patch file 'extensions\Litauen_Yisha_in_HiringFiring\md\plot_ep1_ch1.xml'. Skipping node.
Try with the full path?
Or simply replace the whole file and copy past everything except what you want to remove. Could break the plot if it gets updated by ES though.
Code: Select all
//cues/cue/cue[@name='Part_1']/cues/cue[@name='P1_Tutorial_Docked']/cues/cue[@name='P1_Tutorial_Docked_Actor_Conv_End']/actions/play_cutscene
I ran into a similar problem once with the whole single quotes inside of double quotes thing. If I recall the way around it is to do the reverse and have the single quotes on the outside with the double quotes on the inside.
Code: Select all
<remove sel="//play_cutscene[@key='"EnterPlayerShip"']"/>
alternatively use the Node inside as criterium and then go one node up from there:
<remove sel='//play_cutscene/param[@name="npcref" and @object="$Yisha"]/..' />
or even better use the sub-node as criterium (you always learn something new - found this when i looked up how to use multiple Attributes )
<remove sel='//play_cutscene[param[@name="npcref" and @object="$Yisha"]]' />
maybe you need to specify more nodes because thats not the only cutscen with Yisha in this file, like:
<remove sel='//cue[@name="P1_Tutorial_Docked_Actor_Conv_End"]/actions/play_cutscene[param[@name="npcref" and @object="$Yisha"]]' />
which can be simplified to:
<remove sel='//cue[@name="P1_Tutorial_Docked_Actor_Conv_End"]/actions/play_cutscene' />
<remove sel='//play_cutscene/param[@name="npcref" and @object="$Yisha"]/..' />
or even better use the sub-node as criterium (you always learn something new - found this when i looked up how to use multiple Attributes )
<remove sel='//play_cutscene[param[@name="npcref" and @object="$Yisha"]]' />
maybe you need to specify more nodes because thats not the only cutscen with Yisha in this file, like:
<remove sel='//cue[@name="P1_Tutorial_Docked_Actor_Conv_End"]/actions/play_cutscene[param[@name="npcref" and @object="$Yisha"]]' />
which can be simplified to:
<remove sel='//cue[@name="P1_Tutorial_Docked_Actor_Conv_End"]/actions/play_cutscene' />
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
-
- Posts: 153
- Joined: Wed, 11. Dec 13, 19:47
attach
-logfile debuglog.txt
to the Startup Parameters of XR and you will find this file next to your Savegame Folder
alternatively you can use the InGame-Log by assigning a Hotkey to it
-logfile debuglog.txt
to the Startup Parameters of XR and you will find this file next to your Savegame Folder
alternatively you can use the InGame-Log by assigning a Hotkey to it
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Thank you for the advices!
gives:
----
<remove sel="//play_cutscene[@key='"EnterPlayerShip"']"/>
gives:
----
This one worked! Changing the quotes also works:
Now Yisha just instantly disappears from the scene (this can make people unhappy also).
Code: Select all
<remove sel="//cues/cue/cue[@name='Part_1']/cues/cue[@name='P1_Tutorial_Docked']/cues/cue[@name='P1_Tutorial_Docked_Actor_Conv_End']/actions/play_cutscene"/>
Code: Select all
[=ERROR=] Cannot match path '//cues/cue/cue[@name='Part_1']/cues/cue[@name='P1_Tutorial_Docked']/cues/cue[@name='P1_Tutorial_Docked_Actor_Conv_End']/actions/play_cutscene' in patch file 'extensions\Litauen_Yisha_in_HiringFiring\md\plot_ep1_ch1.xml'. Skipping node
<remove sel="//play_cutscene[@key='"EnterPlayerShip"']"/>
gives:
Code: Select all
[=ERROR=] LIBXML2: file:///extensions%2FLitauen_Yisha_in_HiringFiring%2Fmd%2Fplot_ep1_ch1.xml?ext=pck%20xml line 6, error 65: attributes construct error
[=ERROR=] LIBXML2: file:///extensions%2FLitauen_Yisha_in_HiringFiring%2Fmd%2Fplot_ep1_ch1.xml?ext=pck%20xml line 6, error 73: Couldn't find end of Start Tag remove line 6
[=ERROR=] Error loading from XML merge/patch file 'md\plot_ep1_ch1.xml'. Check the log for further information. Skipping file.
Code: Select all
<remove sel='//cue[@name="P1_Tutorial_Docked_Actor_Conv_End"]/actions/play_cutscene' />
Code: Select all
<remove sel="//cue[@name='P1_Tutorial_Docked_Actor_Conv_End']/actions/play_cutscene" />
Good to hear you found a solution, sorry I didn't help much, but I found a different way around the quotes issue in case someone else needs it for reference.
Code: Select all
<remove sel="//play_cutscene[@key="'EnterPlayerShip'"]"/>