[MOD] No Civilians

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Graxster
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[MOD] No Civilians

Post by Graxster » Tue, 21. Oct 08, 06:47

This is a Mod (select mod from initial X3TC menu) - No Civilians. It removes all civilian and taxi service ships from the game. Frees up station docking space, clears out the sectors, and reduces graphical load on your machine. Enjoy!

-Grax

Updated for v1.3 patch

[ external image ]

Important note: It is normal after installing this mod to see ships with no names at all. These used to be the civilians and taxis. Once they finish their currently scripted job they will vanish. The reason for this is that when you save your game, all the ships and their current jobs are saved also. So these ships need to finish out their current job before vanishing. If you use this mod when starting a new game, you'll never see any civilians or taxis.
Last edited by Graxster on Mon, 8. Dec 08, 17:56, edited 3 times in total.

B0rG
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Post by B0rG » Tue, 21. Oct 08, 09:18

o thank you good man!

I hope it wont remove any plot related guys? :)

On a second note...

What does it actually do? There is job.pck in the file, with the list of 6 000 odd ships and tasks for them and some numbers... Does it mean when I load this mod every ship gets recreated?

SSwamp_Trooper
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Post by SSwamp_Trooper » Tue, 21. Oct 08, 11:49

Thanks i was trying to make one, no i don't have to bother :D

siath70
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Post by siath70 » Tue, 21. Oct 08, 14:38

As I doubt there are any civs in the plot related stuff, this most likely won't happen.

Civs aka: Taxis, Cleaning, ect ect. Are usually just for flavor and to give life to the universe.

He removed the lines or reduced the amount of spawned ships to 0. I was going to mod it myself but was waiting for some other tools to come out.

Anyway, to the OP. Thanks!

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Sandalpocalypse
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Post by Sandalpocalypse » Tue, 21. Oct 08, 14:40

But then who will the Khaak murder? Khaak have feelings too!

siath70
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Post by siath70 » Tue, 21. Oct 08, 14:48

Hahaha, I have seen that too. I laughed as they chased several taxi's across the sector killing them.

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Graxster
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Post by Graxster » Tue, 21. Oct 08, 17:50

B0rG wrote:I hope it wont remove any plot related guys? :)

On a second note...

What does it actually do? Does it mean when I load this mod every ship gets recreated?
It doesn't remove any plot-related ships. It prevents the game from creating Civilian ships and Taxi ships (those with the . (dot) ship icon on your sector map). It doesn't make the game re-create all ships in the game. Civilian, Taxi, as well as the numerous other "specialty" ships (like Archaeologist, Pest Control, etc...) are only in the game for "flavor" or "atmosphere", they don't really perform a useful function. I simply removed the lines that tell the game to create Civs and Taxis.

-Grax

ACrazyGerman
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Post by ACrazyGerman » Tue, 21. Oct 08, 18:18

I don't know about you but they buy tons of space fuel from me so I am keeping my civis!

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Graxster
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Post by Graxster » Tue, 21. Oct 08, 19:40

ACrazyGerman wrote:I don't know about you but they buy tons of space fuel from me so I am keeping my civis!
I suppose that could be seen as a downside to this mod, but in X3R I have Space Fuel Distillery Complexes all over the place, and even with all civilians removed from the game my complexes are always sold out. Seems like the freighter pilots like their space fuel as much as civilians do, lol.

-G

A_Li_N
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Post by A_Li_N » Tue, 21. Oct 08, 20:14

Can this mod be used on a game that is already in progress? I started yesterday and have gotten pretty far, but the fps is suffering and I'm guessing this will help, but I don't want to have to start anew.

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Graxster
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Post by Graxster » Tue, 21. Oct 08, 21:08

Yes, you can use it on a game already in progress. I did. :)

-G

fud
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Post by fud » Tue, 21. Oct 08, 21:22

I'm assuming for an existing game, it works like X3R, in that, the existing jobs (civs) will still be there, but no new jobs will start?

The existing ones eventually finish and disapper.

I remember doing that in X3R and there were a bunch of nameless ships on the map until they ran their course.

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Incubi
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Re: [MOD] No Civilians

Post by Incubi » Wed, 22. Oct 08, 00:56

Graxster wrote:This is a Mod (select mod from initial X3TC menu) - No Civilians. It removes all civilian and taxi service ships from the game. Frees up station docking space, clears out the sectors, and reduces graphical load on your machine. Enjoy!

-Grax

Download No Civilians Mod
Can we get one that does the opposit? Adds more civs, but without cluttering up the stations? Id like to see some show up in empty sectors I place factories in.

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Malakie
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Post by Malakie » Thu, 23. Oct 08, 06:17

I like having civs around.. more atmosphere, more to see, more cannon fodder......

The more the better...

Malakie
Take it light.....

Malakie

----------------------------------------------------

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Sandalpocalypse
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Post by Sandalpocalypse » Thu, 23. Oct 08, 06:53

Hey Graxter, does this mod remove Arenas, Casinos etc.? Your readme only states Civilians and Taxis

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pixel
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Post by pixel » Thu, 23. Oct 08, 12:06

Just wanted to say thanks Graxster, great mod, very helpful

no more waiting for docking!

no more slow downs, both graphics AND processor friendly!!

Brill :-)
"I find your lack of belief in the Three Dimensionality disturbing." Mercenary

"So getting this chick back is more than just getting a chick back. It's the concrete manifestation of an abstract policy goal. And we like concrete - right, Vic?"

Red wine...the only way to frag

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3D_Master
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Post by 3D_Master » Thu, 23. Oct 08, 12:36

Didn't work for me...

Removed all the descriptions, but left the ships, and in the sector map in showed just '.' and no name...

[ external image ]

Copied the files into 'mod' directory.
Selected Mod Package....

Do I need the script editor activated or something?
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pixel
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Post by pixel » Thu, 23. Oct 08, 13:21

I am pretty sure that is correct

Basically it stops civs spawning and removes the descriptor

So after a few sectors you will see no more civilians, they will disappear over time.
"I find your lack of belief in the Three Dimensionality disturbing." Mercenary

"So getting this chick back is more than just getting a chick back. It's the concrete manifestation of an abstract policy goal. And we like concrete - right, Vic?"

Red wine...the only way to frag

fud
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Post by fud » Thu, 23. Oct 08, 13:56

fud wrote:I'm assuming for an existing game, it works like X3R, in that, the existing jobs (civs) will still be there, but no new jobs will start?

The existing ones eventually finish and disapper.

I remember doing that in X3R and there were a bunch of nameless ships on the map until they ran their course.


The nameless ships are normal, and will eventually go away when they finish their "job".

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3D_Master
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Post by 3D_Master » Thu, 23. Oct 08, 14:53

Cool. Thanx guys
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