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wazlord
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Post by wazlord » Thu, 19. May 16, 13:25

Hi,

Found something new trying the change faction option.
started the ciwr game, and then tried to change the faction of the Xenon Matrix to Argon.
It changed the faction but the status still showing as enemies instead of neutral...

Tried the same for summoning a new station and then assigning it to Xenon and then back to argon.

Not sure if the issue was due to initially this faction is not listed, but seem the status stuck afterwards even changing to a friendly faction.

thx

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Simoom
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Post by Simoom » Thu, 19. May 16, 15:08

Does it only happen to Xenon stations, or "normal" (assets with human crew) hostile factions as well?

For handling faction changes between NPC factions, my script very simply changes the owner of the asset along with all of its crew (since all NPC assets run the same script). There isn't really any potential for things to go wrong there... it's actually when you claim a Xenon station that the routine gets complicated (my script destroys all the Xenon NPC's, which are class.computer, and creates actual human crews).

Possibility 1. - Something to do with CWIR's scripts... keep in mind they have a LOT of custom scripts going on for the dynamic sector ownership & changes - some of these scripts may be enforcing some sort of sector-wide coverowner setting, or some such. I really haven't delved much into CWIR's scripts yet so I can't say for certain... it may be best to ask about this in CWIR's thread.

Possibility 2. - There's a much simpler explanation, which is temporary tolerance/relations change. Assuming you or your assets have been firing on the Xenon station, its DO may have accumulated a high negative tolerance toward you. This won't go away with a simple faction change - it has to be told by MD script to be cleared (I can code this in for the next release). If you are certain you or your assets haven't been shooting at it, then it may be CWIR-related...

Temporary hostility change does decay over time, so you can leave the zone for a bit (take all your assets with you) and see if that station turns blue after some time.

wazlord
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Post by wazlord » Thu, 19. May 16, 15:12

well, i will need to try it out to confirm if its due to any temp argo or just the cwir issue.

but it can be resolved by claiming the target and then reassigning to argon.

another observation is with the I or K, noticed when i claim the target then give it to any faction npc, it seems that they lose the crew and not moving anymore

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Itaros
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Post by Itaros » Thu, 19. May 16, 18:57

I wonder if this is possible to have ability to spawn stations with CV, but without resources and with construction just started for player to continue(Yes, I am aware vanilla buildorders for special stations is a mess) :?:
Staring at Yisha in VR

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Simoom
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Post by Simoom » Fri, 20. May 16, 16:05

wazlord wrote:well, i will need to try it out to confirm if its due to any temp argo or just the cwir issue.

but it can be resolved by claiming the target and then reassigning to argon.
I think tolerance values cannot be applied to player-owned NPC's, so yeah claiming a property would reset any temporary reputation/tolerance that's accumulated. So that's probably that.
wazlord wrote:another observation is with the I or K, noticed when i claim the target then give it to any faction npc, it seems that they lose the crew and not moving anymore
They don't lose their crew, but the captain won't have a command.

You see, for simple ownership change from one NPC faction to another, there's no need to reset the aiscripts running on the crew - if a ship is in the middle of a trade run, or is on patrol, then it will continue to do so.

However, when the player claims a property, it's best to make the crews abort all their scripts, for two reasons:
  1. Player-owned NPC's run a different set of scripts from ones working for a NPC faction. It's impossible to switch from one script to another without aborting the previous script's actions. So if a ship was trading or patrolling, the very act of switching it to another script will cause it to stop what it was doing (in case of the captain of a ship, he will show "No Order").
  2. Another thing is a ship's captain needs to be assigned a script "player.default" to respond to player commands. Without this, the only way to make a NPC ship-turned-yours respond to commands is to add it to squad (which triggers the assignment of "player.default").
Now, for the situation you described (claiming a Xenon ship then handing it to a NPC faction), of course the captain will just sit there, because he doesn't have any orders. What you need to do is, after you claim the ship, tell it to patrol, then hand it to the NPC faction.
Itaros wrote:I wonder if this is possible to have ability to spawn stations with CV, but without resources and with construction just started for player to continue(Yes, I am aware vanilla buildorders for special stations is a mess) :?:
Yes, that's very easily done... There are two ways to do it:
  • I can use the script I currently have, except set it so that it only builds the first stage of sequence A, which will allow you to complete the rest of the build manually via CV).
  • I can also have the script spawn a CV (upon player choice) and have the architect execute a build order matching the macro of the station the player chose.
The reason I haven't implemented more advanced station-building options is because I am planning on implementing an advanced feature down the line (ability to open a custom menu and checkbox all the station modules you want, and the mod will create the station with only those selected modules). This however requires the building of a custom UI element, which I have not delved into yet... (I may also steal the codes from Phipsz, if he beats me to writing such a menu... xD )

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Simoom
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Post by Simoom » Sat, 21. May 16, 04:34

Update 5/20/16:
  • [New Feature] "Galaxy Crew Upgrade" - Instantly upgrades the crew of all NPC stations (minus Kha'ak and Xenon) to 5-stars, and automatically adds any missing production specialists.
  • [Improvement] All features dealing with switching an NPC from one aiscript to another (such as "Claim Target" and "Change Faction") now aborts running scripts cleanly on the NPC before assigning the new script. It shouldn't make a difference, but just to be on the safe side...
  • [Improvement] Suppressed (expected) debug error in "Summon Crew" to prevent it from spamming the debug log. Issue is caused by the spawning script expecting a value from the hiring options (which is only provided if a crew can be assigned to the Skunk).

icanfly
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Post by icanfly » Sat, 21. May 16, 15:36

Hi againg, just noticed the Teladi Overwatch spawned by your mod has only 14 production modules the original one has 18, 4 Pokdletnov Fabs are missing.

BlackRain
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Post by BlackRain » Sat, 21. May 16, 15:41

Simoom wrote:Does it only happen to Xenon stations, or "normal" (assets with human crew) hostile factions as well?

For handling faction changes between NPC factions, my script very simply changes the owner of the asset along with all of its crew (since all NPC assets run the same script). There isn't really any potential for things to go wrong there... it's actually when you claim a Xenon station that the routine gets complicated (my script destroys all the Xenon NPC's, which are class.computer, and creates actual human crews).

Possibility 1. - Something to do with CWIR's scripts... keep in mind they have a LOT of custom scripts going on for the dynamic sector ownership & changes - some of these scripts may be enforcing some sort of sector-wide coverowner setting, or some such. I really haven't delved much into CWIR's scripts yet so I can't say for certain... it may be best to ask about this in CWIR's thread.

Possibility 2. - There's a much simpler explanation, which is temporary tolerance/relations change. Assuming you or your assets have been firing on the Xenon station, its DO may have accumulated a high negative tolerance toward you. This won't go away with a simple faction change - it has to be told by MD script to be cleared (I can code this in for the next release). If you are certain you or your assets haven't been shooting at it, then it may be CWIR-related...

Temporary hostility change does decay over time, so you can leave the zone for a bit (take all your assets with you) and see if that station turns blue after some time.
I can't see this as being an issue with CWIR (with the ownership change of a station).

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Simoom
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Post by Simoom » Sun, 22. May 16, 11:00

Update 5/22/16:
  • [New Feature] Ship Mods Menu Patch now available at Nexus Mods (under Miscellaneous Files). You MUST use the Nexus installation to use this patch, since it needs to overwrite the menu files in the main mod package (sorry Steam users, but there's no easy way for one mod to patch another mod, so I can't do this as a standalone). Currently supported mods are:
    • Denied Space Initiative
    • Reaper's Ship Pack
    • Terratech's Ship Pack
    • Hunter Ships
    • Redesign Ships
    • Super Transport
    • Project TOBS
    • Toride Colonist Builder Ship
  • [Bug fix] Teladi Overwatch should no longer be missing any modules when spawned using "Summon Station".

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Simoom
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Post by Simoom » Mon, 23. May 16, 16:50

Update 5/23/16:
  • [Improvement] "Summon Stations" - You now have the option to choose between building a full station ("Complete Build Plan") or only the first stage ("First Stage Only"), the latter allows you to build the rest of the station the way you like through the Architect.
    [NOTE] These options are not available for shipyards (because ship dealers don't function properly if spawned as a part of normal construction) or "deployable" stations (because you cannot deploy a construction vessel to stations without a build location attachment). These stations will always be built in full.
  • [Improvement] "Summon Stations" - Deployable stations can now be rotated (yaw value only). This uses the yaw value of the Skunk itself, so point the ship in the direction you want the station to be facing, then deploy it.
  • [Improvement] "Summon Stations" - Deployable stations are now marked with a [D] suffix at the end of their name in the selection menu. This way you can easily tell them apart from normal stations that use build locations.
  • [Improvement] Suppressed all the expected debug errors in the mod scripts. If you still notice any debug errors while using this mod, let me know.

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Simoom
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Post by Simoom » Tue, 24. May 16, 17:47

Update 5/24/16:
  • [Improvement] Added additional safety check for "Summon Auxiliary Fleet", "Summon Existing Asset", and "Summon Faction Patrol". These features can no longer be activated while the player is in a highway (resets cue and outputs appropriate error on event monitor if player is in highway).
  • [Improvement] "Summon Auxiliary Fleet" and "Summon Existing Asset" now feature pilot confirmation message when the ship arrives.

g_BonE
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Post by g_BonE » Fri, 10. Jun 16, 07:12

Just wanted to say thank You! Very nice and clean mod. Do You have any more plans for the Lantern?
(x|x) .oO[ Fenster fährt mich Nüsse !!! ]

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Simoom
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Post by Simoom » Thu, 23. Jun 16, 04:54

g_BonE wrote:Just wanted to say thank You! Very nice and clean mod. Do You have any more plans for the Lantern?
Hey there g_BonE!

I don't have any "big" features planned, though smaller things may get added here and there (as suggestions come in from users, and as XR's scripting features expand).

I am still waiting on Egosoft to implement the ability to customize weapon mods attributes and unlocking ship info via MD scripts, for example.

I do have some minor new features written already, gonna test and release an update soon. :)

hisazul
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Post by hisazul » Sat, 9. Jul 16, 16:25

Well this sure came a long way... but I gotta bash it for a few things as well.

1. Don't take it the wrong way Sim but your drone configs for ships are... horrid. To make a quick example difference between what you have it set as and something... more to the point... onil that survives Lyramekron/Olmekron beating and onil that dies to single drosdan. No... just no... why in gods green earth do miners have 100 mining drones? Ugh... This can be applied to nearly everything including CVs and so forth. Example... Arms factory, the stations that use all weapons and can shred XL ships, CV on that station dies to fighters. Why is cargo bay bloated with drones that will never be used? While I get why you just used Intrepids everywhere for combat that is mostly the only effective drones but a few things would have benefited more from overrun drones mostly stations tho but I can't recall if stations can even use overrun. Some ships have perfect drone configs imo... likemarauder phoenix, would never need more then 10 cargo lifters but caviat is that if you ever build in FO you need those ships to do mining as well as trading so even that one isn't perfect in some cases.

2. No way to even remove drones from created/owned ships. Process is already horrible enough as it is for outfitting drones and when drones are there it becomes another hurdle... only way I know of that is.... somewhat quick... is to just blow up drone bay.

What cheat menu needs is a wipe cargo and wipe drones feature. Ability to add wares/drones to target would also go a long way. Other then that everything works marvelously. Sadly fixing DV plot stations doesn't fix existing shipyard... as in.... it wont fix the ship dealer nor can you nuke it and I didn't figure out how to get remove upkeep to do anything. I mean warehouses upkeep missions are broken when it comes to traders since they don't register at all... doesn't work on them, or on non-standard stations like foundry.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein

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Nikola515
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Post by Nikola515 » Mon, 11. Jul 16, 02:23

Is there a way you could add option where we can add number of trading ships to station ? For example i would like to add/assign 5 trading ships to NPC station. Currently what im doing is adding station to player and assigning ships to manager. Switching station back to npc and it seems all ships automatically change to NPC and start trading ;) There is not much NPC traders in DV so this is working pretty good. This would save me a lots of time equipping each station with ships. Thanks in advance if you can do this :)
Last edited by Nikola515 on Mon, 1. Aug 16, 16:58, edited 1 time in total.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

wazlord
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Post by wazlord » Sat, 30. Jul 16, 05:53

Hi Simoom,

Is it possible for you to add Xenon Law Enforcement to the list?

vatti123
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Ship Mods Menu Patch - doesnt work

Post by vatti123 » Mon, 1. Aug 16, 11:58

Hey Simoom,

when installing the Ship Mods Menu Patch I recive a message, that simoom lantern has an invalid ID. A bak-folder is created. The mod works but I cant see any of the new ships. What have I done wrong? Did i miss something?

I installed the mod from nexus then copied the files from the patches as discribed.

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Simoom
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Post by Simoom » Sat, 20. Aug 16, 13:28

hisazul wrote:Well this sure came a long way... but I gotta bash it for a few things as well.

1. Don't take it the wrong way Sim but your drone configs for ships are... horrid. To make a quick example difference between what you have it set as and something... more to the point... onil that survives Lyramekron/Olmekron beating and onil that dies to single drosdan. No... just no... why in gods green earth do miners have 100 mining drones? Ugh... This can be applied to nearly everything including CVs and so forth. Example... Arms factory, the stations that use all weapons and can shred XL ships, CV on that station dies to fighters. Why is cargo bay bloated with drones that will never be used? While I get why you just used Intrepids everywhere for combat that is mostly the only effective drones but a few things would have benefited more from overrun drones mostly stations tho but I can't recall if stations can even use overrun. Some ships have perfect drone configs imo... likemarauder phoenix, would never need more then 10 cargo lifters but caviat is that if you ever build in FO you need those ships to do mining as well as trading so even that one isn't perfect in some cases.

2. No way to even remove drones from created/owned ships. Process is already horrible enough as it is for outfitting drones and when drones are there it becomes another hurdle... only way I know of that is.... somewhat quick... is to just blow up drone bay.

What cheat menu needs is a wipe cargo and wipe drones feature. Ability to add wares/drones to target would also go a long way. Other then that everything works marvelously. Sadly fixing DV plot stations doesn't fix existing shipyard... as in.... it wont fix the ship dealer nor can you nuke it and I didn't figure out how to get remove upkeep to do anything. I mean warehouses upkeep missions are broken when it comes to traders since they don't register at all... doesn't work on them, or on non-standard stations like foundry.
Drone configs comes down to personal preference and as far as my preferences are concerned, I maximize the speed/efficiency of whatever the ship is designed for. FYI mining speed (OOZ) is determined by the number of mining drones onboard, while cargo transfer speed is determined by the number of cargo drones. So the more of these types of drones freighters/miners have, the faster they can get their jobs done (including loading/unloading of wares at stations).

Yes combat drones can contribute greatly to a ship's OOZ survivability but IMO a healthy number of combat drones is only ever helpful for combat capships. Freighters/miners are meant to run away from danger, "winning" fights shouldn't be their primary concern. With the escape mechanism in 4.0 and a decent crew, generally non-combat capitals have no trouble running away from a fight.

Again, just my opinion, I think freighters and miners operating in high-risk areas should always have powerful combat capitals as escorts anyway, while those operating in low-risk areas have little to fear. In any case further discussion of this subject will likely be pointless since I just released an update that includes drone management for the target ship/station. :)
Nikola515 wrote:Is there a way you could add option where we can add number of trading ships to station ? For example i would like to add/assign 5 trading ships to NPC station. Currently what im doing is adding station to player and assigning ships to manager. Switching station back to npc and it seems all ships automatically change to NPC and start trading ;) There is not much NPC traders in DV so this is working pretty good. This would save me a lots of time equipping each station with ships. Thanks in advance if you can do this :)
For NPC stations? Hmm.. Based on what I remember from reading the NPC station manager's aiscript, NPC stations do NOT utilize subordinate ships properly (not unless you keep an NPC station's manager running on player manager script, but that's now impossible to do through my mod since it automatically assigns the correct manager script based on station ownership).

NPC stations only trade wares with other stations in the same zone via mass traffic, if I remember correctly...
wazlord wrote:Hi Simoom,

Is it possible for you to add Xenon Law Enforcement to the list?
That's... actually a pretty good idea for people who just want some quick action. :P I'll think about which section to implement that in... may be add the ability to summon pirate/reiver patrol fleets as well.
vatti123 wrote:Hey Simoom,

when installing the Ship Mods Menu Patch I recive a message, that simoom lantern has an invalid ID. A bak-folder is created. The mod works but I cant see any of the new ships. What have I done wrong? Did i miss something?

I installed the mod from nexus then copied the files from the patches as discribed.
Hmm, would you happen to be subscribed to the Steam version by any chance? This sounds like a mod ID conflict (two mods having the same name in "content.xml").

Can you delete the folder entirely and redownload the new version I just put up and see if it works properly? Thanks!

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Simoom
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Post by Simoom » Sat, 20. Aug 16, 13:49

Hey folks! It's been a long while since I last updated this mod, very sorry about that! Here is a new update for you. I only had time to briefly test the new features, so please let me know if you encounter any issues!

Update 8/20/16:
  • [New Feature] "Restock / Refuel" function added under "Target Manipulation". This section allows the player to:
    • Add drones (of specified type and amount) to the target ship or station.
    • Empty drone bay of target ship or station.
    • Fully restock the ammunition of target ship or station (in current version only stations benefit since ships don't carry or consume ammo, but may come in handy for ships if Egosoft changes ammo mechanic in the future).
    • Fully refuel target ship (routine carried out only if target is a capital ship; error message otherwise).
  • [New Feature] "Galaxy Station Upgrade" function added under "Simoom's Magic Tricks" -> "Universe Manipulation". This section allows the player to:
    • Subscribe to trade offer updates to all stations universe-wide (excluding Xenon and Kha'ak stations).
    • Upgrade all crews of all stations universe-wide (any NPC production station that are missing specialists will automatically get them).
  • [Improvement] Added the "Xenon Asteroid" station to "Summon Stations" feature (the macro for this "station" was difficult to track down; turned out Egosoft placed it inside the prop/WeaponSystems folder for whatever reason...)

wazlord
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Post by wazlord » Mon, 22. Aug 16, 13:48

Simoom wrote:Hey folks! It's been a long while since I last updated this mod, very sorry about that! Here is a new update for you. I only had time to briefly test the new features, so please let me know if you encounter any issues!

Update 8/20/16:
[*][Improvement] Added the "Xenon Asteroid" station to "Summon Stations" feature (the macro for this "station" was difficult to track down; turned out Egosoft placed it inside the prop/WeaponSystems folder for whatever reason...)[/list]
Hi Simoom,
1) Possible to add Xenon Shipyard as well to the list :)
2) Possible to add option for the trade/mining ships to be accompanies by either Cap Ships Escorts or fighters escorts?

thx

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