[Mod] "Simoom's Lantern" - Ultimate Cheat Menu

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

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

wazlord
Posts: 41
Joined: Sat, 30. Nov 13, 23:58

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
Posts: 4
Joined: Thu, 28. Jul 16, 16:52

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.

User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

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!

User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

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
Posts: 41
Joined: Sat, 30. Nov 13, 23:58

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

User avatar
mr.WHO
Posts: 8534
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO » Mon, 22. Aug 16, 22:09

Hey Simoom - can you tell me about the incompactibility between this mod and CWIR mod (Upkeep_Management.xml)? I have rather strange problems with CWIR shipyards - I build my own shipyard and then it spontaneusly started building a freighters with no crew (I didn't ordered it).

Could it be that Lantern is the cause?

User avatar
Nikola515
Posts: 3187
Joined: Fri, 4. May 12, 07:40
x4

Post by Nikola515 » Tue, 23. Aug 16, 06:34

@ Simoom

I dont know how but ships that are assigned to NPC stations are actually trading/mining for those stations. Im making killing on cell recharge stations in DV now ;) Perhaps it is becuse i assigned them to manager before i switched station to NPC (all ships switched to NPC as well) ? Anyway i don't see any bugs or problems with them ;) Thanks for new update ill check it whe i get some time (this will help with drones and ammo).

Edit: I can provide save or images of NPC's ships trading for stations. Also im not using any mods that would influence traders/stations in anyway.
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

User avatar
mr.WHO
Posts: 8534
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO » Tue, 23. Aug 16, 21:29

@Simoom: Please ignore my previous post - it seems that my CWIR issues have nothing to do with your mod as I tried with compactibility patch and with your mods switched off.

User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom » Thu, 25. Aug 16, 19:53

wazlord wrote: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
I haven't played XR in a while... has there been new vanilla assets added? I am not aware that the Xenon has a shipyard...
Nikola515 wrote:I dont know how but ships that are assigned to NPC stations are actually trading/mining for those stations. Im making killing on cell recharge stations in DV now ;) Perhaps it is becuse i assigned them to manager before i switched station to NPC (all ships switched to NPC as well) ? Anyway i don't see any bugs or problems with them ;) Thanks for new update ill check it whe i get some time (this will help with drones and ammo).
That's good to hear, though I am still not sure how that is possible (like I mentioned previously, the codes for handling subordinate ships only exist in trade.station.player.xml, which NPC station managers don't run).
mr.WHO wrote:Hey Simoom - can you tell me about the incompactibility between this mod and CWIR mod (Upkeep_Management.xml)? I have rather strange problems with CWIR shipyards - I build my own shipyard and then it spontaneusly started building a freighters with no crew (I didn't ordered it).

Could it be that Lantern is the cause?
The incompatibility had to do with both mods trying to modify the Upkeep Mission script, resulting in my mod being unable to modify it successfully (since CWIR is loaded first by default), which means stations that shouldn't get upkeep missions (such as defensive platforms) still gets them.

This issue doesn't affect shipyard scripts in any way, though my mod does issue the correct shipyard manager script if a player-owned shipyard is turned over to a NPC faction (which allows them to auto build capships). The shipyard you are having issues with, was it built by you and then handed over to an NPC, or was it constructed by a NPC faction itself? If the former, it could be my mod. If the latter, that's all CWIR and has nothing to do with my mod. :)

Ovni
Posts: 141
Joined: Sun, 6. May 12, 23:42
xr

Post by Ovni » Fri, 26. Aug 16, 11:45

Just wanted to say thanks for this well-realized mod. I really like the immersion tidbits you put in. Only gripe, when trying to give myself 400,000 credits 100,000 at a time, the unskippable voice bits got a bit annoying.

wazlord
Posts: 41
Joined: Sat, 30. Nov 13, 23:58

Post by wazlord » Sat, 27. Aug 16, 00:41

Simoom wrote:
wazlord wrote: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
I haven't played XR in a while... has there been new vanilla assets added? I am not aware that the Xenon has a shipyard...
class="station" macro="xenon_asteroid_shipyard_macro"
form the current game start using CWIR, i have this built
thx

User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom » Fri, 9. Sep 16, 20:24

Ovni wrote:Just wanted to say thanks for this well-realized mod. I really like the immersion tidbits you put in. Only gripe, when trying to give myself 400,000 credits 100,000 at a time, the unskippable voice bits got a bit annoying.
Thanks for the suggestion; I can probably lower the probability for NPC comments, that way they don't say things 100% of the time. :)
wazlord wrote:class="station" macro="xenon_asteroid_shipyard_macro"
form the current game start using CWIR, i have this built
thx
That sounds like a custom station added by the mod, which would be why it's not on the list of stations you can build (each station on my mod's menu was coded in manually, the mod doesn't automatically detect what station macros are available for construction in your game. I don't think MD Script allows for such a function anyway).

Varyah
Posts: 36
Joined: Tue, 26. Jul 16, 16:28
x4

Post by Varyah » Thu, 22. Sep 16, 01:36

Setting minshieldpercent="0" in engine_player_01_macro.xml has the effect that when the shield is actually at 0 (moving in hazardous region, or being under sustained fire) activating boost just activates the sound which won't turn off until you have regained shield power again and activate boost consuming shield power. So it would be more sane to set this value to something larger than "0" (do floating point number work here?).

Btw. your documentation under Game Asset Changes, section Supplements XML Patches mentions the wrong location for the above file
[Trivial] assets\props\SurfaceElements\Macros\enginebooster_player_01_macro.xml
It should be under assets\props\EngineSystems\macros.


Additionally, the modification that increases the Skunk's unit storage to 150 actually only increases the marine storage to 150. The drone storage is still capped at 8. So far I had no luck locating the file that sets the drone unit cap.

PS.: Great work!

User avatar
mr.WHO
Posts: 8534
Joined: Thu, 12. Oct 06, 17:19
x4

Post by mr.WHO » Thu, 22. Sep 16, 19:10

Hi Simoom.

Regarding compactibility of this mod with various ship packs.

Would it be possible to somehow bypass this alltogether by adding option to spawn ship from selection avaliable in particular shipyard?

E.g mod 1 add Ship X to Cateran shipyard.

The latter would give option:
-summon ship from shipyard
- select shipyard
- select small/medium, or L or XL
- select ships from avaliable size from that shipyard (e.g. vanilla ships and Ship X)

User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom » Mon, 17. Oct 16, 00:40

Varyah wrote:Setting minshieldpercent="0" in engine_player_01_macro.xml has the effect that when the shield is actually at 0 (moving in hazardous region, or being under sustained fire) activating boost just activates the sound which won't turn off until you have regained shield power again and activate boost consuming shield power. So it would be more sane to set this value to something larger than "0" (do floating point number work here?).

Btw. your documentation under Game Asset Changes, section Supplements XML Patches mentions the wrong location for the above file
[Trivial] assets\props\SurfaceElements\Macros\enginebooster_player_01_macro.xml
It should be under assets\props\EngineSystems\macros.


Additionally, the modification that increases the Skunk's unit storage to 150 actually only increases the marine storage to 150. The drone storage is still capped at 8. So far I had no luck locating the file that sets the drone unit cap.

PS.: Great work!
Thanks for the heads-up, I'll correct these issues soon.

Regarding the drone capacity, I am not sure.. there may be some base value in the Skunk's asset file itself (instead of the player drone launcher) that I missed. I'll look into it.
mr.WHO wrote:Hi Simoom.

Regarding compactibility of this mod with various ship packs.

Would it be possible to somehow bypass this alltogether by adding option to spawn ship from selection avaliable in particular shipyard?

E.g mod 1 add Ship X to Cateran shipyard.

The latter would give option:
-summon ship from shipyard
- select shipyard
- select small/medium, or L or XL
- select ships from avaliable size from that shipyard (e.g. vanilla ships and Ship X)
Hmm, I don't think that's possible to do. Regardless of how new ships are added by mods, for my mod to support it, all the macro names from those ship mods have to be added manually. I don't think there is a way to automatically detect and enumerate macro entries added by mods.

deadjesta
Posts: 13
Joined: Sat, 11. May 13, 09:58

Post by deadjesta » Sat, 5. Nov 16, 11:36

Mac Version????????
iMac 3.1 GHz Intel Quad Core i7
16 GB 1600 MHz DDR3
NVIDIA GeForce GT 650M 512 MB

User avatar
alexalsp
Posts: 1820
Joined: Fri, 18. Jul 14, 05:28
x4

Post by alexalsp » Fri, 6. Jan 17, 18:40

4.10 beta 4

Code: Select all

[=ERROR=] 0.00 Cannot match path '//library[@name='CheckObject']/actions/do_if/do_if/do_if[@value='md.$AllowMultiMissions or not @$HasMission']/do_all/do_elseif[@value='$Object.isclass.station and $Object.hasstorage']/do_else[do_all[@exact='$Sequences.count']]' in patch file 'extensions\simooms_lantern\md\upkeep_management.xml'. Skipping node.

I wanted to try to make a Russian translation, but I did not succeed.
Add the whole menu text in the language file. Otherwise, do the normal translation of the text is not possible.

Substitutional text is not correct.

JDamien
Posts: 15
Joined: Mon, 7. Mar 16, 03:50
xr

Wondering

Post by JDamien » Thu, 27. Apr 17, 17:18

Is this mod still being maintained/updated? tried downloading from Nexus (I got the HoL Complete edition on GoG) mines version 4.10 I can download your mod with NMM but I don't have an option to switch it on in my extensions its just locked to off (Sidebar seems to be the same way but he apparently has a 4.10 update here I'm trying to figure out how to install) just hoped to find that this one will get an update for the new version as it looks to be an awesome mod.

vazarus
Posts: 3
Joined: Tue, 27. Jul 10, 03:39
x4

Post by vazarus » Sat, 13. May 17, 02:04

Manually download from nexus. Place in extensions folder. You have to run your interface in legacy mode. Not working with sidebar extensions from my testing.

AntoineS
Posts: 34
Joined: Fri, 21. Oct 05, 14:15
x3tc

Post by AntoineS » Sat, 13. May 17, 12:55

I installed the mod with no issues.

Post Reply

Return to “X Rebirth - Scripts and Modding”