not really moving much. been busy so Instead i been doing small things here and there and trying to fix some of the changes i have made for "quality of life" purposes in my own game. mostly trying to take the changes from being .pck files to being actual patches as an extension so that i can use some other mods without having to worry about screwing things up royally. of course the cold weather and snow is not helping cause that means the kids stay home from school when it gets canceled and the wife stays home from work which means honey do lists with direct supervision.w.evans wrote:Thanks, lubatomy! Added:to NPC_Engineer.xmlCode: Select all
<replace sel="//cue[@name='OnBoardComm']/actions/do_if[@value='@player.platform.container.isplayerowned and @player.platform.container.isclass.ship']/@value">@player.platform.container.isplayerowned and (@player.platform.container.isclass.ship or @player.platform.container.isclass.station)</replace>
Long time no see. How's your big project coming along?
[MOD] Station Engineers
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
@w.evans
Place these few strings in your NPC_engineer.xml diff, land at the station administration, call a engineer on your ship and enjoy the cutscene.
works for me since 29.12.'13 (file signature on my NPC_engineer)
regards
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<diff>
<replace sel="//do_if[@value='@player.platform.container.isplayerowned and @player.platform.container.isclass.ship']/@value">@player.platform.container.isplayerowned</replace>
</diff>
works for me since 29.12.'13 (file signature on my NPC_engineer)
regards
Hi eMYNOCK,
You're right. is redundant because there aren't any other valid container classes. Changing the code, and including in the next update. Thanks!
edit: wait, since 2013? Have you had a mod that does what this does since 2013?
You're right.
Code: Select all
@player.platform.container.isplayerowned and (@player.platform.container.isclass.ship or @player.platform.container.isclass.station)
edit: wait, since 2013? Have you had a mod that does what this does since 2013?
Hi Saquavin,
Glad you like it!
I haven't uploaded it to the Steam Workshop because, well, it isn't really much of a mod. That first code block in the OP really is the entire thing. Was more of a "wonder if this'll work... wtf!" which I thought I'd share in case anyone else wants the same functionality in their game.
I don't anticipate it needing much by way of maintenance or updates since it's so simple unless EgoSoft changes engineer.ai.xml such that the xpaths change. And in case I do update, I always announce it here in another post, so you should get a notification if you're watching the thread.
About oos combat, are you running the beta? OOS combat seems a lot more sensible in 3.50 beta 1. I also have a mod over here that has a couple of tweaks for OOS combat that might be of interest.
Glad you like it!
I haven't uploaded it to the Steam Workshop because, well, it isn't really much of a mod. That first code block in the OP really is the entire thing. Was more of a "wonder if this'll work... wtf!" which I thought I'd share in case anyone else wants the same functionality in their game.
I don't anticipate it needing much by way of maintenance or updates since it's so simple unless EgoSoft changes engineer.ai.xml such that the xpaths change. And in case I do update, I always announce it here in another post, so you should get a notification if you're watching the thread.
About oos combat, are you running the beta? OOS combat seems a lot more sensible in 3.50 beta 1. I also have a mod over here that has a couple of tweaks for OOS combat that might be of interest.
I confirm it works, and yes, I'm running 3.50 B1.
I have assigned one engineer for each of my 4 stations, for about 1 hour now.
- My 2 engineers on young stations were on "analysing components" => fine, stations are newly built and have not been damaged.
- My 2 engineers on old stations were successfully repairing components like "bulk tube" or "zoltek appartment" => omfg I love you
For now, I'm still testing the beta vanilla oos combat system, maybe I will go on your other mod if oos is still annoying me.
I will keep an eye on your thread, but for now, engineer station state is perfect in 3.50 B1.
I have assigned one engineer for each of my 4 stations, for about 1 hour now.
- My 2 engineers on young stations were on "analysing components" => fine, stations are newly built and have not been damaged.
- My 2 engineers on old stations were successfully repairing components like "bulk tube" or "zoltek appartment" => omfg I love you
For now, I'm still testing the beta vanilla oos combat system, maybe I will go on your other mod if oos is still annoying me.
I will keep an eye on your thread, but for now, engineer station state is perfect in 3.50 B1.
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Thanks swatti. I'm inclined not to though, mostly because mods on Steam are updated without user intervention, so I can't expect anyone who's using it to know about what changed if it gets updated. Not that I can expect everyone to read the description at the Nexus, but at least everyone has to go through it to get at the files, so I hope there's a better chance that they will!
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curious if there would be a conflict between this and this mod/fix http://forum.egosoft.com/viewtopic.php?t=378809 or are there plans in place w.evens to include it if it isn't compatible?
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hmmm... noticing something is it normal for the station engineer to constantly report the amount it's repairing? I got it doing it atm and it's spamming every half dozen seconds or so. First time I've seen this of course.
http://steamcommunity.com/sharedfiles/f ... =422427224
It's showing this, but the station itself isn't even damaged.
http://steamcommunity.com/sharedfiles/f ... =422427224
It's showing this, but the station itself isn't even damaged.
I do know that there was a vanilla bug with engineers trying to repair without needing to. It was reported fixed, but what you saw might be a legacy of that bug.Requiemfang wrote:It's showing this, but the station itself isn't even damaged.
In any case, this doesn't change how repairs are done, nor when they're initiated. The main variant just allows you to assign engineers to stations. The alexalsp variant additionally increases the amount by which engineer skill makes repairs go faster.
edit: could also be a mod conflict. I know that angel618's Engineer 100 completely rewrites engineer.ai.xml, for example, so that will conflict with anything else that modifies engineer.ai.xml. This is also redundant with Vim Razz's Human Resources, but Vim said that this mod is just bypassed. (Haven't checked yet, but Vim's good.)
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HR will completely overwrite the changes made by the "main" version of the mod, so it doesn't really do anything (or hurt anything) if they're installed together.
It doesn't have any affect on the aiscript changes in the _alexalsp, though, so if you're using that version then you still get that benefit.
Regarding the constantly repairing engineer.... You wouldn't be using J3PIT3R's production management mod by any chance, would you?
It switches off production by tricking the game into thinking the module is too badly damaged to remain operational, which has the side effect of making engineers freak out trying to fix that "damage"...
It doesn't have any affect on the aiscript changes in the _alexalsp, though, so if you're using that version then you still get that benefit.
Regarding the constantly repairing engineer.... You wouldn't be using J3PIT3R's production management mod by any chance, would you?
It switches off production by tricking the game into thinking the module is too badly damaged to remain operational, which has the side effect of making engineers freak out trying to fix that "damage"...