[Mod\Fix] Fix ships not being returned at Chapter 2 end
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[Mod\Fix] Fix ships not being returned at Chapter 2 end
Title says it all really, a temp fix until Egosoft fixes it properly.(though it is not retroactive unfortunately, since if you have progressed beyond this point your ships have been destroyed for good)
I simply commented out the line <destroy_object object="$TakenPlayerShipsCluster"/> in md\Plot_ep1_ch02.xml to avoid a race condition causing your ships to more often than not get destroyed before they managed to warp out of the pocket cluster the game hides them in.
Edit: Updated script for game version 1.20 and also implemented properly removing the cluster.
Link: http://www.nexusmods.com/xrebirth/mods/192/?
I simply commented out the line <destroy_object object="$TakenPlayerShipsCluster"/> in md\Plot_ep1_ch02.xml to avoid a race condition causing your ships to more often than not get destroyed before they managed to warp out of the pocket cluster the game hides them in.
Edit: Updated script for game version 1.20 and also implemented properly removing the cluster.
Link: http://www.nexusmods.com/xrebirth/mods/192/?
Last edited by Ndyil on Sat, 14. Dec 13, 02:18, edited 2 times in total.
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Nice.
I've actually been looking at this from the other angle, i.e. restoring the ship once it's been lost. Unfortunately, it's a save edit with a copy-paste from an earlier save. While the ship is in limbo, it remains in your save & could be restored, however, as you've discovered, once it fails to be given back, it's destroyed.
Scoob.
I've actually been looking at this from the other angle, i.e. restoring the ship once it's been lost. Unfortunately, it's a save edit with a copy-paste from an earlier save. While the ship is in limbo, it remains in your save & could be restored, however, as you've discovered, once it fails to be given back, it's destroyed.
Scoob.
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I love you OP !
After 51 hours of trying and 8 campaign restarts, I can FINALLY move on to De Vries with a clear conscience. No save game file edited !
This fix worked perfectly !
I winder if it's worth trying to add that line into the start of the next chapter ? I'd hate my game to crash in a week's time because that "secret cluster" was never deleted...
After 51 hours of trying and 8 campaign restarts, I can FINALLY move on to De Vries with a clear conscience. No save game file edited !
This fix worked perfectly !
I winder if it's worth trying to add that line into the start of the next chapter ? I'd hate my game to crash in a week's time because that "secret cluster" was never deleted...

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Should be fine. If it were a script that fired more than once or regularly I'd be concerned about the leak accumulating enough to cause issues, but as is it only ever fires once, so it will only leave a single empty cluster leaked.
If I were to fix it more thoroughly, instead of commenting out the <destroy_object object="$TakenPlayerShipsCluster"/> line I'd convert the taken ships list to a group, add a new cue to the quest that triggers when all the elements in the group have changed cluster, then move the <destroy_object object="$TakenPlayerShipsCluster"/> line to the actions taken when the new cue triggers. But I don't feel like testing that.
If I were to fix it more thoroughly, instead of commenting out the <destroy_object object="$TakenPlayerShipsCluster"/> line I'd convert the taken ships list to a group, add a new cue to the quest that triggers when all the elements in the group have changed cluster, then move the <destroy_object object="$TakenPlayerShipsCluster"/> line to the actions taken when the new cue triggers. But I don't feel like testing that.
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Another Time a Modder saves the Day before an official Patch with this Function is out.
Hmm, how long will it be before this is in a offizial Patch?
Tomottow? Monday? Next Week? ^^
Hmm, how long will it be before this is in a offizial Patch?
Tomottow? Monday? Next Week? ^^
A scattered dream that’s like a far-off memory…
A far-off memory that’s like a scattered Dream…
I want to line the pieces up -
Yours and mine…
P.S.: Ich gehöre zu den 1% der "Hardcorefans" mit Problemen in X Rebirth!
Eng:
I belong to the 1% of "hardcore fans" with problems in X Rebirth!
A far-off memory that’s like a scattered Dream…
I want to line the pieces up -
Yours and mine…
P.S.: Ich gehöre zu den 1% der "Hardcorefans" mit Problemen in X Rebirth!
Eng:
I belong to the 1% of "hardcore fans" with problems in X Rebirth!
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Hmmm my opinion is 3 monthsBloody_Kain wrote:Another Time a Modder saves the Day before an official Patch with this Function is out.
Hmm, how long will it be before this is in a offizial Patch?
Tomottow? Monday? Next Week? ^^
Mine rig - X4 ready
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CPU before 1.7.2018: Intel Xeon E5450@3.6GHz, 8GB DDR2 800MHz RAM,

CPU: AMD Ryzen 2700X (stock clocks 3.7GHz + 4.3GHz boost), 32GB DDR4 3200MHz CL14 RAM,
GPU: AMD Vega64 8 GB HBM, played on 2569x1440, Freesync2
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Just dl'd the 1.18beta, checked the files, and tested if the mod still works. There have been no changes to the mission script this mod edits and the mod still works for me.(loaded my old 1.17 save just before the ships are returned and they got returned with no crash) Dunno whats crashing your game, would need more information to help you.
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the exact timing seems to be the crucial part...im obivously missing a thing
here..
lets say i revert to a save just before prison break battle. finish the battle. borman says we need to jump out . we jump out , arrive, the message of the compound raiders comes in that they secured the ships. (just before that i tried the mod, that may have been to early?) ok i need to fly towards the jump gate system and exit 1 system earlier to save the game , exit the game, apply the mod, load the save and then take the final highway to destination?
And ontop just the fact that we are sitting here working out such an obivous bug for DAYS and the devs dont bother to fix this bloody thing RIGHT NOW
drives me mad...im probably like sheldon who cant just let things go and if something doesnt work right i go awol about it.
here..
lets say i revert to a save just before prison break battle. finish the battle. borman says we need to jump out . we jump out , arrive, the message of the compound raiders comes in that they secured the ships. (just before that i tried the mod, that may have been to early?) ok i need to fly towards the jump gate system and exit 1 system earlier to save the game , exit the game, apply the mod, load the save and then take the final highway to destination?
And ontop just the fact that we are sitting here working out such an obivous bug for DAYS and the devs dont bother to fix this bloody thing RIGHT NOW
drives me mad...im probably like sheldon who cant just let things go and if something doesnt work right i go awol about it.
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The conversation that occurs right as you are arriving at the gate to DeVries in Albion after capturing the prison ship is where the ships get given back, they're given to you at the same time as you are given the free constructor ship. So as long as you have the mod installed during that conversation you will get any taken ships back at the end of it. Whether or not you have it installed or uninstalled at other times does not matter.
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What is the exact error message you are getting? When is it/the crash occuring(try and be specific)?
Do you have a save file right before the crash I could see?
Most of the game's data files are packed into the *.dat files, not loose in the game's folder. If you want to look at the base game's version of the file you would have to use one of the CAT extracter tools, which you should have no trouble finding in the modding forum.
Do you have a save file right before the crash I could see?
Most of the game's data files are packed into the *.dat files, not loose in the game's folder. If you want to look at the base game's version of the file you would have to use one of the CAT extracter tools, which you should have no trouble finding in the modding forum.
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i did something wrong?[13.000000]={
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[17.000000]={
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["message"]="Error: Error loading MD file extensions\\FixShipReturn\\md\\Plot_ep1_ch2.xml: Invalid root node",},