[MOD] Yisha supervising Hiring and Firing

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Litauen
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[MOD] Yisha supervising Hiring and Firing

Post by Litauen » Fri, 3. Oct 14, 23:11

[ 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
Last edited by Litauen on Thu, 9. Oct 14, 09:54, edited 1 time in total.

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MegaJohnny
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Post by MegaJohnny » Fri, 3. Oct 14, 23:15

Actually a very interesting idea. Gives the feeling that Yisha is more involved in the empire, even without changing the mechanics at all.

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NZ-Wanderer
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Post by NZ-Wanderer » Fri, 3. Oct 14, 23:37

Oooo I like it, dashes off to steam to subscribe :)
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.

Senner
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Post by Senner » Sat, 4. Oct 14, 00:18

Good mod. Lots of small improvements will make the game enjoyable.

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Miniding
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Post by Miniding » Sat, 4. Oct 14, 00:25

And again an immersive mod by you Litauen!!! will add it anytime soon when I get back!!

Thanks again for this and for the Capship bridhe and the new loacation of the landing pad!!!

Great job!!!
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...

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YorrickVander
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Post by YorrickVander » Sat, 4. Oct 14, 07:33

Lol stop giving me good reasons not to test vanilla! (Seriously though, nice idea.)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

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Tamina
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Post by Tamina » Sat, 4. Oct 14, 23:15

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 :lol:

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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 

LordSneazy
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Post by LordSneazy » Wed, 8. Oct 14, 01:34

Is there anyway you can remove Yisha from the animation that is played in the Plot line when you first go to Badlands Colony? Since the animation is of Yisha walking back into the ship, to only have another Yisha looking at herself.

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Litauen
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Post by Litauen » Wed, 8. Oct 14, 09:08

There is a way. But necessary effort is not worth the gain. I suggest to use mod after the plot and you will avoid this weirdness with 2 Yishas.
Last edited by Litauen on Wed, 8. Oct 14, 11:19, edited 1 time in total.

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YorrickVander
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Post by YorrickVander » Wed, 8. Oct 14, 11:07

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 :

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                <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>
With a subtle rearrange and commenting out like so (untested)

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                <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>-->
will remove the cutscene but possibly leave Yisha just vanishing. On the whole it's not a big thing either way ;)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

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Litauen
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Post by Litauen » Wed, 8. Oct 14, 11:18

@YorrickVander - nice suggestion, just to remove the weird scene!

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Litauen
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Post by Litauen » Wed, 8. Oct 14, 22:23

Ok, spent 2 hours trying to remove this part. No luck.

I tried full path, also:

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<remove sel="//play_cutscene[@key='EnterPlayerShip']"/>
<remove sel="//play_cutscene[@key=''EnterPlayerShip'']"/>
<remove sel="//play_cutscene[@key='\'EnterPlayerShip\'']"/>
<remove sel="//play_cutscene[@key='&apos;EnterPlayerShip&apos;']"/>
<remove sel="//play_cutscene[@key='&apos;'EnterPlayerShip&apos;'']"/>
and many other things, don't remember right now. Nothing works. I always get:

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[=ERROR=] Cannot match path '//play_cutscene[@key='EnterPlayerShip']' in patch file 'extensions\Litauen_Yisha_in_HiringFiring\md\plot_ep1_ch1.xml'. Skipping node.
Please advice.

bm01
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Post by bm01 » Wed, 8. Oct 14, 22:59

Try with the full path?

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//cues/cue/cue[@name='Part_1']/cues/cue[@name='P1_Tutorial_Docked']/cues/cue[@name='P1_Tutorial_Docked_Actor_Conv_End']/actions/play_cutscene
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.

Clownmug
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Post by Clownmug » Wed, 8. Oct 14, 23:03

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.

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<remove sel="//play_cutscene[@key='"EnterPlayerShip"']"/>

UniTrader
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Post by UniTrader » Thu, 9. Oct 14, 01:20

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 :D )
<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 ;)

LordSneazy
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Post by LordSneazy » Thu, 9. Oct 14, 02:53

Where did you see that error??? Are you able to load debugging console? How do you do that?

UniTrader
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Post by UniTrader » Thu, 9. Oct 14, 03:00

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 ;)
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 ;)

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Litauen
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Post by Litauen » Thu, 9. Oct 14, 09:34

Thank you for the advices!

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<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"/>
gives:

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[=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:

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[=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.
----

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<remove sel='//cue[@name="P1_Tutorial_Docked_Actor_Conv_End"]/actions/play_cutscene' />
This one worked! Changing the quotes also works:

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<remove sel="//cue[@name='P1_Tutorial_Docked_Actor_Conv_End']/actions/play_cutscene" />
Now Yisha just instantly disappears from the scene (this can make people unhappy also).

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Litauen
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Post by Litauen » Thu, 9. Oct 14, 09:54

Version update: v1.01 Removed weird plot cutscene with 2 Yishas

Clownmug
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Post by Clownmug » Fri, 10. Oct 14, 03:00

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.

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<remove sel="//play_cutscene[@key="&apos;EnterPlayerShip&apos;"]"/>

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