I did this too now, removed every one of them.strude wrote:removing the cut scene that plays when crew enter or exit the skunk.
[MOD] SilenceYouAll - Skip chatter!
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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.
I gave it a good run yesterday. It works pretty well! I'll let you know if I find bugs or possible improvements.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
- YorrickVander
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Small suggestion, if not added already (currently testing with no mods), for notifications.xml :
for silent docking
Code: Select all
<remove sel="//cue[@name='Docking']"/>
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
Cheers! Let me know if there is more. The build complete was a nice find.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.
YorrickVander wrote:Small suggestion, if not added already (currently testing with no mods), for notifications.xml :
for silent dockingCode: Select all
<remove sel="//cue[@name='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
- YorrickVander
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- Joined: Tue, 29. Oct 13, 21:59
Yeah, right. The hi/bye wasn't really necessary.. or tolerable after trying a few missionsstrude 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
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.
Oh.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.
I found these in subcues of "Docking":
Code: Select all
<signal_cue cue="PrepareAutoSaveOnUndock"/>
<unlock_achievement name="MAX_UPGRADES"/>
I interpreted signal_cue as a manual trigger of that cue.
- YorrickVander
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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.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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.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.
Either that, or maybe the change you made had an error that you didn't notice, and the change to the node was ignored?
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD
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
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.
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
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.
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...
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...
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
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
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- Moderator (English)
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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 ... ng+support
https://www.egosoft.com:8444/confluence ... ng+support
libraries/md.sxd, libraries/aiscript.xsd and libraries/common.xsdpref 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.
also dont forget the scriptproperties.html
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
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
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.
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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Playing vanilla at the moment so maybe it is a bit outside of scope but when looking for SmallTalking NPCs to hire as Trade Agents, if a hirable NPC speaks first, I use the reply of "No!" to tell me that the NPC can be a Trade Agent.pref wrote: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.
It's not a critical issue since if playing modded, there are mods to make small-talking and Trade Agent acquisition easier. Just mentioning for info really.
Thanks for the info!
So you mean the No! answer could be useful?
As far as i saw in each context the only possible outcome where the UI closes automatically are these refuse cases. So the UI autoclosing even without speech can only mean one thing in each situation - does this hold?
So for ex - if i did not miss anything - when the manager finishes the conversation, it means that he/she is not for hire without doubt.
Even if it is so, im not sure if the player might need a stronger message from the game, not just closing the window/selection menu.
I use some mods, and rarely ever smalltalk so there might be cases i missed.
So you mean the No! answer could be useful?
As far as i saw in each context the only possible outcome where the UI closes automatically are these refuse cases. So the UI autoclosing even without speech can only mean one thing in each situation - does this hold?
So for ex - if i did not miss anything - when the manager finishes the conversation, it means that he/she is not for hire without doubt.
Even if it is so, im not sure if the player might need a stronger message from the game, not just closing the window/selection menu.
I use some mods, and rarely ever smalltalk so there might be cases i missed.
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Yes, but only in the specific case of hunting for Trade Agents AFAIK.pref wrote:Thanks for the info!
So you mean the No! answer could be useful?
I'm not sure. In the general case of a randomly-spawned NPC saying "No!" to the hiring question, I think that yes, the UI will always close. However, IIRC, some specific mission-related NPCs can also have a convo UI that flashes open briefly and closed. Or maybe I am remembering wrong and it never opens (sorry, I can't be more specific from memory).pref wrote: As far as i saw in each context the only possible outcome where the UI closes automatically are these refuse cases. So the UI autoclosing even without speech can only mean one thing in each situation - does this hold?
I think that could be a bit ambiguous so I would say:pref wrote: So for ex - if i did not miss anything - when the manager finishes the conversation, it means that he/she is not for hire without doubt.
- If a SmallTalking Manager/DO/etc will open the crew hiring menu when asked, they will not offer to be a Trade Agent.
- If a SmallTalking Manager/DO/etc says "No!" when asked about being hired as crew, they can be a Trade Agent.
It could be stronger, yeah. The only thing about the vanilla scenario is that I think I am not using the UI as intended. I don't think Egosoft meant "No!" to mean that they could be Trade Agents, but that is just a guess.pref wrote: Even if it is so, im not sure if the player might need a stronger message from the game, not just closing the window/selection menu.
More or less what i was thinking, and i think we have a different pov regarding the game so that just makes it stronger.. probably a candidate for next update.
I think the No! answer means that they are not for hire, it is just a coincidence that in that case they can be trade agents.
Thanks for your thoughts!
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And i figured a modding question too - is there a way to influence load order?
Probably mine should be run before anything that adds content, not sure if there is a way to achieve this?
I think the No! answer means that they are not for hire, it is just a coincidence that in that case they can be trade agents.
Thanks for your thoughts!
********
And i figured a modding question too - is there a way to influence load order?
Probably mine should be run before anything that adds content, not sure if there is a way to achieve this?
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You're welcome!
not something I am familiar with, but Rebirth v3.53 has the following change log item:pref wrote: And i figured a modding question too - is there a way to influence load order?
Probably mine should be run before anything that adds content, not sure if there is a way to achieve this?
CBJ wrote:• Improved extension handling so that loading order of mods now follows defined dependencies.