Script & Mod Requests

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

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

User avatar
Petroph
Posts: 187
Joined: Tue, 12. Jul 11, 08:07
x4

[MOD REQUEST] Show Me Your Skills Please Not Your ??????

Post by Petroph »

As much as I hate to say it, would there be a possibility to just circumvent waiting around for 10 mins for a random conversation to come up, only to hope to get a decent person rather then a sometimes useless discount?

When I ask an NPC for there skills, I expect to be able to see it, not see question marks. The only way is to either hire them, potentially wasting your money just to see their skills, or to talk to every single npc just to find someone decent.

So any potential way to just "See" what their skills are instead of wasting time trying to figure out what their skills are?
ophion
Posts: 65
Joined: Fri, 16. May 08, 23:30
x3tc

[mod] request stop talking sequence

Post by ophion »

greetings all

first of thanks for the fast mods really like them. :D

now as you all may well know in most rpg's when u talk to someone
and you have heard it before u can press esc or B and you skip the talking
very :roll: that u have to hear it all again if you press a wrong button .
i know it's not that important but it would be nice.
thats all folks waiting for more mods .

I'm starting to like this game :)

ophion.
User avatar
Petroph
Posts: 187
Joined: Tue, 12. Jul 11, 08:07
x4

Re: [mod] request stop talking sequence

Post by Petroph »

ophion wrote:greetings all

first of thanks for the fast mods really like them. :D

now as you all may well know in most rpg's when u talk to someone
and you have heard it before u can press esc or B and you skip the talking
very :roll: that u have to hear it all again if you press a wrong button .
i know it's not that important but it would be nice.
thats all folks waiting for more mods .

I'm starting to like this game :)

ophion.
Not exactly a way to skip the sequence. But it just turns it off all together.
http://forum.egosoft.com/viewtopic.php?t=349401
User avatar
Petroph
Posts: 187
Joined: Tue, 12. Jul 11, 08:07
x4

Post by Petroph »

Jack08 wrote:Already a 3rd of the way there, i have hold position, follow and move to my position working, however i cant release what i have until i can find a way to prevent people form using the commands on a ship currently running a trade job, or you will break the trade job and leave it hanging there forever. (and loose your credits in the process)
Ya that would be a problem. There should be a way to cancel the job though, no matter how many credits were already spent. If I want my ship outta there, it needs to get outta there lol.

Would there ever be a possibility to perhaps, get something to attack target, or defend target? I would like to get my frigate to defend my freighter, however, since all my ships do is "Follow" me, I can't do much with any of them. Especially since the follow command is apparently overriding any attack or defend commands. Its sad to see a fully upgraded frigate get destroyed because it refuses to return fire.
HETPE3B
Posts: 56
Joined: Fri, 16. Mar 12, 00:02

Post by HETPE3B »

oh yes both of thing would be nice! but first sector map please
HETPE3B
Posts: 56
Joined: Fri, 16. Mar 12, 00:02

Post by HETPE3B »

my friend what you ask is a new feature. it's not that neccesary right now, and would take much more time then you think to do it.
right now modder must fix what egosoft ****** up...
that feature thou would be very nice. i think for meantime we can outsorce it to egosoft, and then ask modders to make it good.
i don't think egosoft knows what players need....
SyberSmoke
Posts: 651
Joined: Sat, 11. Feb 12, 04:03
x4

[Request] Better Threat/Target Markers

Post by SyberSmoke »

I am glad to see modders at work and finding a different way to enjoy the game. I wanted to make a request for something that appears silly...but is some what important.

My request is for a mod that will give the cockpit slightly larger threat markers. Something that stands out more when it is at the edge. This way they attract the eye instead of those tiny triangles that exist currently. They really can be hard to track and worse in DeVrise.

Second, I would like to request that a simple line be added that radiates from the center and fades a little after hitting the second ring of the reticle. The line would indicate the currently selected target, much like a flight sim has. How the future lost this info...no clue. But having a line pointing to your targets relative angle would be a god send.

If you want them, I could also suggest option for tuning the display to turn off certain data or to maintain certain data...like drops, abandoned craft (May be a different color then blue?), removing none hostiles from indication, or even highlighting Capital and station nods with indicators (Purple for Shields, Yellow for Light Weapons, Red for heavy Weapons??). Ok...that is about it.
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Re: [Request] Better Threat/Target Markers

Post by MutantDwarf »

SyberSmoke wrote:I am glad to see modders at work and finding a different way to enjoy the game. I wanted to make a request for something that appears silly...but is some what important.

My request is for a mod that will give the cockpit slightly larger threat markers. Something that stands out more when it is at the edge. This way they attract the eye instead of those tiny triangles that exist currently. They really can be hard to track and worse in DeVrise.

Second, I would like to request that a simple line be added that radiates from the center and fades a little after hitting the second ring of the reticle. The line would indicate the currently selected target, much like a flight sim has. How the future lost this info...no clue. But having a line pointing to your targets relative angle would be a god send.

If you want them, I could also suggest option for tuning the display to turn off certain data or to maintain certain data...like drops, abandoned craft (May be a different color then blue?), removing none hostiles from indication, or even highlighting Capital and station nods with indicators (Purple for Shields, Yellow for Light Weapons, Red for heavy Weapons??). Ok...that is about it.
Just so you know, there's already something pointed towards the currently selected target. It's the white triangle around the second circle in the center of your HUD.
SyberSmoke
Posts: 651
Joined: Sat, 11. Feb 12, 04:03
x4

Re: [Request] Better Threat/Target Markers

Post by SyberSmoke »

MutantDwarf wrote: Just so you know, there's already something pointed towards the currently selected target. It's the white triangle around the second circle in the center of your HUD.
I am aware of that, but it is badly designed. The white ring is nondescript, it does not stand out. The arrow blends in with the ring its self. It is a bad indicator when your eyes are moving around the screen looking for a tiny triangle or tracking a ship your looking to shoot.

All in all while it looks snazy...it is poor design for a combat indicator.
PredatorX
Posts: 67
Joined: Fri, 13. Feb 09, 11:47

Post by PredatorX »

i will try the best when i have this game and figured out how it works.
if the creating of new models (or to edit them) is possible in the near future, i will pull her a bag over the head...haha!
Shrewd135
Posts: 895
Joined: Fri, 6. Apr 12, 23:34

Request Unlimited range, targeting of station identifiers.

Post by Shrewd135 »

This was one of the unplayable features of previous xgames, and here it is again... makes the game unplayable for me... its like my mouse is broken.

I should be able to click on anything I can see, at any range, and get information on it.

Oddly enough that feature exists on spacecraft, but NOT on station (i) identiers or any of the icon based spots.

This really needs to change.
Strum1
Posts: 241
Joined: Wed, 22. Apr 09, 03:10
x3tc

Post by Strum1 »

I second this.. if someone could write a mod to bypass the small talk and just show their real skills.
Grimm Spector
Posts: 137
Joined: Thu, 23. Oct 08, 17:06
x3tc

Post by Grimm Spector »

What makes this more aggravating is that the small talk option doesn't exist on most NPCs at all, so you can't learn about most NPCs skills...
User avatar
kamikazi1231
Posts: 102
Joined: Wed, 29. Apr 09, 23:30
x3tc

Post by kamikazi1231 »

It may be a while for this mod. The Devs have stated one of the most requested features is making this easier. When we win a smalltalk we are supposed to be able to request our reward. So you can ask for a discount or that you want to hire someone, then request a certain type like engineer, captain, pilot. That way it won't be random chance and you can actually do enough small talks to unlock all the skills of the three or so engineers you might find on the station.

So it may be the coding for this feature may change soon. I'd personally be hesitant to start modding it knowing it will change dramatically in hopefully the near future.
User avatar
kamikazi1231
Posts: 102
Joined: Wed, 29. Apr 09, 23:30
x3tc

Post by kamikazi1231 »

Hopefully it will be fixed officially soon. I mean we have seen previous screenshots with younger people. I saw somewhere there is a bug in the random face selector that is always selecting the very old faces. Kind of creepy every person having the body of a 20something and the face of a 90 year old.

Of course I think they will still all have short hair. We know that Yisha has hair so maybe we will start seeing NPCs having something besides buzz cuts too.
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

Er. I have no idea what you're seeing, but there are younger female characters. They're at least as common as the old women, probably more so.
Garick
Posts: 6
Joined: Mon, 18. Nov 13, 05:31

Post by Garick »

Would be great if as well they could be given fleet formation orders so that they could move into various formations.
HowDoYouPurr
Posts: 46
Joined: Thu, 22. Nov 12, 14:12
x4

Needed mod to put the station building items in a specific ship type likely container

Post by HowDoYouPurr »

likely container type ship is needed just this would enable people to finish their factories sucks having to cheat it but with the traders being so stupid what can you do. thanks
Halconnen
Posts: 831
Joined: Sun, 22. Feb 04, 12:55
x3tc

Post by Halconnen »

At least after the elements have been scanned once, this totally makes sense. That way, scanning a station is at least good for -something-.
DaMuncha
Posts: 1394
Joined: Mon, 1. Nov 10, 10:00
x4

[Request] no highway graphics

Post by DaMuncha »

I would like to be able to turn highways on and off, I only want to see the gates at either end, without this horrible green line snaking everywhere, but I still want to be able to turn it back on if I need to join a highway in the middle.

Return to “X Rebirth - Scripts and Modding”