[MOD] SilenceYouAll - Skip chatter!
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Moderator (English)
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I'm not sure if what you need will be there or not but Ego regularly update some of their info pages on the wiki. The child pages below the following may help.
https://www.egosoft.com:8444/confluence ... ng+support
https://www.egosoft.com:8444/confluence ... ng+support
libraries/md.sxd, libraries/aiscript.xsd and libraries/common.xsdpref wrote:Thanks!
Is there a reference for all commands? I checked an MD pdf from ES but it seems to contain so little, just a few pages.
also dont forget the scriptproperties.html
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
If anyone misses the refusal speech from NPCs let me know. I was not sure if those should be kept or not.
I mean the cases where the NPC cannot be hired, or they dont like you enough to provide guidance.
In these cases the UI just closes, but i was thinking someone might miss some feedback from the game. The disabled speech iirc is something like 'No!', or 'Im not an information store' and things like that.
I keep them disabled in case i get no feedback.
I mean the cases where the NPC cannot be hired, or they dont like you enough to provide guidance.
In these cases the UI just closes, but i was thinking someone might miss some feedback from the game. The disabled speech iirc is something like 'No!', or 'Im not an information store' and things like that.
I keep them disabled in case i get no feedback.
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- Moderator (English)
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- Joined: Tue, 30. Mar 04, 12:28
Playing vanilla at the moment so maybe it is a bit outside of scope but when looking for SmallTalking NPCs to hire as Trade Agents, if a hirable NPC speaks first, I use the reply of "No!" to tell me that the NPC can be a Trade Agent.pref wrote:If anyone misses the refusal speech from NPCs let me know. I was not sure if those should be kept or not.
I mean the cases where the NPC cannot be hired, or they dont like you enough to provide guidance.
In these cases the UI just closes, but i was thinking someone might miss some feedback from the game. The disabled speech iirc is something like 'No!', or 'Im not an information store' and things like that.
I keep them disabled in case i get no feedback.
It's not a critical issue since if playing modded, there are mods to make small-talking and Trade Agent acquisition easier. Just mentioning for info really.
Thanks for the info!
So you mean the No! answer could be useful?
As far as i saw in each context the only possible outcome where the UI closes automatically are these refuse cases. So the UI autoclosing even without speech can only mean one thing in each situation - does this hold?
So for ex - if i did not miss anything - when the manager finishes the conversation, it means that he/she is not for hire without doubt.
Even if it is so, im not sure if the player might need a stronger message from the game, not just closing the window/selection menu.
I use some mods, and rarely ever smalltalk so there might be cases i missed.
So you mean the No! answer could be useful?
As far as i saw in each context the only possible outcome where the UI closes automatically are these refuse cases. So the UI autoclosing even without speech can only mean one thing in each situation - does this hold?
So for ex - if i did not miss anything - when the manager finishes the conversation, it means that he/she is not for hire without doubt.
Even if it is so, im not sure if the player might need a stronger message from the game, not just closing the window/selection menu.
I use some mods, and rarely ever smalltalk so there might be cases i missed.
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- Moderator (English)
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- Joined: Tue, 30. Mar 04, 12:28
Yes, but only in the specific case of hunting for Trade Agents AFAIK.pref wrote:Thanks for the info!
So you mean the No! answer could be useful?
I'm not sure. In the general case of a randomly-spawned NPC saying "No!" to the hiring question, I think that yes, the UI will always close. However, IIRC, some specific mission-related NPCs can also have a convo UI that flashes open briefly and closed. Or maybe I am remembering wrong and it never opens (sorry, I can't be more specific from memory).pref wrote: As far as i saw in each context the only possible outcome where the UI closes automatically are these refuse cases. So the UI autoclosing even without speech can only mean one thing in each situation - does this hold?
I think that could be a bit ambiguous so I would say:pref wrote: So for ex - if i did not miss anything - when the manager finishes the conversation, it means that he/she is not for hire without doubt.
- If a SmallTalking Manager/DO/etc will open the crew hiring menu when asked, they will not offer to be a Trade Agent.
- If a SmallTalking Manager/DO/etc says "No!" when asked about being hired as crew, they can be a Trade Agent.
It could be stronger, yeah. The only thing about the vanilla scenario is that I think I am not using the UI as intended. I don't think Egosoft meant "No!" to mean that they could be Trade Agents, but that is just a guess.pref wrote: Even if it is so, im not sure if the player might need a stronger message from the game, not just closing the window/selection menu.
More or less what i was thinking, and i think we have a different pov regarding the game so that just makes it stronger.. probably a candidate for next update.
I think the No! answer means that they are not for hire, it is just a coincidence that in that case they can be trade agents.
Thanks for your thoughts!
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And i figured a modding question too - is there a way to influence load order?
Probably mine should be run before anything that adds content, not sure if there is a way to achieve this?
I think the No! answer means that they are not for hire, it is just a coincidence that in that case they can be trade agents.
Thanks for your thoughts!
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And i figured a modding question too - is there a way to influence load order?
Probably mine should be run before anything that adds content, not sure if there is a way to achieve this?
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- Moderator (English)
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- Joined: Tue, 30. Mar 04, 12:28
You're welcome!
not something I am familiar with, but Rebirth v3.53 has the following change log item:pref wrote: And i figured a modding question too - is there a way to influence load order?
Probably mine should be run before anything that adds content, not sure if there is a way to achieve this?
CBJ wrote:• Improved extension handling so that loading order of mods now follows defined dependencies.
Not absolutely sure, but I remember when was trying to figure this out several months back: if no dependencies specified, mod load order was by alphabetical folder name, loose files first. That was before 3.0, though, so things might have changed since then.pref wrote:And i figured a modding question too - is there a way to influence load order?
Probably mine should be run before anything that adds content, not sure if there is a way to achieve this?
Also there are optional dependencies since 4.0 - this dependency is not required but if present it will be loaded before this mod.
defining top-priority mods is AFAIK not possible and also not necessary imo. This Mod is unlikely to be broken by other mods anyway (except they make major changes to the conversations) and if it were the game itself wouldn't break
defining top-priority mods is AFAIK not possible and also not necessary imo. This Mod is unlikely to be broken by other mods anyway (except they make major changes to the conversations) and if it were the game itself wouldn't break
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