[MOD] Remove/Destroy/Kill ALL Civillian Ships & Taxis (UPDATED w/Cockpit/MinimalHUD)

The place to discuss scripting and game modifications for X³: Reunion.

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

fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

You can have no civs in *any* mod. You just have to edit the Jobs file within that mod.


Get doubleshadow's editor, open up jobs.txt, and delete lines:

6101
6102
6103
6104


Four lines, whole process takes 20 seconds from start to finish. After about a half an hour in-game, the civs/taxis should be gone. :)
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

fud wrote:You can have no civs in *any* mod. You just have to edit the Jobs file within that mod.


Get doubleshadow's editor, open up jobs.txt, and delete lines:

6101
6102
6103
6104


Four lines, whole process takes 20 seconds from start to finish. After about a half an hour in-game, the civs/taxis should be gone. :)
Linky please? I cant find it anywhere..

and... is there an .spk alone for the minimal hud? Thank you.
fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

CHeck the "tools/resource" sticky. It's in the first post. :)
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

fud wrote:CHeck the "tools/resource" sticky. It's in the first post. :)
found it.. now hope it works :)

anyone has a .spk for the minimal hud thing alone?

Thank you!!
Alkali
Posts: 75
Joined: Sun, 4. Apr 04, 04:59
x3

Post by Alkali »

Okay what about the other types like Media service, cleaning service, flight school etc - are these just more civ type ships or do they serve a usefull purpose in game - i.e. good pirating targets? I'd like to delete em.
fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

The taxis/civ lines add a huge number of ships. The media service, tank cleaners, funeral directors (lol), etc, aren't as prominent. Deleting them won't have nearly the affect of the 4 civ/taxi lines.

Just make a copy of the original and edit the copy. That way if you delete the wrong thing (some things are plot related), you can restore it. At one point, I deleted everything that wasn't military.
Puruco
Posts: 527
Joined: Tue, 6. Dec 05, 00:09
x3

Post by Puruco »

cactus wrote:Excuse my modding/scripting ignorance, but is it a simple matter of deleting the appropriate lines in the Jobs.txt file to stop them spawning?

i.e.
6101;Taxidienst; ....
6102;Zivilschiff; ....
6103;Taxidienst; ....
6104;Zivilschiff; ....

Thanks.
This can still works with 2.02 update?
Jakesnake5
Posts: 2880
Joined: Fri, 17. Feb 06, 04:55
x4

Post by Jakesnake5 »

Yes, those lines are what control the number of Civi's in the game.

It's just that the 2.0 Jobs.txt and the 1.4.03 version are not compatible.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

It was the first thing I did after reinstalling X3/2.0. :)


I took out civies/etc, added M6s to police patrols, M6s to pirates, along with every other M3/4/5 of all races to pirates. Things are interesting now.


It's rather fun seeing a Yaki Mamba, and an Argon Police Centaur, and a Pirate Nemesis, among others. :)
Kaze
Posts: 62
Joined: Wed, 8. Dec 04, 06:03
x3

Post by Kaze »

So could someone post the updated mod for 2.0.02 ?
Please :?
Jakesnake5
Posts: 2880
Joined: Fri, 17. Feb 06, 04:55
x4

Post by Jakesnake5 »

My Goner Traders mod has a No Civi version for 2.0.x
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 »

Or just get the mods separately from my sig.
calavera3rd
Posts: 4
Joined: Sat, 27. Jan 07, 02:10

Post by calavera3rd »

Can someone please tell me where to find and how to edit the jobs.txt file?

I'm using the Extended Mod, and I want to get rid of civilians.

I've installed Doubleshadow's editor, but have no idea what to do next...

Please?
Jakesnake5
Posts: 2880
Joined: Fri, 17. Feb 06, 04:55
x4

Post by Jakesnake5 »

Run X3 Editor

If asked, tell it where your X3 install is.

Select TXT Editor

Click 'Open'

Navigate your way to your X3 install's 'mods' directory

Select the Extended mod .cat file

Locate the jobs.txt file and open it

Scroll down to entries starting with 6101.

Right click, select delete on:

6101
6102
6103
6104

Save file back to the mod, confirm replace.

If you already have an active game with civi's, they will show up with blank names, and eventually jump and die from systems as you pass through them.
Perfection is in the hands of God, we bags of dirt can only do the best we can©
[ external image ]
Modders are a source of ideas to help the Game Makers improve what they have made. Cherrish them, for they are the fruit of thy labors.©
hassisin
Posts: 108
Joined: Mon, 28. Apr 08, 20:36

Post by hassisin »

i'm probably the only idiotic noob that will ask this but how do you install? :? I'm trying to install the merged no civ and cockpit callback. help please
cale_online
Posts: 669
Joined: Sun, 6. Jul 08, 20:16
x3ap

Post by cale_online »

BUMP

i dont know if i'm being completely stupid, but i cant seem to find the jobs.txt file in any of the .Cat files??

i'm running the lastest (i think? - its atleast 2.5 anyway!) x3 vanilla
only running the cockpit mod (that randomly turns off!)

but i still cant find the jobs.txt
i've got 11.Cat files, and 1 in the mod folder for the cockpit mod, none of them have the file in

but when i installed XTM, i found it, edited, but i never saw if it worked cos XTM kept crashing my game, so i deleted it again.
when i found it in the XTM mod it was burried away in a "types" folder in 11.cat



fud wrote:It was the first thing I did after reinstalling X3/2.0. :)


I took out civies/etc, added M6s to police patrols, M6s to pirates, along with every other M3/4/5 of all races to pirates. Things are interesting now.


It's rather fun seeing a Yaki Mamba, and an Argon Police Centaur, and a Pirate Nemesis, among others. :)
also, how did you do that? i'm bored of killing easy ships, i want a pirate centuar or something to fight (and borrow!)
Edvinas99
Posts: 10
Joined: Tue, 15. Jun 10, 09:49

Post by Edvinas99 »

Sorry for reviving an old thread, but I really need some help.My problem: i modify the jobs.Pck file(remove taxis for example) and when i save it and load a game ALL the ships are gone(new game) or blank(load savegame)..I think this happens because by replacing jobs.Pck i move it to the bottom of the list, but i dont know how to sort files alphabetically inside .Cat file..Can anyone help?

Return to “X³: Reunion - Scripts and Modding”