[Mod] Advanced Renaming (updated 2020-07-11)
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Re: [Mod] Advanced Renaming (updated 2019-07-13)
Been playing for a bit with the updated version, just wanted to let you know I haven't had a null show up again now, so looks like your changes worked as you intended. Cheers
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
Re: [Mod] Advanced Renaming (updated 2019-07-13)
Not sure what i am doing wrong here
This mod and G_Work_Around are installed
But if for example i rename /yel blahship gets displayed with no colour change
##EDIT##
Fixed after UT updated it
This mod and G_Work_Around are installed
But if for example i rename /yel blahship
Code: Select all
/yel blahship
##EDIT##
Fixed after UT updated it
Last edited by TSM on Fri, 3. Jul 20, 23:27, edited 1 time in total.
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Re: [Mod] Advanced Renaming (updated 2019-07-13)
Is this compatible with the latest versions?
Re: [Mod] Advanced Renaming (updated 2019-07-13)
Yes works in 3.20 and Beta 3.30 B2
Unitrader recently updated the version on his github
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Re: [Mod] Advanced Renaming (updated 2019-07-13)
I've downloaded the version from Github and the version of G_Work_Around from the linked thread, but I'm still getting this problem. Any idea what I'm doing wrong?TSM wrote: ↑Wed, 24. Jun 20, 14:18Not sure what i am doing wrong here
This mod and G_Work_Around are installed
But if for example i rename /yel blahshipgets displayed with no colour changeCode: Select all
/yel blahship
##EDIT##
Fixed after UT updated it
EDIT: Tried it with the more recent version of G_Work_Around from Nexus and it's still not working.
EDIT2: Huh. Seem to have accidentally fixed it somehow
EDIT3: Ahhh, seems to only work from the ship information menu, not from the right-click menu. Now if I can just get /seqclass to display something other than "null" and also work out how to use the post-dynamic expressions. Am I right in understanding that post-dynamic ones should correlate to something I've put in the regular user defined names to change it after that's been implemented? I.e. if I have "/purpose" in the UD replacement, then put "Mine" in the post-dynamic expression it should rename my Miners to what I've defined in the post-dynamic replacement?
Last edited by Baldamundo on Tue, 7. Jul 20, 23:26, edited 3 times in total.
Re: [Mod] Advanced Renaming (updated 2019-07-13)
Just a quick heads up:
=> Mod folder Name is important. you have to remove the suffix -master which github attaches to it (otherwise the game wont find the required lua file)
=> while the old _G workaround should still work (i didnt remove the calls for it) i have migrated to SirNukes' Lua Loader as primary lua loading extension
=> Mod folder Name is important. you have to remove the suffix -master which github attaches to it (otherwise the game wont find the required lua file)
=> while the old _G workaround should still work (i didnt remove the calls for it) i have migrated to SirNukes' Lua Loader as primary lua loading extension
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: [Mod] Advanced Renaming (updated 2019-07-13)
Just updated the Version linked in the first Post.
Changes i remember sine the last update (sorry, its been a while):
=> Fully Compatible with latest non-beta Game Version* (slightly reduced functionality in Beta or any unknown game Version)
=> Now Uses SirNukes' Lua Loader if present (old _G Workaround can still work, but is not used if the loader is present)
=> Name Edit Line modified so you edit the Name with the Expressions rather than the coloured resulting name (NOT present untested Game Versions)
=> Also some cleanup was done
Changes i remember sine the last update (sorry, its been a while):
=> Fully Compatible with latest non-beta Game Version* (slightly reduced functionality in Beta or any unknown game Version)
=> Now Uses SirNukes' Lua Loader if present (old _G Workaround can still work, but is not used if the loader is present)
=> Name Edit Line modified so you edit the Name with the Expressions rather than the coloured resulting name (NOT present untested Game Versions)
=> Also some cleanup was done
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: [Mod] Advanced Renaming (updated 2020-07-11)
Is it possible to add functionality to rename NPCs you've hired?
I started a discussion about how directly editing the save file doesn't work. Currently in game there's no option to rename a hired NPC when you right-click them. I would like to rename some of my crew to mimic popular sci-fi heroes.
I started a discussion about how directly editing the save file doesn't work. Currently in game there's no option to rename a hired NPC when you right-click them. I would like to rename some of my crew to mimic popular sci-fi heroes.
Re: [Mod] Advanced Renaming (updated 2020-07-11)
Not really in the Scope of this Project. Also would require more hacking in the UI than i want.
Only compromise i can see is to make an expression to rename the Pilot or Manager of a Ship, but thats it. not any NPC present, which is obviously what you want.
Only compromise i can see is to make an expression to rename the Pilot or Manager of a Ship, but thats it. not any NPC present, which is obviously what you want.
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: [Mod] Advanced Renaming (updated 2020-07-11)
Thanks for the reply. I was afraid of that.
I find it interesting that Ego decided to save the pilot with a name and unique id but not the crew.
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Re: [Mod] Advanced Renaming (updated 2020-07-11)
So it's gone back to giving "null" on the sequence numbers. Was working at the start of this save game, and after only 2 and a half hours it's doing it.
The error it gives in the debug log is this:
At first thought maybe it was related to the player name (had changed it after the first time I used the renaming), so tried changing it back, still would give the same error. Then I made a ship bail and tested the rename on it both when I claimed it myself and sat in it, compared to when I sent a marine to claim it and waited for them to be in the seat, still gave the error.
The expression I'm renaming with is: DCSF /type+ /seqtype
/type+ works fine, but any /seq gives null. And it happens on ships I already had, and any that I get new. Have tried using /seqdel and /seqresetall, still gives a null. Just wish I knew why it broke from the start of the save
The error it gives in the debug log is this:
Code: Select all
[General] 8973.31 ======================================
[=ERROR=] 8973.31 Error in MD cue md.UT_CAC_Object_Name_Managment.NameUpdate_FromLua<inst:18f5e4b>: Property lookup failed: player.entity.$current_id
* player.entity == component.{0x4e91eL} (name='Jobi Kashuken', class=player)
* Expression: player.entity.$current_id
* Action: <set_value>, line 590
[General] 8973.31 ======================================
[General] 8973.31 ======================================
[=ERROR=] 8973.31 Error in MD cue md.UT_CAC_Object_Name_Managment.NameUpdate_FromLua<inst:18f5e4b>: Failed to set null.{component.{0x361cfL}} to value 1
* Expression: player.entity.$current_id.{$object}
* Action: <set_value>, line 590
[General] 8973.31 ======================================
[General] 8973.31 ======================================
[=ERROR=] 8973.31 Error in MD cue md.UT_CAC_Object_Name_Managment.NameUpdate_FromLua<inst:18f5e4b>: Property lookup failed: player.entity.$current_id
* player.entity == component.{0x4e91eL} (name='Jobi Kashuken', class=player)
* Expression: player.entity.$current_id.{$object}
* Action: <substitute_text>, line 630
[General] 8973.31 ======================================
The expression I'm renaming with is: DCSF /type+ /seqtype
/type+ works fine, but any /seq gives null. And it happens on ships I already had, and any that I get new. Have tried using /seqdel and /seqresetall, still gives a null. Just wish I knew why it broke from the start of the save
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
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- Posts: 99
- Joined: Sat, 21. Jun 08, 18:46
Re: [Mod] Advanced Renaming (updated 2020-07-11)
Really fantastic mod, and really impressive that it's been working fine without updates over multiple game versions.
One issue I've noticed: building ships at your own shipyard, they seem to get named by default with the 'Name Template for XS Ships' rather than the appropriate one for their ship-class (I'm guessing they start off as like an XS generic ship-in-construction template before getting their appropriate attributes??). And additional to that, if your Name Template for XS Ships uses the /freightclass or /class fields, they get filled in with "%CLASS:object" (I'm assuming it tries to assign them when the ship's first added to the construction queue, but before the ship actually gets assigned its final hull & cargo attributes)
If you ever plan to update the mod, it would be great if it could be made to work on fleet names as well as just ship names.
One issue I've noticed: building ships at your own shipyard, they seem to get named by default with the 'Name Template for XS Ships' rather than the appropriate one for their ship-class (I'm guessing they start off as like an XS generic ship-in-construction template before getting their appropriate attributes??). And additional to that, if your Name Template for XS Ships uses the /freightclass or /class fields, they get filled in with "%CLASS:object" (I'm assuming it tries to assign them when the ship's first added to the construction queue, but before the ship actually gets assigned its final hull & cargo attributes)
If you ever plan to update the mod, it would be great if it could be made to work on fleet names as well as just ship names.
Re: [Mod] Advanced Renaming (updated 2020-07-11)
Mod shows as version 0.30 with a date of 2016-09-01 in the Extensions menu. Just checking if the link on page 1 is for the current version. Thinking maybe an update to the XML just got missed?
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Re: [Mod] Advanced Renaming (updated 2020-07-11)
Anyone know if this still works in 5.0?
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Re: [Mod] Advanced Renaming (updated 2020-07-11)
Hi, does anyone know if %sub.total and/or %sub.id still works and if so how?
I always liked to use these functions for subordinates in XRebirth, e.g. Buzzard (1/10)
But in X4 I can't get any extensions with % to run. These extensions are still in the t/0001.xml.
And what does /seqall return ?
I have a squadron with 4 ships -> squadron leader -> fleet commander
/seqall then returns 2
I do not understand ?
I always liked to use these functions for subordinates in XRebirth, e.g. Buzzard (1/10)
But in X4 I can't get any extensions with % to run. These extensions are still in the t/0001.xml.
And what does /seqall return ?
I have a squadron with 4 ships -> squadron leader -> fleet commander
/seqall then returns 2
I do not understand ?
Re: [Mod] Advanced Renaming (updated 2020-07-11)
Excuse me could somebody show me a couple of practical examples on how to use it.
Am I suppose to use the expressions in the name by using the standard rename?
if I type "/whi Nemesis V" in the rename box the ship is renamed to /whi Nemesis V
it doesn't actually change the colour of the text.
Am I suppose to use the expressions in the name by using the standard rename?
if I type "/whi Nemesis V" in the rename box the ship is renamed to /whi Nemesis V
it doesn't actually change the colour of the text.
Re: [Mod] Advanced Renaming (updated 2020-07-11)
The info in this thread is quite outdated now.Brinnie wrote: ↑Thu, 4. May 23, 11:17Excuse me could somebody show me a couple of practical examples on how to use it.
Am I suppose to use the expressions in the name by using the standard rename?
if I type "/whi Nemesis V" in the rename box the ship is renamed to /whi Nemesis V
it doesn't actually change the colour of the text.
if you want to try the mod the best thing to do is get the latest files from UniTraders github: https://github.com/UniTrader/ut_advanced_renaming
Also _G Work Around is no longer needed, the github version I linked above requires the newer Sir Nukes Mod Support APIs's downloadable from either of these links:
Nexus Mods: https://www.nexusmods.com/x4foundations ... ?tab=files
or if you dont like or use nexus
Github: https://github.com/bvbohnen/x4-projects/releases (only sn_mod_support_apis_v1.88.zip is needed)
Once you have those 2 installed, it should be as simple as example: "/whi shipName" like you did before.
Re: [Mod] Advanced Renaming (updated 2020-07-11)
Thank you.
I'll get it tomorrow
I'll get it tomorrow
Re: [Mod] Advanced Renaming (updated 2020-07-11)
Hi Forleyor, I followed the above link to UTs github but I can't see a way to download, I am sure it's there I just can't see it
I have already got Sir Nukes stuff installed, I also have G work around installed. Do I need to remove it?
I have already got Sir Nukes stuff installed, I also have G work around installed. Do I need to remove it?
Re: [Mod] Advanced Renaming (updated 2020-07-11)
if you only got G_Work_Around for Advanced renaming and nothing else you can freely remove it
to get Advanced renaming from github you can click the green button "Code" then" Download zip" or click this direct link: https://github.com/UniTrader/ut_advance ... master.zip
extract the archive to X4 Foundations\extensions as usual, Note though that github adds -master to the end of the folder in the archive so rename ut_advanced_renaming-master to ut_advanced_renaming
Should look like X4 Foundations\extensions\ut_advanced_renaming
to get Advanced renaming from github you can click the green button "Code" then" Download zip" or click this direct link: https://github.com/UniTrader/ut_advance ... master.zip
extract the archive to X4 Foundations\extensions as usual, Note though that github adds -master to the end of the folder in the archive so rename ut_advanced_renaming-master to ut_advanced_renaming
Should look like X4 Foundations\extensions\ut_advanced_renaming