thank you

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<bullet class="bullet_player_machinegun_mk3_macro" />
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<diff>
<add sel="/components/component[@name='unit_player_ship']/connections">
<connection name="conn_primaryweapon_mg2" tags="primary_slot weapon_mg">
<offset>
<position x="-7.329703" y="0.7561469" z="-4.839304"/>
</offset>
</connection>
</add>
</diff>
thx, the new skunk kinda still needs some workouts thoughUniTrader wrote:why are you not just using EGOs Cat tools and extracting everything in order into a seperate Folder for browsing the Files? imo the most convinient way if you need to reference the Game files
here a short (2 lines) batch file which does the trick for you - just put it next to EGOs Extraction tool in the "X Rebirth Tools" folder:after running it (takes about 15 minutes) you have all current Game Files in the sub-Folder XR_extracted next to the X Rebirth exeCode: Select all
mkdir "..\X Rebirth\XR_extracted" XRcatTool.exe -in "..\X Rebirth\01.cat" "..\X Rebirth\02.cat" "..\X Rebirth\03.cat" "..\X Rebirth\04.cat" "..\X Rebirth\05.cat" "..\X Rebirth\06.cat" "..\X Rebirth\07.cat" "..\X Rebirth\08.cat" "..\X Rebirth\09.cat" -out "..\X Rebirth\XR_extracted"
Huh, didn't realize that this thread isn't locked.
@tefara, some, yeah. There's an old thread with console commands. Remember that you'll have to set a hotkey to activate the command line.
is this the line that helps me do that??Hello, is there any way to test the changed code without reload game again, i'm using a laptop and it take 10m to load game again
because this is the only easier way i could think of to re-position the parts of the new skunkCommand: refreshmd
This reloads all MD files and applies the changes to the currently running game. This is similar to what happens when you save and reload the game, it's just much quicker. However, <patch> elements are ignored, they are only valid when loading a saved game.
For more information on the refresh mechanism, see the MD documentation.
im even thinking of putting all bullets (not mining weapons) under 1 weapon macro (if thats even possible) so i could fire them all at once and the only limitation is you can mix and match which weapons you want, no more switching to another weapon.
ill have to rebalance the weapon mods i did again though
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<diff>
<add sel="/index">
<entry name="bullet_player_CPE_mk1_macro" value="extensions\Skunk_Overhaul\assets\fx\weaponfx\macros\bullet_player_CPE_mk1_macro"/>
<entry name="weapon_player_CPE_mk1_macro" value="extensions\Skunk_Overhaul\assets\props\WeaponSystems\macros\weapon_player_CPE_mk1_macro"/>
</add>
</diff>
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[=ERROR=] Cannot find macro XML file from index 'weapon_player_CPE_mk1_macro' in file 'index\macros'
[General] ======================================
[General] ======================================
[=ERROR=] Macro not found: weapon_player_CPE_mk1_macro
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<index>
<entry name="bullet_player_CPE_mk1_macro" value="extensions\Skunk_Overhaul\assets\fx\weaponfx\macros\bullet_player_CPE_mk1_macro"/>
<entry name="weapon players CP Es mk1_macro " value="extensions\Skunk_Overhaul\assets\props\WeaponSystems\macros\weapon_player_CPE_mk1_macro"/>
</index>