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[MOD] SilenceYouAll - Skip chatter!
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PostPosted: Fri, 13. Nov 15, 15:52    Post subject: Reply with quote Print

strude wrote:
removing the cut scene that plays when crew enter or exit the skunk.


I did this too now, removed every one of them.

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Ezarkal





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PostPosted: Sat, 14. Nov 15, 18:47    Post subject: Reply with quote Print

Thanks for bringing back those "build complete" messages. Removing the animations was a nifty idea, too.

I gave it a good run yesterday. It works pretty well! I'll let you know if I find bugs or possible improvements.


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YorrickVander





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PostPosted: Sat, 14. Nov 15, 19:01    Post subject: Reply with quote Print

Small suggestion, if not added already (currently testing with no mods), for notifications.xml :

Code:
<remove sel="//cue[@name='Docking']"/>


for silent docking


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PostPosted: Sat, 14. Nov 15, 23:01    Post subject: Reply with quote Print

Ezarkal wrote:
I gave it a good run yesterday. It works pretty well! I'll let you know if I find bugs or possible improvements.


Cheers! Let me know if there is more. The build complete was a nice find.



YorrickVander wrote:
Small suggestion, if not added already (currently testing with no mods), for notifications.xml :

Code:
<remove sel="//cue[@name='Docking']"/>


for silent docking



Thanks Yorrick!
I was just about to remove that, this helped me a lot finding the location.
Hiding that whole cue would have resulted in the the loss of 'max_upgrade' achievment and autosaves - so finally i removed only the welcome speech.

I also removed that sneaky ticking sound when shield regenerates.
First i thought my HDD was dying, then the CPU vent... finally i realized it was coming from the game, grrr Very Happy

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PostPosted: Sun, 15. Nov 15, 02:03    Post subject: Reply with quote Print

That cue only does the speech from yisha and the station staff, undocking is not affected and autosaves continue to function on undock.


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PostPosted: Sun, 15. Nov 15, 02:16    Post subject: Reply with quote Print

strude wrote:

Nar, all the information for the missions is provided in the text and animations. The spoken parts I removed are generic repetitive stuff like greetings/farewells/"So you want the job?"/"I knew you were the one for this job"/etc


Yeah, right. The hi/bye wasn't really necessary.. or tolerable after trying a few missions Very Happy
Since control works while the main mission voice plays, i left that in. I need a sec or two to see whats in the briefing anyway.

YorrickVander wrote:
That cue only does the speech from yisha and the station staff, undocking is not affected and autosaves continue to function on undock.


Oh.
I found these in subcues of "Docking":
Code:

        <signal_cue cue="PrepareAutoSaveOnUndock"/>

        <unlock_achievement name="MAX_UPGRADES"/>


I thought if i remove the whole Docking cue these would never execute either. Might be im mistaken..?
I interpreted signal_cue as a manual trigger of that cue.

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PostPosted: Sun, 15. Nov 15, 11:03    Post subject: Reply with quote Print

You are both quite correct on re-examination. Odd however that on testing undocking still functioned as expected. Ignore my lazy modding! Score that one as E- more effort needed from the boy Vander.


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PostPosted: Sun, 15. Nov 15, 11:34    Post subject: Reply with quote Print

YorrickVander wrote:
You are both quite correct on re-examination. Odd however that on testing undocking still functioned as expected. Ignore my lazy modding! Score that one as E- more effort needed from the boy Vander.

Did you test it by saving while docked, making the changes, then reloading and undocking? The undocking cue is a subcue of the docking cue. I'd assume that the docking cue is created when you dock, so that even if you changed the undocking cue (or removed it), the instance of the docking cue you currently had active wouldn't be affected, as that cue was already created with the unmodified undocking cue.

Either that, or maybe the change you made had an error that you didn't notice, and the change to the node was ignored?


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PostPosted: Sun, 15. Nov 15, 15:33    Post subject: Reply with quote Print

Still weird that you got the autosave after undock. Not sure if my theory is 100% correct... maybe there is another trigger or such.

I decided to keep the welcome speech anyway - its rep dependent after all so holds some info. And i dont want to get too lonely Very Happy

By the way i tried to use signal_cue but didn't work out.
Does that bypass the event conditions? Not really sure how it works.
I wanted to launch a que that had an event condition that was never true (i removed the command that was supposed to trigger it).
Not sure how to force a que to exec.

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UniTrader
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PostPosted: Sun, 15. Nov 15, 15:44    Post subject: Reply with quote Print

signal_cue only triggers cues which have the condition event_cue_signalled - default is they themselves are signalled

if you want to force a cue use force_cue but this will print an error to the debuglog because its not supposed to be used regulary...


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PostPosted: Sun, 15. Nov 15, 15:47    Post subject: Reply with quote Print

Thanks!
Is there a reference for all commands? I checked an MD pdf from ES but it seems to contain so little, just a few pages.

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PostPosted: Sun, 15. Nov 15, 15:54    Post subject: Reply with quote Print

I'm not sure if what you need will be there or not but Ego regularly update some of their info pages on the wiki. The child pages below the following may help.

https://www.egosoft.com:8444/confluence/display/XRWIKI/Mods+and+modding+support


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PostPosted: Sun, 15. Nov 15, 16:02    Post subject: Reply with quote Print

pref wrote:
Thanks!
Is there a reference for all commands? I checked an MD pdf from ES but it seems to contain so little, just a few pages.


libraries/md.sxd, libraries/aiscript.xsd and libraries/common.xsd
also dont forget the scriptproperties.html


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PostPosted: Sun, 15. Nov 15, 16:22    Post subject: Reply with quote Print

Ops, thats unexpected.
Maybe even code completion could work in a better editor?
It even has hints, lol.

@Sparky: Thanks! I only found the MD doc so far, see there is UI info as well.

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PostPosted: Thu, 19. Nov 15, 18:40    Post subject: Reply with quote Print

If anyone misses the refusal speech from NPCs let me know. I was not sure if those should be kept or not.
I mean the cases where the NPC cannot be hired, or they dont like you enough to provide guidance.
In these cases the UI just closes, but i was thinking someone might miss some feedback from the game. The disabled speech iirc is something like 'No!', or 'Im not an information store' and things like that.
I keep them disabled in case i get no feedback.

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