OOS shipbuilding mod - split and moved from main forum
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- ubuntufreakdragon
- Posts: 5195
- Joined: Thu, 23. Jun 11, 14:57
As Egosoft has only implemented the new Orders and Come back on board Part, here is a small Mod implementing OOS Ship build: https://www.dropbox.com/s/fks2byv3kerqu ... ld.7z?dl=0
(just talk to the shipyard manager)
(just talk to the shipyard manager)
My X3 Mods
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
Please keep mod discussions in the Scripting and Modding forum. This is the wrong forum, and the wrong thread, for that.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.
X4 is a journey, not a destination. Have fun on your travels.
X4 is a journey, not a destination. Have fun on your travels.
since its principle is that the Manager connects you to the Ship Trader (similiar how the Captain of a CV can connect you to the Architect) i would guess yesw.evans wrote:This lets me buy ships OOZ? Cool! Does it allow me to have ships repaired and restock drones OOZ as well?
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
I really like the concept of NPC station staff offering services related to their station.
Would you mind if I incorporated this idea into my own NPC dialog mod? It's a little too large to be compatible with this one side-by-side, and tbh I think I would want to organize the submenus a little bit differently.
Would you mind if I incorporated this idea into my own NPC dialog mod? It's a little too large to be compatible with this one side-by-side, and tbh I think I would want to organize the submenus a little bit differently.
- ubuntufreakdragon
- Posts: 5195
- Joined: Thu, 23. Jun 11, 14:57
No Problem, go ahead, but you may want to create this in a bit less lazy way.Vim Razz wrote:I really like the concept of NPC station staff offering services related to their station.
Would you mind if I incorporated this idea into my own NPC dialog mod? It's a little too large to be compatible with this one side-by-side, and tbh I think I would want to organize the submenus a little bit differently.
It's save to use in it's current state but only shows you up to 5 shiptraders and it hasn't got an own language file.
It's meant more as a prove of concept than as a full mod.
My X3 Mods
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
everything you can do when remotely calling the Ship Trader (which afaik doesnt differ from what you can do by talking directly to him)Scoob wrote:Having the ability to remotely order new ships is actually a pretty huge addition game-play wise - nice work.
Does this option potentially allow us to do ALL shipyard activities remotely, including equipping drones and repairs / upgrades? That'd be really nice!
Scoob.
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
thats what i suggested ubuntu as the way with the least uncertainities to do itScoob wrote:Cool. I guess it's simply accessing the basic dialogues via a slightly different route, so that's what I'd hoped.UniTrader wrote: everything you can do when remotely calling the Ship Trader (which afaik doesnt differ from what you can do by talking directly to him)
Scoob.
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
Thanks! I appreciate it!ubuntufreakdragon wrote:No Problem, go ahead, but you may want to create this in a bit less lazy way.
I did re-organize the presentation in my own implementation (separated and labeled traders by type, for example) and added it in with a bugfix update I needed to put up today. It's in my sig if you care to take a look. None of the new sections are translated from English yet, though.
On the subject of limits, there aren't any stations that have more than two dealers of a single type, are there? I can't think of any, but I'm not sure.
I added the option to player shipyards as well but I haven't actually tried it out with Blackrain's mod yet -- it should be okay, I think? We'll see...
EDIT: As a side note -- it seems the expression:
$actor.station.canbuildships
always has a not-null return result (boolean t/f), so the expression:
$actor.station.canbuildships?
always returns a positive result, whether the station in question is a shipyard or not... ^.^;;
Hi Freak Dragon,
Thanks for this mod! It is starting to save me a whole lot of long trips between DeVries and the HoA shipyard in Far-Out
(Haven't unlocked OL yet, even after 200+ hours, there's just so much to do!)
I did adapt it microscopically to make it work on Linux: I renamed all the files in your dropbox archive to lower-case.
1) extensions/OOZ ship build --> ooz ship build
2) Conversations.xml --> conversations.xml
3) NPC_Staff.xml --> npc_staff.xml
All three are needed to make the game recognise the mod on Linux.
If you want to know more, I wrote up a small guide here
Thanks for this mod! It is starting to save me a whole lot of long trips between DeVries and the HoA shipyard in Far-Out
(Haven't unlocked OL yet, even after 200+ hours, there's just so much to do!)
I did adapt it microscopically to make it work on Linux: I renamed all the files in your dropbox archive to lower-case.
1) extensions/OOZ ship build --> ooz ship build
2) Conversations.xml --> conversations.xml
3) NPC_Staff.xml --> npc_staff.xml
All three are needed to make the game recognise the mod on Linux.
If you want to know more, I wrote up a small guide here