
[MOD] Capital Ship Bridge
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Well that would get me landing on the CV againSparky Sparkycorp wrote:Maybe deployed CVs should have a bar instead of one of the side room

Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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I just tried this method on a deployed construction vessel because I forgot to put a defence officer on it and it's giving me a mission to complete.NZ-Wanderer wrote:Hehe I noticed that a while back, but just thought I wasn't supposed to dock at the construction vessel anymore...![]()
Normally I don't even go on board the construction vessel anyway cause I just get the crew to go from the skunk to the vessel by talking to them on skunk and telling them to work on Construction vessel and off they fly, once it deploys there is no need to go there as well
However, the construction vessel is part of the station I have, and I can't expand the station in the list for some reason, so until the docking icon comes back I can't give the construction vessel a defence officer

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expand the assets of your station and you should be able to select the CV from the map.
anyway... i figured out that it is not a good idea to stay on board your CV after you gave it an build order... (the very first step)
after the CV itself expanded you may get stuck inside the structure... i'm lucky that i was able to clip out of that ship.. somehow...
oh.. and yes.. i am the certain Mynock UniTrader was talking about.
anyway... i figured out that it is not a good idea to stay on board your CV after you gave it an build order... (the very first step)
after the CV itself expanded you may get stuck inside the structure... i'm lucky that i was able to clip out of that ship.. somehow...

oh.. and yes.. i am the certain Mynock UniTrader was talking about.

MynoCorp Technologies - We build it, you're stuck with it.
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Well what you "could" do is install YorrickVander's Copilot Convo v1.2 mod, it has an option that will populate your ships with crew automaticallyLuke0086 wrote:I just tried this method on a deployed construction vessel because I forgot to put a defence officer on it and it's giving me a mission to complete.
However, the construction vessel is part of the station I have, and I can't expand the station in the list for some reason, so until the docking icon comes back I can't give the construction vessel a defence officer


- Egosoft Link Here
Thank you, great work as alwaysLitauen wrote:Version update: 1.45 Fix to Fulmekron/Construction Vessel bridge placement, attempt to solve rare falling problem

Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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I finally found the sound which is killing my nervesUniTrader wrote:i think it would be easier to remove this from the bridge directly (you need to disable mod updates before that of course) - just search in the assets-folder of the Mod for sound or noise and, if you are sure which causes this, remove it or post the related ssnippet and i can poinnt you in the right directionZippe wrote:Does anyone know which soundsample is responsible for this loud humming on the capital bridge? I really need to get rid of that, it drives me nuts, but I can't find it.
Thanks,
Zippe(currently i am not at home so i cannt look myself, besides i currently only have a far outdated Version, i think 1.1 or something)

The soundfilename is adsign_small.wav, seems like this is used for the big shield generators on the cap ships. Most of the Capitalship bridges are placed directly on top of them, i.e. the Titurel and Rahanas.
I use a second mod which changes this sound to something more bearable (named "better ambient sfx"). This works well inside the stations, but the sound on the ships are not changed.
This mod uses this code to replace the sound:
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<replace sel="/soundlibrary/sound[@id='adsign_ambient_s']/sample">
<sample start="extensions\better_ambient_sfx\sfx\ambient\other\adsign_small.wav" />
</replace>
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Amazing mod, thank you Lit!
I have a question though:
If you are able to change the geometry of the vanilla "parking garage" to the incredible "Capital Ship Bridge", would it also be possible to change the vanilla Skunk "crew quarters" to a bigger, better crew quarters on the Skunk?
My idea is to be able to walk around in several rooms and all the npcs you have on board could be sitting in chairs or standing around similar to how you have done in the Capital Ship Bridge mod.
I have a question though:
If you are able to change the geometry of the vanilla "parking garage" to the incredible "Capital Ship Bridge", would it also be possible to change the vanilla Skunk "crew quarters" to a bigger, better crew quarters on the Skunk?
My idea is to be able to walk around in several rooms and all the npcs you have on board could be sitting in chairs or standing around similar to how you have done in the Capital Ship Bridge mod.
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Indeed, the newer functionality in copilot convo is pretty much made to be used with this mod, so I can stand on my lovely bridge and order my squad without running to the captain or running through ENTER-2-2NZ-Wanderer wrote:Well what you "could" do is install YorrickVander's Copilot Convo v1.2 mod, it has an option that will populate your ships with crew automatically- That's what I use sometimes if I cannot be bothered going out and getting crew myself..
- Egosoft Link Here

X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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Came here exactly after the workshop download started...
What is this "new bridge ambient" you are talking about exactly? And where can I find it?
I am not able right now to test until weekend :/
However I am excited as always when you mod something new; great, greater, greatest, Litauen
What is this "new bridge ambient" you are talking about exactly? And where can I find it?
I am not able right now to test until weekend :/
However I am excited as always when you mod something new; great, greater, greatest, Litauen

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
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@Tamina - check https://www.youtube.com/watch?v=ehYXJOffjWc, you should stand on the bridge and listen, nothing special, just some humming and clicks, but better than before in my opinion
@XexrelFenix - leave the sector and come back, bridge should appear, nothing is removed
@XexrelFenix - leave the sector and come back, bridge should appear, nothing is removed
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Hmm, that was werid. :/Litauen wrote:@Tamina - check https://www.youtube.com/watch?v=ehYXJOffjWc, you should stand on the bridge and listen, nothing special, just some humming and clicks, but better than before in my opinion
@XexrelFenix - leave the sector and come back, bridge should appear, nothing is removed
Its back though for my lovely Sequana.

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Okay cool, that is nice. How much influence do you have on those announcements?
Are you using some voice-files from Egosoft? Third party program?
Would it be possible to increase the number of announcements during fights?
So that the announcements are proportional to shield depletion, to indicate the player that things get serious here?
(Of course those announcements should be more alarming and thrilling - that is why I am asking how much influence do you have on those)
It was a little bit sobering when I was in a "big capitals vs capitals vs fighters vs fighters" (PMC, my ships and HoA) fight and it was completly silent and then a station announcement came in (I couldn't understand her) which sounded like "The trainee brought some homemade cookies, they are on the desk in the conference room".
I was a little bit, well, out of "rage" (from the fight) then
Are you using some voice-files from Egosoft? Third party program?
Would it be possible to increase the number of announcements during fights?
So that the announcements are proportional to shield depletion, to indicate the player that things get serious here?
(Of course those announcements should be more alarming and thrilling - that is why I am asking how much influence do you have on those)
It was a little bit sobering when I was in a "big capitals vs capitals vs fighters vs fighters" (PMC, my ships and HoA) fight and it was completly silent and then a station announcement came in (I couldn't understand her) which sounded like "The trainee brought some homemade cookies, they are on the desk in the conference room".
I was a little bit, well, out of "rage" (from the fight) then

Last edited by Tamina on Fri, 24. Oct 14, 15:08, edited 1 time in total.
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
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- Joined: Fri, 22. Nov 13, 21:09
I can play them anytime based on various conditions, now they are played in pseudo-random intervals and not related to any environment property.Tamina wrote:How much influence do you have on those announcements?
I recorded all files using TTS myself. Part of the texts were "borrowed" from SG2 and adjusted by me to suite XRebirth.Tamina wrote:Are you using some voice-files from Egosoft? Third party program?
Very good idea. I like it. Will do. How often do you want to hear these announcements and in which circumstances? (shields/hull down ok, what else?)Tamina wrote:Would it be possible to increase the number of announcements during fights? So that the announcements are proportional to shield depletion, to indicate the player that things get serious here?