[Mod] UT CaC Advanced Renaming

The place to discuss scripting and game modifications for X Rebirth.

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ravayen
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Joined: Mon, 25. Jan 16, 02:02
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Post by ravayen » Tue, 25. Jul 17, 12:57

yup have both installed as separate extensions and both active, renaming in game acts as expected and all buttons are present on the renaming screen but any changes to that file have zero effect there was even one file in the main mod that had those lines in it and i changed them too when it didn't work but even that didn't do it, i also changed this line
<t id="1" comment="Setting: Version Number of the Custom Expressions File - change this Entry to update the Result on all Objects upon loading a Savegame">0</t>
to a 1 trying to get it to work but that did nothing either :(
Also worthy of note is i'm using the non-steam version of the mod so the files aren't being changed back by steam.
I've pretty much exhausted all ideas at this point.
'Coming like a train baby'
'Choo choo'

ravayen
Posts: 56
Joined: Mon, 25. Jan 16, 02:02
x4

Post by ravayen » Tue, 25. Jul 17, 13:13

Spoiler
Show
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\MainMenu.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\MainMenu.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\NPC_Architect.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\NPC_Architect.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\NPC_Shiptrader.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\NPC_Shiptrader.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\NPC_Shiptrader_Small.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\NPC_Shiptrader_Small.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\NPC_Staff.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\NPC_Staff.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Skipping MD file extensions\utcac_ext_advanced_renaming\md\utcac_object_name_managment.xml: Script name 'UT_CAC_Object_Name_Managment' already found in file extensions\utcac_ext_advanced_renaming\md\utcac_object_name_managment.xml
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29312>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29314>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29316>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29318>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:2931a>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:2931c>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:2931e>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29320>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29322>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29324>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
There is a part of my error log which has the parts i think are related to the problem it was generated by loading into the game world and then immediately out again no actions were taken and no menus were opened.

Edit:- oh wow spoilers don't do what i expected on this forum i thought it would create a drop down :(
'Coming like a train baby'
'Choo choo'

UniTrader
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Post by UniTrader » Wed, 26. Jul 17, 13:39

the errors are not that relevant. the first batch with the 'diff' is because i dont know how to avoid this Message, the one after that is weird but if everything else works doesnt change anything and the last ones are completely unrelated...

i think there is some mistake in the Custom T-File so it is not loaded. Can you please post it as whole that i can check for mistakes?
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 ;)

ravayen
Posts: 56
Joined: Mon, 25. Jan 16, 02:02
x4

Post by ravayen » Wed, 26. Jul 17, 17:55

https://www.dropbox.com/sh/7wp07l2cvw67 ... HoLsa?dl=0

it's the one you gave me on steam a couple days ago and i added my expressions where they said they should go :)

1st time using dropbox or anything like it so if it don't work let me know :)
'Coming like a train baby'
'Choo choo'

UniTrader
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Post by UniTrader » Wed, 26. Jul 17, 19:05

files are fine. next ideas what could be wrong:
did you extract the archive in a seperate folder next to the main renaming mod?
basically the Hierarchy should look like this:

Code: Select all

+ extensions
+-+ utcac_ext_advanced_renaming
| +-+ md
...
+-+ utcac_ext_advanced_renaming_user
  +-+ t
  | + 0001.xml
  + content.xml
also which language do you use? shouldnt matter because i am only using language-independent files, but who knows..
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 ;)

ravayen
Posts: 56
Joined: Mon, 25. Jan 16, 02:02
x4

Post by ravayen » Wed, 26. Jul 17, 19:25

yup like i said they are both installed as seperate mods and it's english language and the obvious question answered.....they are both active lol

Edit- i also have alot more than just an md folder in the main mods folder including .bat libraries folder a .cat file and some other stuff......is that not supposed to be there?

Edit 2- why do i have a .cat containing the same files as the loose ones btw?
'Coming like a train baby'
'Choo choo'

UniTrader
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Post by UniTrader » Wed, 26. Jul 17, 20:48

ravayen wrote:Edit- i also have alot more than just an md folder in the main mods folder including .bat libraries folder a .cat file and some other stuff......is that not supposed to be there?
thats inidcated by the "..." - listing all parts of the main mod is pointless because i know it works. issue is only related to the user mod.
ravayen wrote:Edit 2- why do i have a .cat containing the same files as the loose ones btw?
i guess you have both the steam and the manual install version right? (the steam workshop enforces publishing in cats/dats, but i prefer publishing as loose files. in this case it doesnt matter because both should be identical, but cat/dat has priority over loose files).
and for the subst_01.cat/da: the files in the cat/dat are for the game to read, the loose ones are for easier editing


and i just tried your file - autorenaming on build seems not to work anymore ( :S ), but naming any Ship zzz had the desired effect.. so i am basically out of ideas what could be wrong. would you mind giving me a look via TeamViewer or Windows remote assistance or something?
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 ;)

ravayen
Posts: 56
Joined: Mon, 25. Jan 16, 02:02
x4

Post by ravayen » Wed, 26. Jul 17, 21:32

i'm nearly 40 here and just used dropbox for the 1st time....teamviewer....remote assistance...????
lol sorry but this technomagery is ok for me when i edit things in files i can open in notepad and look obvious but as for things involving chips i can't eat, spiders that dont bite me, and webs made concepts instead of silk things start to get a little confusing for me haha

You did ya best and i'm greatful for you taking so much time to help me but i guess if ego have changed something that prevents autonaming at build taking place then theres not really much you or i can do about it.
Thanks for helping keep up the good work :)
'Coming like a train baby'
'Choo choo'

Brinnie
Posts: 800
Joined: Mon, 5. Jun 06, 08:26
x3tc

Post by Brinnie » Tue, 12. Dec 17, 12:55

Hello UniT.

I remember when using your script for X3, I used to edit some files in order to setup some custom names which could be recalled by entering the corresponding text when naming ships.

I understand that you have kept this feature in the X Rebirth version of your rename script, if not expanded it, the problem is that the little I knew on how to do it has diminished even further with time and my comprehensions skill have not improved with age :) , so ...

could you please give me a few pointers on how get going, for instance I can't see any t files to edit in your mod folder.

Thanks.

UniTrader
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Post by UniTrader » Tue, 12. Dec 17, 17:07

See the "Custom Expressions" Section in the First Post - i have seperated the Customizeable t-file into a diffrent mod to keep it seperate from the Mod Core t File so i wont remove custom stuff when extending my own file ;) That one is only available as loose file Version.
UniTrader wrote:Custom Expressions
There is a seperate Extension available here - it is seperate from the Steam Workshop to not mess up custom expressions.
Additionally you can define Initial Names for Stations, Big Ships and Small Ships when you buy/build them there now. i recommend putting a curstom expression there and define the full name with this Expression, because that way you can change it easily when you change your mind ;)
i have left a short explaination how to use it there. Also all previously explained / and $ Expressions can be used inside there without restrictions ;) (no support for %-Expressions) here a short example which was used to create the Workshop preview:

Code: Select all

  <t id="0">/BShip</t>
  <t id="1">/grn/type /blu$SCP /mag$SDP /yel$SEP /cya/class/purpose/freightclass</t>
  <t id="2">/Station</t>
  <t id="3">/grn/type /blu$SMP /mag$SDP /cya$stageA#$stageB#$stageC#$stageD#$stageE#$stageF#$stageG#$stageH#$stageI#</t>
Example Screen
here.
And no, it is not an updated Version but a rewrite from Scratch using the same base idea and the diffrent Mod Environment of XR ;)
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 ;)

Brinnie
Posts: 800
Joined: Mon, 5. Jun 06, 08:26
x3tc

Post by Brinnie » Tue, 12. Dec 17, 21:04

Hello UniT.
I had looked at the first post but didn't manage to get my head around it, now with your subsequent explanation my mind has stretched a bit further, not a lot but enough to stick the 0001.xml in the t folder in the game directory and put the content.xml in place of the one in the extensions folder.
Now, if that is the correct procedure I will start messing with the names, like the old times.

BTW, I wasn't suggesting that you were somewhat slacking in your work :), like you had simply updated your other scripts.
it's just that I could tell it was your work, it bares all the trademarks of your previous scripts, I would have recognized that even if you had changed your nickname.
I spend hours "Renaming ships with expressions" you deserve a pizza and a drink, at least, from me.

Cheers


*** EDIT

Ok, I get it now. I just need to put the whole "user" script folder in the extension directory and the 0001.xml does not go in the games T folder.


ps. are there more commands? For instance how do I tell it to show dynamically what it is in the cargo?

UniTrader
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Post by UniTrader » Tue, 12. Dec 17, 22:44

no, thats not how its intended to be used. You have to extract both the Core Mod and the Custom Mod into the Extensions Folder in the XR Folder, and edit the Files inside there..
File Structure should look like this (unrelated files/folders omited):

Code: Select all

+-+ X Rebirth
  +-+ Extensions
    +-+ utcac_ext_advanced_renaming
    |  ......
    +-+ utcac_ext_advanced_renaming_user
     +-+ t
       + 0001.xml                 <-- The File for customisation

and i didnt think you would belittle my work, it just often annoys me that XR is mostly seen as "next iteration" of X3 although they are completely diffrent under the hood. i just cannt resist to point this out every time it comes up.
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 ;)

Brinnie
Posts: 800
Joined: Mon, 5. Jun 06, 08:26
x3tc

Post by Brinnie » Tue, 12. Dec 17, 22:53

Yes I had figured it out, I should have been quicker with the edit on my previous post to spare you the trouble of another explanation on my account but I thank you for it.


With regards to the similarities between the games I would say that perhaps the expectations of many people were that rebirth was going to be more like its predecessor but it is evident even to me, and I don't even where its hood is , that the games are quite different.

UniTrader
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Post by UniTrader » Tue, 12. Dec 17, 23:34

Brinnie wrote:ps. are there more commands? For instance how do I tell it to show dynamically what it is in the cargo?

Technically possible, but not implemented because i am not sure how to format this and keep it within the confines of the UI.. because Cargo Info can be extensive... or dou you maybe just refer to the free/empty Cargo Space? that would be simple in comparision.. will look into it when i pick up scripting again.. (currently on pause with this)
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 ;)

Brinnie
Posts: 800
Joined: Mon, 5. Jun 06, 08:26
x3tc

Post by Brinnie » Wed, 13. Dec 17, 11:29

By no means a necessity but I was talking about a dynamic display of what the trader is dealing in at the moment, I only asked cause I seem to remember a similar feature in "rename ships with expressions".

If already in place, it could have been useful for those that do more manual trading or perhaps to check at a glance who was carrying what.
However I don't know if it is something worth doing from scratch particularly if it is going to be bothersome.

UniTrader
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Post by UniTrader » Wed, 13. Dec 17, 21:00

have a while to think about this.. might these Expressions be what you need:

$cargo.primary => results in Ware Name of the Cargo occupying the most Volume in the Cargo Bay. Excludes Jump Fuel. will result in "Empty" if there is nothing else inside.
$cargo.secondary => Results in Ware Name of the Cargo occupying the second-most Volume in the Cargo Bay. Excludes Jump Fuel. Will result in "" (empty string) if there is no secondary Cargo.
$cargo.free => results in free Volume of Cargo Bay (excludes Fuel only Storage)
$cargo.total => results in total Volume of Cargo Bay (excludes Fuel only Storage)
$cargo.used => results in used Volume of Cargo Bay (excludes Fuel only Storage)
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 ;)

Brinnie
Posts: 800
Joined: Mon, 5. Jun 06, 08:26
x3tc

Post by Brinnie » Wed, 13. Dec 17, 22:57

They look like they'd be enough to cover all needs but I can't get them to work.
How should I enter them?

I am trying like so:

/type$cargo.primary

and it displays Nyanae$cargo.primary

UniTrader
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Post by UniTrader » Wed, 13. Dec 17, 23:11

this was just an idea how it could be done and i was asking if it would cover your Needs, i didnt do any work on this yet. Might do it tomorrow on the Way from/to Work..
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 ;)

Brinnie
Posts: 800
Joined: Mon, 5. Jun 06, 08:26
x3tc

Post by Brinnie » Wed, 13. Dec 17, 23:18

I would think it would definitely cover all cargo naming needs but it is not necessary. I thought the commands were already included and it seems a bit much asking of you to take the time to do it just for me.

Nevertheless I thank you.

oliverjanda
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Joined: Sun, 14. Feb 10, 17:47
xr

Post by oliverjanda » Mon, 8. Jan 18, 11:05

Great Mod! Thanks!

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