[MOD]Employee Variety v1.2

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lordofpie7000
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Re: [MOD]Employee Variety v1.1

Post by lordofpie7000 » Wed, 28. Apr 21, 17:34

Thanks for the mod and comments in the code. Makes it easy to understand. What drives me nuts is not having a visual repository to know which macros look like what with whichever clothing. That of course is no fault of yours, but if there's something to reference it would make it easier to decide which macros I want, or which ones to avoid.

Again, thank you for the mod.

BlackRain
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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Wed, 28. Apr 21, 19:09

lordofpie7000 wrote:
Wed, 28. Apr 21, 17:34
Thanks for the mod and comments in the code. Makes it easy to understand. What drives me nuts is not having a visual repository to know which macros look like what with whichever clothing. That of course is no fault of yours, but if there's something to reference it would make it easier to decide which macros I want, or which ones to avoid.

Again, thank you for the mod.
There is another file in there that has all the macros in it, but no way to know exactly which is which (for clothing and such). At least without a lot of trial and error, of course I don't plan to do that lol. At least for most of the NPC's the clothing is relatively the same per faction.

chasepack
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Re: [MOD] Human Employee Variety

Post by chasepack » Sun, 2. May 21, 05:29

BlackRain wrote:
Fri, 28. Aug 20, 16:43
Really? Why would this mod be deemed a hate crime? I only made it so that anyone could easily edit what they like from the variety of human employees lol. What you do with it is up to you. If what you are saying ever became a reality then I hope it is long after I am dead.
well.. with the advent of the internet... theres a tad too many sensitive voices in the world... its not that cultural inclusion, diversity is a bad thing... bias/exclusion is a bad thing.
its just annoying to have it shoved in the face time and again
anyways, that digresses from this topic.


Love the work! i can finally not suck dry faction shipyards/wharfs by ordering crew there... lol...

ravayen
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Re: [MOD]Employee Variety v1.1

Post by ravayen » Thu, 6. May 21, 14:49

Just want to clarify something...are the settings in the mod already at vanilla values? meaning if i download and not edit anything it will be the same as vanilla until i change something, i couldn't make up my mind just looking at the description and want to be sure because i only want a couple small things changed in my game.
'Coming like a train baby'
'Choo choo'

BlackRain
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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Thu, 6. May 21, 21:00

Baconnaise wrote:
Wed, 28. Apr 21, 11:32
Thanks for the mod. We need these mods IMO. I generally play as a certain race or faction and it really irks me when I have multiple different races on my stations or ships. It's funny because Egosoft even has plot elements revolving around such things yet we have no recourse or options to set these up.
Hello, Only the ones that say "Default Value" and have numbers already in them are from vanilla. Actually in vanila, all the human races do not have chance in them at all. Chance is removed and it is just whatever you get. I put in chance="0" and you just need to change the 0 to whatever you want. If you don't want it to change anything at all, you can just comment out whatever you don't want.

For example:

<!--<replace sel="//characters/character[@name='argon.service']">
<character name="argon.service">
<select macro="character_argon_male_dyn_overall_crew_01_macro" weight="0" />
<select macro="character_argon_female_dyn_overall_crew_01_macro" weight="0"/>
</character>
</replace>-->

Will comment this out and it nothing will be changed. It will just remain whatever vanilla is.

The teladi and Paranid ones are same as vanilla so u don't need to do anything with those at all if you want it to remain vanilla values.

However, all others are set to 0 by default with this mod and you can just change the 0's or comment out whatever you want to comment out. The <!-- --> are what comment things out.

I should write better instructions in there but I just was too lazy.

ravayen
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Re: [MOD]Employee Variety v1.1

Post by ravayen » Thu, 6. May 21, 23:50

So if i comment out everything except the teladi and paranid entries it will be exactly the same as vanilla? and then simply uncomment the ones i want to experiment with as i'm tweaking it? basically i want all vanilla values so i can tweak them one at a time and see if i like the result before moving onto the next one.
What is the effect of the file as it is now btw? did you remove all humans or something?
'Coming like a train baby'
'Choo choo'

BlackRain
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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Fri, 7. May 21, 01:40

ravayen wrote:
Thu, 6. May 21, 23:50
So if i comment out everything except the teladi and paranid entries it will be exactly the same as vanilla? and then simply uncomment the ones i want to experiment with as i'm tweaking it? basically i want all vanilla values so i can tweak them one at a time and see if i like the result before moving onto the next one.
What is the effect of the file as it is now btw? did you remove all humans or something?
Yes to your first and second questions.

Right now, I haven't really tested what having a chance of 0 would do, but I assume it would remove them from consideration but again this might not be the case. You can comment out specific ones though and that will ensure they aren't used, like this for example:

<replace sel="//characters/character[@name='argon.service']">
<character name="argon.service">
<!--<select macro="character_argon_male_dyn_overall_crew_01_macro" weight="0" />-->
<select macro="character_argon_female_dyn_overall_crew_01_macro" weight="100"/>
</character>
</replace>

Above I commented out the male there so in this case there would only be females. This definitely works for sure since I have tested it.

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Baconnaise
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Re: [MOD]Employee Variety v1.1

Post by Baconnaise » Fri, 7. May 21, 11:19

Thanks for the explanation. Quite helpful!

ravayen
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Re: [MOD]Employee Variety v1.1

Post by ravayen » Fri, 7. May 21, 17:29

Thnx for clearing that up, guess i'm off to play with my dolls......that sounded better in my head lol.
'Coming like a train baby'
'Choo choo'

BlackRain
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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Fri, 7. May 21, 18:11

ravayen wrote:
Fri, 7. May 21, 17:29
Thnx for clearing that up, guess i'm off to play with my dolls......that sounded better in my head lol.
lol

Midnitewolf
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Re: [MOD] Human Employee Variety

Post by Midnitewolf » Sat, 8. May 21, 22:07

Warnoise wrote:
Thu, 6. Aug 20, 12:03
Yeah i mean my own stations/ships. It is mainly for RP purpose though :p
Yeah I get this. I got one playthrough where I am roleplaying an Xenophobic Terran bent on wiping out all aliens. Oddly enough, my capital combat ship captains are all Terran Females in this run though so I guess it is kind of an Amazon Legion inspired playthough. I am also playing the Star Wars Interworlds mod as an Imperial and even though it is not PC in the world today, if I want to be true to the original Star Wars lore, well if your a Star Wars fan you know what that means. I also have a Split playthough and would love it if my crews were all Split. In any case, I am pretty diverse but in most cases, the roleplay is kind of ruined when for example, half your crew is Lizard or three eyed monster and your supposed to be Xenophobic to the point you want to murder them all.

unit757
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Re: [MOD]Employee Variety v1.1

Post by unit757 » Thu, 20. May 21, 23:42

Not sure if I messed up something when configuring it, but some of my ships built at my own wharf don't have a pilot.

I commented out all the sections for non-human NPCs, so the ones that do have pilots are all human.

Running with the star wars mod, not sure if that makes a difference tho

BlackRain
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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Sat, 22. May 21, 15:14

unit757 wrote:
Thu, 20. May 21, 23:42
Not sure if I messed up something when configuring it, but some of my ships built at my own wharf don't have a pilot.

I commented out all the sections for non-human NPCs, so the ones that do have pilots are all human.

Running with the star wars mod, not sure if that makes a difference tho
If ships are being built without pilots then something is definitely wrong but I do not use the star wars mod so I don't know if there is any conflict there. It is hard for me to know what is wrong in your situation without more information.

Jaskan
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Re: [MOD]Employee Variety v1.1

Post by Jaskan » Mon, 24. May 21, 14:21

very good, gona try this

unit757
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Re: [MOD]Employee Variety v1.1

Post by unit757 » Mon, 24. May 21, 19:34

BlackRain wrote:
Sat, 22. May 21, 15:14
unit757 wrote:
Thu, 20. May 21, 23:42
Not sure if I messed up something when configuring it, but some of my ships built at my own wharf don't have a pilot.

I commented out all the sections for non-human NPCs, so the ones that do have pilots are all human.

Running with the star wars mod, not sure if that makes a difference tho
If ships are being built without pilots then something is definitely wrong but I do not use the star wars mod so I don't know if there is any conflict there. It is hard for me to know what is wrong in your situation without more information.
So what I am doing is commenting out all entries for non-human NPCs, and just leaving the argon, terran, and pioneer ones. By doing this, it seems like it still tries to use in an alien NPC, but ends up not using any NPC, so the ship has no pilot, or less service crew than what was ordered.

Right now I have it working, what I did was replace the NPCs under the teladi, paranid, and split entries with models for the human ones. But both this, and my first attempt that left non-human NPCs not working, is also affecting all factions, as well as who spawns on stations, not just what I get from my shipyard (I think that was the original intention?)

BlackRain
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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Mon, 24. May 21, 20:09

unit757 wrote:
Mon, 24. May 21, 19:34
BlackRain wrote:
Sat, 22. May 21, 15:14
unit757 wrote:
Thu, 20. May 21, 23:42
Not sure if I messed up something when configuring it, but some of my ships built at my own wharf don't have a pilot.

I commented out all the sections for non-human NPCs, so the ones that do have pilots are all human.

Running with the star wars mod, not sure if that makes a difference tho
If ships are being built without pilots then something is definitely wrong but I do not use the star wars mod so I don't know if there is any conflict there. It is hard for me to know what is wrong in your situation without more information.
So what I am doing is commenting out all entries for non-human NPCs, and just leaving the argon, terran, and pioneer ones. By doing this, it seems like it still tries to use in an alien NPC, but ends up not using any NPC, so the ship has no pilot, or less service crew than what was ordered.

Right now I have it working, what I did was replace the NPCs under the teladi, paranid, and split entries with models for the human ones. But both this, and my first attempt that left non-human NPCs not working, is also affecting all factions, as well as who spawns on stations, not just what I get from my shipyard (I think that was the original intention?)
Errr, I have no clue what you are doing lol. It isn't necessary to do anything complicated to get this to work. Also, yeah, this is supposed to work at all shipyards/wharfs.

If you comment things out correctly, they just won't be affected by this at all. Maybe you made a mistake when you did it? It is hard for me to say without seeing what you did. If you mean you are ordering pilots at your own shipyard and getting aliens, that is normal. This doesn't change that. You need to use my other mod for that.

Jaskan
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Re: [MOD]Employee Variety v1.1

Post by Jaskan » Wed, 26. May 21, 10:37

Hey blackrain, what other mod are you talking about.

BlackRain
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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Thu, 27. May 21, 00:45

Jaskan wrote:
Wed, 26. May 21, 10:37
Hey blackrain, what other mod are you talking about.
Choose the race of your crew mod

viewtopic.php?f=181&t=435239

Jaskan
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Re: [MOD]Employee Variety v1.1

Post by Jaskan » Mon, 31. May 21, 11:48

BlackRain wrote:
Thu, 27. May 21, 00:45
Jaskan wrote:
Wed, 26. May 21, 10:37
Hey blackrain, what other mod are you talking about.
Choose the race of your crew mod

viewtopic.php?f=181&t=435239
Thanks yet again sir, and for all your mods
cheers

BlackRain
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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Thu, 11. May 23, 22:20

Version 1.2

Can be used to edit employees for Argon, Paranid, Split, Teladi and Terran. No Boron yet.

You need to open up the charactergroups.xml and follow instructions (in the libraries folder)
If you want to edit the Terrans, you have to open the extensions folder and keep opening folders until you get to the charactergroups.xml there.

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