[MOD] Yisha supervising Hiring and Firing

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
Litauen
Posts: 189
Joined: Fri, 22. Nov 13, 22:09

[MOD] Yisha supervising Hiring and Firing

Post by Litauen » Fri, 3. Oct 14, 23:11

Image

Yisha in Hiring and Firing cutscenes

Version history:

1.01 Removed weird plot cutscene with 2 Yishas
1.00 Initial release

Remove the mod by unsubscribing. Will not break anything.

Download from Steam

Watch on Youtube
Last edited by Litauen on Thu, 9. Oct 14, 09:54, edited 1 time in total.

User avatar
MegaJohnny
Posts: 2082
Joined: Wed, 4. Jun 08, 22:30
x4

Post by MegaJohnny » Fri, 3. Oct 14, 23:15

Actually a very interesting idea. Gives the feeling that Yisha is more involved in the empire, even without changing the mechanics at all.

User avatar
NZ-Wanderer
Posts: 1505
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Fri, 3. Oct 14, 23:37

Oooo I like it, dashes off to steam to subscribe :)
Thank you for yet another great mod...

Senner
Posts: 211
Joined: Sun, 15. Aug 10, 15:12

Post by Senner » Sat, 4. Oct 14, 00:18

Good mod. Lots of small improvements will make the game enjoyable.

User avatar
Miniding
Posts: 910
Joined: Fri, 14. Dec 07, 12:33
x4

Post by Miniding » Sat, 4. Oct 14, 00:25

And again an immersive mod by you Litauen!!! will add it anytime soon when I get back!!

Thanks again for this and for the Capship bridhe and the new loacation of the landing pad!!!

Great job!!!
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...

User avatar
YorrickVander
Posts: 2672
Joined: Tue, 29. Oct 13, 22:59
x4

Post by YorrickVander » Sat, 4. Oct 14, 07:33

Lol stop giving me good reasons not to test vanilla! (Seriously though, nice idea.)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
Tamina
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 2139
Joined: Sun, 26. Jan 14, 10:56

Post by Tamina » Sat, 4. Oct 14, 23:15

Great!!!
A little bit odd though when playing the story. At the beginning of the campaign you can see Yisha entering the skunk on the Badlands Colony while another Yisha clone stands in the background :lol:

Code: Select all

  /l、 
゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 
This is Tamina. Copy Tamina to your signature to help her achieve world domination.

LordSneazy
Posts: 150
Joined: Wed, 11. Dec 13, 20:47
x4

Post by LordSneazy » Wed, 8. Oct 14, 01:34

Is there anyway you can remove Yisha from the animation that is played in the Plot line when you first go to Badlands Colony? Since the animation is of Yisha walking back into the ship, to only have another Yisha looking at herself.

User avatar
Litauen
Posts: 189
Joined: Fri, 22. Nov 13, 22:09

Post by Litauen » Wed, 8. Oct 14, 09:08

There is a way. But necessary effort is not worth the gain. I suggest to use mod after the plot and you will avoid this weirdness with 2 Yishas.
Last edited by Litauen on Wed, 8. Oct 14, 11:19, edited 1 time in total.

User avatar
YorrickVander
Posts: 2672
Joined: Tue, 29. Oct 13, 22:59
x4

Post by YorrickVander » Wed, 8. Oct 14, 11:07

If it's important to you it's not too hard to accomplish. In Plot_ep1_ch1.xml the code to handle that scene is :

Code: Select all

                <cue name="P1_Tutorial_Docked_Actor_Conv_End">
                  <conditions>
                    <event_conversation_finished actor="$BadlandsEngineer" outcome="P1_Tutorial_Docked_Actor_Conv"/>
                  </conditions>
                  <actions>

                    <!-- Yisha entering playership cutscene -->
                    <play_cutscene key="'EnterPlayerShip'">
                      <param name="npcref" object="$Yisha" />
                    </play_cutscene>

                    <add_copilot actor="$Yisha"/>
                    <set_value name="$BadLands_Delivery_Done" exact="false"/>
                    <set_value name="$PlayerUndocked" exact="false"/>
                  </actions>
                  <cues>
                    <cue name="P1_Signal_Badlands_Crate_Cues">
                      <conditions>
                        <event_cutscene_stopped key="'EnterPlayerShip'"/>
                      </conditions>
                      <actions>
                        <signal_cue cue="P1_Badlands_Restock"/>
                        <signal_cue cue="P1_Find_Crate"/>
                      </actions>
                    </cue>
With a subtle rearrange and commenting out like so (untested)

Code: Select all

                <cue name="P1_Tutorial_Docked_Actor_Conv_End">
                  <conditions>
                    <event_conversation_finished actor="$BadlandsEngineer" outcome="P1_Tutorial_Docked_Actor_Conv"/>
                  </conditions>
                  <actions>

                    <!-- Yisha entering playership cutscene
                    <play_cutscene key="'EnterPlayerShip'">
                      <param name="npcref" object="$Yisha" />
                    </play_cutscene> -->

                    <add_copilot actor="$Yisha"/>
                    <set_value name="$BadLands_Delivery_Done" exact="false"/>
                    <set_value name="$PlayerUndocked" exact="false"/>

                    <signal_cue cue="P1_Badlands_Restock"/>
                    <signal_cue cue="P1_Find_Crate"/>
                  </actions>
                  <cues>
                    <!--<cue name="P1_Signal_Badlands_Crate_Cues">
                      <conditions>
                        <event_cutscene_stopped key="'EnterPlayerShip'"/>
                      </conditions>
                      <actions>
                        <signal_cue cue="P1_Badlands_Restock"/>
                        <signal_cue cue="P1_Find_Crate"/>
                      </actions>
                    </cue>-->
will remove the cutscene but possibly leave Yisha just vanishing. On the whole it's not a big thing either way ;)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
Litauen
Posts: 189
Joined: Fri, 22. Nov 13, 22:09

Post by Litauen » Wed, 8. Oct 14, 11:18

@YorrickVander - nice suggestion, just to remove the weird scene!

User avatar
Litauen
Posts: 189
Joined: Fri, 22. Nov 13, 22:09

Post by Litauen » Wed, 8. Oct 14, 22:23

Ok, spent 2 hours trying to remove this part. No luck.

I tried full path, also:

Code: Select all

<remove sel="//play_cutscene[@key='EnterPlayerShip']"/>
<remove sel="//play_cutscene[@key=''EnterPlayerShip'']"/>
<remove sel="//play_cutscene[@key='\'EnterPlayerShip\'']"/>
<remove sel="//play_cutscene[@key='&apos;EnterPlayerShip&apos;']"/>
<remove sel="//play_cutscene[@key='&apos;'EnterPlayerShip&apos;'']"/>
and many other things, don't remember right now. Nothing works. I always get:

Code: Select all

[=ERROR=] Cannot match path '//play_cutscene[@key='EnterPlayerShip']' in patch file 'extensions\Litauen_Yisha_in_HiringFiring\md\plot_ep1_ch1.xml'. Skipping node.
Please advice.

bm01
Posts: 421
Joined: Wed, 22. Jul 09, 22:31
x4

Post by bm01 » Wed, 8. Oct 14, 22:59

Try with the full path?

Code: Select all

//cues/cue/cue[@name='Part_1']/cues/cue[@name='P1_Tutorial_Docked']/cues/cue[@name='P1_Tutorial_Docked_Actor_Conv_End']/actions/play_cutscene
Or simply replace the whole file and copy past everything except what you want to remove. Could break the plot if it gets updated by ES though.

Clownmug
Posts: 198
Joined: Wed, 11. Dec 13, 03:39
x4

Post by Clownmug » Wed, 8. Oct 14, 23:03

I ran into a similar problem once with the whole single quotes inside of double quotes thing. If I recall the way around it is to do the reverse and have the single quotes on the outside with the double quotes on the inside.

Code: Select all

<remove sel="//play_cutscene[@key='"EnterPlayerShip"']"/>

UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 13916
Joined: Sun, 20. Nov 05, 23:45
x4

Post by UniTrader » Thu, 9. Oct 14, 01:20

alternatively use the Node inside as criterium and then go one node up from there:
<remove sel='//play_cutscene/param[@name="npcref" and @object="$Yisha"]/..' />

or even better use the sub-node as criterium (you always learn something new - found this when i looked up how to use multiple Attributes :D )
<remove sel='//play_cutscene[param[@name="npcref" and @object="$Yisha"]]' />

maybe you need to specify more nodes because thats not the only cutscen with Yisha in this file, like:
<remove sel='//cue[@name="P1_Tutorial_Docked_Actor_Conv_End"]/actions/play_cutscene[param[@name="npcref" and @object="$Yisha"]]' />

which can be simplified to:
<remove sel='//cue[@name="P1_Tutorial_Docked_Actor_Conv_End"]/actions/play_cutscene' />
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 ;)

Post Reply

Return to “X Rebirth - Scripts and Modding”