[MOD] Introducing Shady Slater (update v0.06 10/2/14)

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YorrickVander
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[MOD] Introducing Shady Slater (update v0.06 10/2/14)

Post by YorrickVander »

Introducing Shady Slater!
=================

v0.06 - Small update adding custom npc macro for Shady. Current game vers 1.24rc4.

v0.05 - Fixed instantiation errors (huge thanks to iforgotmysocks for showing me where i went wrong here)
Shady now resets his inventory on docking.
Tested with 1.23rc2

v0.04 - Fixed null reference line error logs
Significantly reduced Shady's initial sales list
Shady now has consistent look + faction affiliation to Heart of Albion (no checks for standing are made)
Added 'You're Fired!' convo option to allow uninstall

v0.03 - Fixed stupid bug alowing multiple Shady's to spawn

v0.02 - Changed Shady to non-player faction as trading was broken by making him owned by player.
Sorry for any save game mishaps caused by this :(

Shady takes up residence in the back room of the Skunk, acting as middle man for all your loot selling needs.
There's no getting around it, trawling stations for the correct NPC to sell to is awful. Allowing Shady to
settle in solves this problem nicely.

Access the trade offers by Main Menu > 5 and chat while in space.

Shady is quite terse for your aural pleasure.

To Do
-----

Clean up the code and look at adding interesting features for the 2 spare convo slots.

Credits
-------

Observe, Mad_Joker, iforgotmysocks + Euclid whose code I studied to make this go.
Special thanks to iforgotmysocks and UniTrader for help with my modding knowledge and the uninstall patch.

Update
------

Remove Shady from your game as decribed below before putting new verion into the extensions dir


Uninstall (0.04 onwards)
------------------------

Fire Shady from his convo option + save
Remove or turn off the extension

Uninstall (0.01 - 0.03)
-----------------------

Back up the save

Either :
use uninstall.xml with UniTrader's xml diff program
http://forum.egosoft.com/viewtopic.php?t=361410

Or :

Open your save in WordPad or other editor that can handle the file size and remove this segment
Note : the <component class line will be different except for the name= field and inv list may be different

Code: Select all

<connections>
<connection connection="connection_npc05">
<component class="npc" macro="plotcharacter_falk_borman_macro" connection="commandroomslot" name="Shady Slater" owner="heartofalbion" id="[0x1de44]">
<listeners>
<listener listener="[0x174a1]" event="killed"/>
</listeners>
<offset>
<position x="-0.543898" y="-0.00266337" z="3.16857"/>
</offset>
<skills>
<skill type="combat" value="3"/>
<skill type="engineering" value="1"/>
<skill type="management" value="3"/>
<skill type="navigation" value="2"/>
<skill type="science" value="3"/>
</skills>
<entity type="shadyguy"/>
<inventory>
<ware ware="inv_roughgemstones" amount="2"/>
<ware ware="inv_chippeddiamonds" amount="5"/>
<ware ware="inv_spacesuits"/>
<ware ware="inv_medicalequipment" amount="16"/>
<ware ware="inv_smallarms" amount="2"/>
<ware ware="inv_gourmetfoodstuffs" amount="2"/>
<ware ware="inv_argondelicacypacks" amount="4"/>
<ware ware="inv_delexianale" amount="2"/>
<ware ware="inv_jonkayeanswhiskey"/>
<ware ware="inv_calciteshells"/>
<ware ware="inv_spaceflyeggs" amount="5"/>
<ware ware="inv_spaceflies" amount="3"/>
<ware ware="inv_amphetaminesulfate"/>
<ware ware="inv_neuronalstimulant" amount="5"/>
<ware ware="inv_psychedelicmushrooms" amount="8"/>
<ware ware="inv_blankidcards" amount="5"/>
</inventory>
<npcseed bodyparts="377411532" bonescales="1635253134" morphtargetweights="2603294014"/>
<npcanimation currentsequenceid="36" nextsequenceid="36" currentanimation="idlebb01"/>
<connections>
<connection connection="connectionui"/>
</connections>
</component>
</connection>
</connections>
(cookies for anyone that gets the name reference)

http://www.nexusmods.com/xrebirth/mods/359/?
Last edited by YorrickVander on Mon, 10. Feb 14, 18:47, edited 9 times in total.
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Post by Deleted User »

AHA! an excellent idea!
iforgotmysocks
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Re: [MOD] Introducing Shady Slater

Post by iforgotmysocks »

YorrickVander wrote: This mod does a very similar job to Lazy Trading by iforgotmysocks,
Actually Lazy Trading doesn't exist anymore. ^^
I was too ... wait for it ... lazy to write a single npc handling all the trading instead of just creating the 'cheat' that it was. I have already too many projects in work right now. xD I deleted it a while ago,
awesome that you came up with that idea! Thanks. ^^
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Post by YorrickVander »

bugfix - stupid bug allowing multiple Shady's to spawn. Lesson learned, don't post late on saturday night kids. Very sorry for any savegame inconveniences caused.
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iforgotmysocks
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Post by iforgotmysocks »

Suggestions for further improvements:
Create a second version with the following changes:

Change the warelists from time to time.
It's kinda unreal to have a trader selling piles of almost every ware there is.

You still would be able to sell every item, but you can just set the storageamount of most wares to 0 except the ones the trader got his hands on. (I think they should stay in the list)

You could change the list depending on the cluster/sector the player is positioned in or after a random number of passed zones.
Last edited by iforgotmysocks on Sun, 12. Jan 14, 20:49, edited 1 time in total.
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Post by YorrickVander »

Nice thought. I'm looking at a clean way to remove Shady too; just destroying the entity via a 'you're fired' option still appears to leave stuff in the save game. Any suggestions welcome :)

*EDIT* the uninstall issue is resolved - I think I was seeing an unintended duplicate in the save. New version on it's way when I've looked at the available wares idea above.
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[FFCW]Urizen
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Post by [FFCW]Urizen »

iforgotmysocks wrote:You could change the list depending on the cluster/sector the player is positioned in or after a random number of passed zones.
Or you could randomize the list every time the player docks at a station, that would be a bit more realistic. Ok not every time maybe :D .
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YorrickVander
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Post by YorrickVander »

Resetting the list at dock is pretty much my current goal. It seems odd for the list to change unless Shady can actually leave the ship. Resetting his inventory list is being a little problematic but should be doable - any tips for doing this would be very much appreciated.
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Post by YorrickVander »

v0.04 - bugfix + improvements
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Post by YorrickVander »

v0.05 bugfix + ware reset on docking
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Post by YorrickVander »

v0.06 - new custom npc macro (cheers for prompt to get this done simoom)
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Post by Tigorath »

"Hello Fodder, thought I could smell you"
Nice to see another EvE capsuleer and especially a Clear Skies fan. :wink:
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Post by YorrickVander »

:D +1 Tigorath
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Post by YorrickVander »

Sadly 2.50 beta 7 murders Shady on loadup with the code to repair the broken pilots from beta 6.
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I feel for the guy...any chance he is coded as a "Pilot" and changing him to a different NPC could save him?

#NoIdeaHowThisStuffWorks
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Post by YorrickVander »

No, he's a black market trader. I see quick fix that just removes all 'blue' staff from the backroom. Unfortunately setting him as player owned has previously broken the trading. Will take a look again see if I can work around it.
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