Who is still modding - wants to mod XR
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Who is still modding - wants to mod XR
Hello all. I like to know who else is modding XR.
Who wants to mod XR? But doesn't have the info, I have collected enough to mod.
One current problem on scope of variables, I'm stuck on. I'm moving on to another type of game until I can figure it out.
Who wants to mod XR? But doesn't have the info, I have collected enough to mod.
One current problem on scope of variables, I'm stuck on. I'm moving on to another type of game until I can figure it out.
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: Who is still modding - wants to mod XR
I'm an ex-XR-modder who went to X4 to have some fun and mod X4 and then decided to pass by XR modding again.
Scope of variables. Do you mean MD scripts or AI scripts?
Scope of variables. Do you mean MD scripts or AI scripts?
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: Who is still modding - wants to mod XR
XR has so many problems that need to be fixed. It's an irresistible challenge.
X4 isn't finished yet. Mods have to updated frequently. So, i'm staying away from X4 for now. XR is a stable version.
Read the scripting message. I'm baffled. I have a great idea, fair and makes logical sense in game. I can't finish it!
Released mods:
shutup rewards - silences those endless reward %^$# while your trying to fight a battle <10% 1% chance
silent menus - (not finished) silences excess chatter in menus 'show me your wares' <10% chance
Autodock repair - Changes the unrealistic repair in 100% in one second. It takes time to repair the skunk. If you dock with a friendly ship, your engineer can go out and repair the skunk. It still takes time.
If your out in the middle of nowhere, you don't have to return to a space station and then return to where you were. Handy!
X4 isn't finished yet. Mods have to updated frequently. So, i'm staying away from X4 for now. XR is a stable version.
Read the scripting message. I'm baffled. I have a great idea, fair and makes logical sense in game. I can't finish it!
Released mods:
shutup rewards - silences those endless reward %^$# while your trying to fight a battle <10% 1% chance
silent menus - (not finished) silences excess chatter in menus 'show me your wares' <10% chance
Autodock repair - Changes the unrealistic repair in 100% in one second. It takes time to repair the skunk. If you dock with a friendly ship, your engineer can go out and repair the skunk. It still takes time.
If your out in the middle of nowhere, you don't have to return to a space station and then return to where you were. Handy!
Re: Who is still modding - wants to mod XR
how about fixing the combat AI?
i've heard UFO was the best ship AI but only for v3.52
all new AI mods can't get the job done... (player)ships are not fighting and protecting proper and so on...
i've heard UFO was the best ship AI but only for v3.52
all new AI mods can't get the job done... (player)ships are not fighting and protecting proper and so on...
Who is still modding - wants to mod XR
UFO would have to be updated by the modder. Fixing another mod yourself is very hard, even with programming skills.
AI bugs:
Any jump to ratfish waters, makes the trade ship pass within weapons range of the station.
Ships have no sense of self-preservation. They rarely flee. Warships clearly need to retreat and they don't.
All crews fight to the death. Even combat rank bailout is still incomplete and needs improvements (I did one). Only rievers should do that. Ever one else should eject once the hull gets below a %.
AI bugs:
Any jump to ratfish waters, makes the trade ship pass within weapons range of the station.
Ships have no sense of self-preservation. They rarely flee. Warships clearly need to retreat and they don't.
All crews fight to the death. Even combat rank bailout is still incomplete and needs improvements (I did one). Only rievers should do that. Ever one else should eject once the hull gets below a %.
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: Who is still modding - wants to mod XR
I think there's a mod out there (or was it CWIR/New Frontiers?) that moved the pirate station away from the "radial paths" originating from Wavy Haze. You may search for it; I think it is on Steam.AR_Starfighter wrote: ↑Thu, 22. Aug 19, 06:11UFO would have to be updated by the modder. Fixing another mod yourself is very hard, even with programming skills.
AI bugs:
Any jump to ratfish waters, makes the trade ship pass within weapons range of the station.
Ships have no sense of self-preservation. They rarely flee. Warships clearly need to retreat and they don't.
All crews fight to the death. Even combat rank bailout is still incomplete and needs improvements (I did one). Only rievers should do that. Ever one else should eject once the hull gets below a %.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: Who is still modding - wants to mod XR
Changing the AI, that is much harder changing the location is easy. I can make a mod to change it's location.
Where to put the station? Locations are under what file? Clear naming or codes?
The bigger issue is we need a "community bug fix patch", like morrowind or oblivion.
I can combined two mods and add location change to fix the ratfish waters. Maybe fuse auto-dock repair too. The bug fix mods should be simple to fuse to the community patch, making sure the don't conflict with the other mods.
Where to put the station? Locations are under what file? Clear naming or codes?
The bigger issue is we need a "community bug fix patch", like morrowind or oblivion.
I can combined two mods and add location change to fix the ratfish waters. Maybe fuse auto-dock repair too. The bug fix mods should be simple to fuse to the community patch, making sure the don't conflict with the other mods.
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: Who is still modding - wants to mod XR
The map hierarchy in X Rebirth looks something like this:
An example: I first have the macro for the Capital Shipyard ready. I make a new zone called Gemstone Manufacture, and plug the Capital Shipyard connection into the G.M. zone macro connection list. So you now have a Capital Shipyard inside Gemstone Manufacture.
Refer to maps/xu_ep1_universe/zones.xml ; the file contains macros of every zone in X Rebirth, plus a few anonymous zones.
From the awesome Roguey website (https://roguey.co.uk/xrebirth/universe/ ... 72/item-4/) Murky Skies is "tzoneCluster_C_Sector10_Zone68_macro". Go search for that macro inside zones.xml and you should see a <connections> node. Search below, and one of them should be something like <connection name="..." class="station" macro="struct_bt_ol_spacefuel_production_macro [licenced distillery]">. That will be your patching target.
This knowledge works even in X4, just that zones and stations are not used the same way in Rebirth.
- Galaxy (there is only 1 Galaxy obviously)
- Cluster
- Sector
- Zone
- In-zone objects, e.g. stations
An example: I first have the macro for the Capital Shipyard ready. I make a new zone called Gemstone Manufacture, and plug the Capital Shipyard connection into the G.M. zone macro connection list. So you now have a Capital Shipyard inside Gemstone Manufacture.
Refer to maps/xu_ep1_universe/zones.xml ; the file contains macros of every zone in X Rebirth, plus a few anonymous zones.
From the awesome Roguey website (https://roguey.co.uk/xrebirth/universe/ ... 72/item-4/) Murky Skies is "tzoneCluster_C_Sector10_Zone68_macro". Go search for that macro inside zones.xml and you should see a <connections> node. Search below, and one of them should be something like <connection name="..." class="station" macro="struct_bt_ol_spacefuel_production_macro [licenced distillery]">. That will be your patching target.
This knowledge works even in X4, just that zones and stations are not used the same way in Rebirth.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: Who is still modding - wants to mod XR
I have added it to reward fix. It had no effect. This should be in scripts and modding.
extensions/Reward_Fix/maps/XU_ep1_universe/zones.xml
Do I need to exit the zone and reenter?
extensions/Reward_Fix/maps/XU_ep1_universe/zones.xml
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//macro[@name='tzoneCluster_C_Sector10_Zone68_macro']/connections/connection[@name='struct_bt_ol_spacefuel_production_macro']/offset">
<offset>
<!--Murky Waters fix-->
<position x="-37779.1875" y="9094" z="-10000" />
</offset>
</replace>
</diff>
Re: Who is still modding - wants to mod XR
1) You must restart the game.
2) View error log
and try
But perhaps it is already spelled out in the save file.
2) View error log
and try
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//macros/macro[@name='tzoneCluster_C_Sector10_Zone68_macro']/connections/connection[@name='struct_bt_ol_spacefuel_production_macro']/offset">
<offset>
<!--Murky Waters fix-->
<position x="-37779.1875" y="9094" z="-10000" />
</offset>
</replace>
</diff>
Re: Who is still modding - wants to mod XR
Do you mean start a new game? Can't do that too far into the game.
In that case, what about editing the saved file.
I checked the error log. No additional errors.
I think the station moved, but not where I thought. The z axis is moving down in map mode, not flying in space. What defines x,y,z?
In that case, what about editing the saved file.
I checked the error log. No additional errors.
I think the station moved, but not where I thought. The z axis is moving down in map mode, not flying in space. What defines x,y,z?
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//macros/macro[@name='tzoneCluster_C_Sector10_Zone68_macro']/connections/connection[@name='struct_bt_ol_spacefuel_production_macro']/offset">
<offset>
<!--Murky Waters fix-->
<position x="-37779.1875" y="9094" z="-80000" />
</offset>
</replace>
</diff>
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: Who is still modding - wants to mod XR
Positive X goes to the East.
Positive Y goes Upwards
Positive Z goes to the North.
Pretty intuitive, if you ask me.
EDIT:
Something interesting: 1 unit in the coordinate system actually equates to 1 meter. So you could estimate distance with your Albion Skunk first, using the Guidance tool multiple times at different angles.
Positive Y goes Upwards
Positive Z goes to the North.
Pretty intuitive, if you ask me.
EDIT:
Something interesting: 1 unit in the coordinate system actually equates to 1 meter. So you could estimate distance with your Albion Skunk first, using the Guidance tool multiple times at different angles.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
- SirFrancisDrake
- Posts: 188
- Joined: Mon, 23. Dec 13, 11:24
Re: Who is still modding - wants to mod XR
Hi,
you can use this small script. It shows you the exact position in zone, sector and cluster.
Unitrader wrote this code some years ago.
Greetings,
SirFrancisDrake
you can use this small script. It shows you the exact position in zone, sector and cluster.
Unitrader wrote this code some years ago.
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="UT_Semi-Secret_Project" xsi:noNamespaceSchemaLocation="http://utnas/~unitrader/XRebirthxsds/md.xsd">
<cues>
<cue name="PrintPos" checkinterval="5s" instantiate="true">
<actions>
<set_value name="$ZoneOffset" exact="player.primaryship.position"/>
<transform_position name="$SectorOffset" refposition="player.zone.position" refrotation="player.zone.rotation"><position space="$ZoneOffset"/></transform_position>
<transform_position name="$ClusterOffset" refposition="player.sector.position" refrotation="player.sector.rotation"><position space="$SectorOffset"/></transform_position>
<show_notification caption="'Position'" details="[$ZoneOffset,$SectorOffset,$ClusterOffset]" timeout="2s"/>
</actions>
</cue>
</cues>
</mdscript>
SirFrancisDrake
Re: Who is still modding - wants to mod XR
Which applies to in game or map mode?Vectorial1024 wrote: ↑Mon, 2. Sep 19, 18:02Positive X goes to the East.
Positive Y goes Upwards
Positive Z goes to the North.
Pretty intuitive, if you ask me.
EDIT:
Something interesting: 1 unit in the coordinate system actually equates to 1 meter. So you could estimate distance with your Albion Skunk first, using the Guidance tool multiple times at different angles.
Re: Who is still modding - wants to mod XR
Use CHM to take coordinates.
https://steamcommunity.com/sharedfiles/ ... =649322713
It will make your life easier.
https://steamcommunity.com/sharedfiles/ ... =649322713
It will make your life easier.
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: Who is still modding - wants to mod XR
It's basically the same thing; this system applies to the in-game system, and the map is simply an representation of the system itself.AR_Starfighter wrote: ↑Tue, 3. Sep 19, 09:30Which applies to in game or map mode?Vectorial1024 wrote: ↑Mon, 2. Sep 19, 18:02Positive X goes to the East.
Positive Y goes Upwards
Positive Z goes to the North.
Pretty intuitive, if you ask me.
EDIT:
Something interesting: 1 unit in the coordinate system actually equates to 1 meter. So you could estimate distance with your Albion Skunk first, using the Guidance tool multiple times at different angles.
The axes are more obvious in X4, but XR and X4 basically shares the same internal system, so yeah.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: Who is still modding - wants to mod XR
I need to see if works for someone else. Try this code and see if works. Then post here.
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: Who is still modding - wants to mod XR
...?
- The position of Albion Skunk inside your zone
- The position of your zone with respect to your sector
- The position of your sector with respect to your cluster
Should work pretty well.
This prints stuff every 5 seconds. The stuff are:SirFrancisDrake wrote: ↑Mon, 2. Sep 19, 18:38Hi,
you can use this small script. It shows you the exact position in zone, sector and cluster.
Unitrader wrote this code some years ago.
Greetings,Code: Select all
<?xml version="1.0" encoding="UTF-8"?> <mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="UT_Semi-Secret_Project" xsi:noNamespaceSchemaLocation="http://utnas/~unitrader/XRebirthxsds/md.xsd"> <cues> <cue name="PrintPos" checkinterval="5s" instantiate="true"> <actions> <set_value name="$ZoneOffset" exact="player.primaryship.position"/> <transform_position name="$SectorOffset" refposition="player.zone.position" refrotation="player.zone.rotation"><position space="$ZoneOffset"/></transform_position> <transform_position name="$ClusterOffset" refposition="player.sector.position" refrotation="player.sector.rotation"><position space="$SectorOffset"/></transform_position> <show_notification caption="'Position'" details="[$ZoneOffset,$SectorOffset,$ClusterOffset]" timeout="2s"/> </actions> </cue> </cues> </mdscript>
SirFrancisDrake
- The position of Albion Skunk inside your zone
- The position of your zone with respect to your sector
- The position of your sector with respect to your cluster
Should work pretty well.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: Who is still modding - wants to mod XR
actually it shows the position of the skunk itself relative to the current Zone, Sector and Cluster, so you dont have to do any math to get your Position in any parent context (it even accounts for the case that the spaces have a rotation, which is not the case in vanilla, and i only know one unpublished Mod which actually makes some use of that..)
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
Re: Who is still modding - wants to mod XR
You seem to forget the station is hostile to the skunk. I'll get destroyed before I reach it. The position script will not help.
I need someone else to succeed at moving the station. I tried to move the station it had no effect.
I need someone else to succeed at moving the station. I tried to move the station it had no effect.