[MOD] Reduced Civilians Mods + X3:R Naming Callback v3 (X3TCv2.6 and SRM compatible)

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OOZ662
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[MOD] Reduced Civilians Mods + X3:R Naming Callback v3 (X3TCv2.6 and SRM compatible)

Post by OOZ662 » Wed, 21. Oct 09, 02:50

Be sure to see the first "reply" to this thread for the Reunion Naming Callback versions!
(Note that in all versions, Argon One is no longer invincible. It'll respawn, but it CAN die.)

For "Vanilla" X3TC (or other mods that don't play with Jobs)

No Civilians Basic(Main Link)(Mirror): This mod removes ONLY "Civilian Ship," "Taxi Service," and "Dropship" ships from the game. All the "named civilians" (ie Humanitarian Aid Transporter, Media Service, ect) are left intact. I went to the OCD-liberty of changing a few wares that civilians carry as well, such as all doctor-related ships carrying Invalids. The average person probably will never notice the ware changes unless they have a habit of scanning civilians. I use this version because it leaves the Arena, Casino, and Hospital Ship civilians...which are meat on the table for boarding parties. :fg:

No Civilians Full(Main Link)(Mirror): Full-stop No Civilians mod. No civilians of any kind anywhere. This provides the same effect of Graxster's No Civilians Mod but is based on a newer Jobs version to make it v2.5 compatible.

For Ship Rebalance Mod: Continued, Ship Rebalance Mod v0.59 (derelict), or New Ship Rebalance Mod (derelict):

These versions of the mod are based off of Graxster's No Civilians Mod in the above linked thread; most credit here goes to him. I believe I've fixed the random Terran Customs ships floating through Commonwealth space, as well (they were being spawned in 0,0 Kingdom's End instead of the standard -1,-1).

SRM No Civilians Basic(Main Link)(Mirror): Modeled after draffutt's No Civilians for SRM mod, with all of the "named civilians" put back in. Fix for wandering Terran Customs ships.

SRM No Civilians Full(Main Link)(Mirror): Modeled after draffutt's No Civilians for SRM mod. No civilians at all. Fix for wandering Terran Customs ships.

Installation: (pick one method)

Mod method: Extract the .cat and .dat files (named after this mod) into TC's "mods" folder. If this folder does not exist, create it. Be sure to select this mod from TC's splash menu.

Fake Patch method: Extract the .cat and .dat files (named after this mod) into TC's main directory. Rename the files to one above the highest number of your current cat/dat pairs (on a vanilla v2.5 game, this mod will need to be named 10.cat and 10.dat). The mod will work automatically next time the game is run.

This mod is savegame compatible, but expect strange things to happen to civilians for a while in an existing game. Things such as strangely named or unnamed civilians are normal and expected, and should eventually disappear as their current task is completed or they get whacked by bad guys.

There is a Hashes.txt file included in the ZIP that experienced users can use to verify a good download of the mod. This file does not need to be extracted to the game.

Deinstallation:

Simply delete the .cat/.dat files. Your civilians will soon spring back to life and your universe will be good as vanilla. Unless someone else broke your universe, that is. ;)

Coming Soon?
Depending on how OCD I get (or if there's a massive uprising of support for it), I may include a mod that makes every civilian carry wares relevant to their job. It's nothing but a cosmetic change, but hey, why not? :)

Game Resources Modified/Used:
Jobs.pck edited with X3Editor's Job Editor v1.1.4.1
JobWings.pck edited by hand
Last edited by OOZ662 on Wed, 19. May 10, 07:10, edited 21 times in total.

OOZ662
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Reunion Naming Callback

Post by OOZ662 » Wed, 21. Oct 09, 08:26

Too much time on my hands? Yeah, probably. A typo could mean a support nightmare too, but...I'm ready. I think.
The below mods feature the naming scheme from X3: Reunion (ie TC's "Argon Mineral Transporter" becomes "Argon Mineral Transporter Mercury Hauler," with the name shortened on the map screen for readability). Betty even felt like cooperating, so she pronounces the full name! :P

ALL versions below include the ATF wings and Aldrin trade ships fixes (see this post.)

Reunion Name Callback(Download): This is the standard Jobs file with all of the Civilians intact. All of them. Even the "annoying" ones.

No Civilians Basic w/ RNC(Download): This is the Basic No Civilians mod from the first post, but with the Reunion Name Callback applied.

No Civilians Full w/ RNC(Download): This is the Full No Cililians mod from the first post, but with the Reunion Name Callback applied.

No Civilians Basic for SRM or NSRM w/ RNC(Download): This is the Basic No Civilians mod tweaked for use with either Ship Rebalance Mod and with the Reunion Name Callback applied.

No Civilians Full for SRM or NSRM w/ RNC(Download): This is the Full No Civilians mod tweaked for use with eitherShip Rebalance Mod and with the Reunion Name Callback applied.

For installation/deinstallation instructions, see the first post of this thread. Just to make sure, I'll reiterate that these too are savegame compatible. Civilians may go a little hinkey for a while with the Some/No Civilian versions, but the "mutants" will eventually disappear, leaving a clean universe.
Last edited by OOZ662 on Wed, 25. Nov 09, 13:01, edited 8 times in total.

paulms1980
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Post by paulms1980 » Wed, 21. Oct 09, 14:48

so i should use the top 1 then m8? nice work dude

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Post by OOZ662 » Wed, 21. Oct 09, 15:12

It depends on what you're after. :) I found it annoying and useless to have "Civilian Shps" (the outer space equivalent of a car), taxis, and dropships (which to me meant a planet-to-space taxi or a capital ship's shuttle...which they aren't.). If getting rid of those is all you're looking for, use the Basic version.

If you're in the market for a major performance upgrade (read: higher frame rate), go for the Full version. It removes all ships that don't serve a specific purpose in the universe, such as trading or patroling. Keep in mind that that means there aren't any Casino or Arena TLs to effortlessly board, either!

If you use the Ship Rebalance Mod already, then choose the desired version of the last two listed. The above stuff still applies, it's just been tinkered to work alongside SRM.
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Change Log

Post by OOZ662 » Wed, 21. Oct 09, 17:22

11/20/2009: Version 1
-Original Upload

10/21/2009: Version 2
-Added new Main Links courtesy of SS_T. Rapidshare mirrors are still available.
-Fixed file naming error that would have caused problems using the SRM Full version as a "mod" instead of a "fake patch."
-Implemented a bugfix to the wings being used by specific ATF ships in the Aldrin sectors in all flavors of the mod. This required appending JobWings.pck from 03.cat/.dat
-Implemented a restriction on the number of Aldrin trade ships allowed per sector. The maximum in the universe has not been touched, but only 3 M3s and 2 M6s of each trader-type (ie Mineral Transporter) are allowed per sector. You'll probably see more than that specific number since there are multiple job entries for each kind, but this effectively means a possibility of removing 70+ dogpiling ships from a juicy Aldrin trade sector. Applies to all flavors of this mod.

11/24/2009: Version 3
-Removed specific ship requirements for Pirate escorts (Jobs ln 2111-2121) to make various ships appear instead of one specific variant; makes compatible with NSRM.
Last edited by OOZ662 on Wed, 25. Nov 09, 00:16, edited 1 time in total.
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{SAS}SK
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Post by {SAS}SK » Tue, 3. Nov 09, 01:56

user error!!

OOZ662
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Post by OOZ662 » Tue, 3. Nov 09, 02:05

{SAS}SK wrote:user error!!
...does that mean you're having a problem? :o
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{SAS}SK
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Post by {SAS}SK » Tue, 3. Nov 09, 20:23

nope, I just had the zipped file instead of the right ones!, my error :)

OOZ662
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Post by OOZ662 » Tue, 24. Nov 09, 15:10

The SRM compatible versions of this mod are also compatible with my newly released New Ship Rebalance Mod. Edited OP to include it.

I've also identified a slight bug in the Reunion Naming Callback where some TPs don't have proper names. Instead of being, say, "Argon Freight Transporter Express," they'll simply be called "Argon Express." Not a game-breaker, but kinda weird and I'm not sure how to fix it at the moment.
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Post by alt3rn1ty » Thu, 10. Dec 09, 23:45

You're probably going to think I'm a pain in the arris for suggesting this but -

Is it possible to make this compatible with DDTC ?
http://forum.egosoft.com/viewtopic.php?t=250104

Currently listed as not compatible (though I dont understand the reasons, maybe mission specific civvies, I dont know)
http://xforum.chaos.net.nz/viewtopic.php?f=84&t=940

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Post by OOZ662 » Mon, 14. Dec 09, 03:50

alt3rn1ty wrote:Currently listed as not compatible (though I dont understand the reasons, maybe mission specific civvies, I dont know)
http://xforum.chaos.net.nz/viewtopic.php?f=84&t=940
That may be the old version that I based this one on. I'll look into it when I have time, though I'm not sure what would conflict in Jobs unless they've done a total rework on it.
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alt3rn1ty
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Post by alt3rn1ty » Mon, 14. Dec 09, 15:15

:) Thank you, a couple of things I have seen which may help you de-conflicting:-
a civilian drone transporter (I dont know how these work exactly... does the game just randomly pick available jobs and appropriate titles from an available list for civilians, rather than having a dedicated civilian for drone transporting?)
The only other civilian related need I have seen is the DDTC AL setting -
civil defence - on or off
Presume if its off then this would not be a problem either.

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Post by OOZ662 » Mon, 14. Dec 09, 15:27

AL settings have to do with scripts, which is nothing I come close to ever wanting to experience. Scripts make my head hurt. What I do "specialize" in, though, are TFiles (text files; you can open them in Notepad even. They make no sense that way, but you can).

Jobs is a TFile. It's a pretty simple system; every single ship you see that isn't yours and isn't plot-related is following a job. The process is as follows:
The game reads a line of Jobs. It tells the game what script that ship should run (fly point-to-point, trade, patrol, ect), what ship is "legal" to participate in that job (it can be a specific ship [Argon One is an Argon M1, for instance], a specific racial ship, a ship of a certain class, or any combination of such), where that ship should be created, and what race it belongs to. It also points the game to other TFiles that set up what cargo wares and weapons it carries and what wingmen it should have(which, actually, points to another Jobs entry!).

If they were nice happy friendly modders, they'd set up their new custom ships to fall in the general categories that already exist (for instance most Boron trading jobs generically call for any Boron-made TS and/or TP), meaning that a stock Jobs file would still call them to action. But, that limits you. If they wanted something like a traveling mechanic that isn't dependent on a script to spawn it, they'd have to create a Jobs entry for it and that would wreck compatibility with any mods that alter Jobs.

I'm supposing you didn't really want that in-depth explanation, but I find it very difficult to find information around here and maybe another up-and-coming modder will stumble upon it and find it useful.
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alt3rn1ty
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Post by alt3rn1ty » Mon, 14. Dec 09, 20:33

Understood, turning off the AL part of DDTC wouldn't be a problem, but I think the jobs could still be a headache, just got a reply on their own forum... They use their own jobs file which makes your mod incompatible. I guese that makes a compatible version of your mod quite a time consuming conversion, which would probably change with each update of the mod.. considering this is early days for DDTC, might best be put on a back burner for a while.

They have mentioned that tweaking for lower end machines is something they are going to concentrate on though, so looking forward to updates.

GruntOfAction
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Post by GruntOfAction » Tue, 23. Mar 10, 05:33

When I download the No Civilians Full RAR file, it only contains a .file item. No .DAT or .CAT files...How do I install it???

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