Turns out, not being drunk on mulled wine helps a lot...

First thing I did after work was follow up on the cerberus loadout I found yesterday. Took a look at a ship mod and - oh! - the relevant ship files aren't in \libraries, they are in \assets
From there on it was just a matter of scrolling through the courier miner's .xml files.
The solution is so effing simple: the weapon and shield slot of the courier miner aren't numbered.
While the elite, for example, has
con_weapon_01
con_shield_01
the courier miner has
con_weapon
con_shield
So I need to use
Code: Select all
<weapon macro="weapon_gen_s_mining_01_mk1_macro" path="../con_weapon" optional="1" />
<shield macro="shield_arg_s_standard_01_mk1" path="../con_shield" optional="1" />

Spoiler
Show
Inspired by the CAS gamestart "Bankrupt Miner" I decided to remake my first ever script I wrote for X3 from the ground up, which was a game start as completely broke miner.
I thought it would be quite easy. Take the "Bankrupt Miner" start
and change the m's to s' and remove the turrets
Fire up the game for a test; correct ship, but woops, only one engine.
Easy fix, add in con_engine_02 and con_engine_03
Fire it up again, all three engines are there, but now I notice the ship has neither shield nor mining beam.
Frankly, I don't get what's wrong. I tried copy-pasting the weapon and shields from several other starts but it just doesn't work.
For example, taken from the Young Gun start, doesn't work either.
From the colours Notepad++ is showing me, nothing seems wrong either.
Am I missing something? Do I need to look at some other lines?
UPDATE
Spent my evening going through the game's xml files and found a loadout for a cerberus with oddly named shield slots(?)
And no, using /con_primaryweapon_01 doesn't work either
Tomorrow I'll see if I can figure out how the game saves the loadouts of the player owned ships and if that information can help me.
Minor side question: How do you set the players character model? Like, what would I have to do for the player to be a caped teladi, for example?
I also figured out a partial answer to my side question.
The line that contains the starting money and player name contains the player model. Using the models from the other base game starts is easy, but using other models will require more digging
I thought it would be quite easy. Take the "Bankrupt Miner" start
Code: Select all
<ship macro="ship_arg_m_miner_solid_01_a_macro">
<loadout>
<macros>
<engine macro="engine_arg_m_allround_01_mk1_macro" path="../con_engine_01" />
<weapon macro="weapon_gen_m_mining_01_mk1_macro" path="../con_primaryweapon_01" optional="1" />
<shield macro="shield_arg_m_standard_01_mk1_macro" path="../con_shield_01" optional="1" />
<turret macro="turret_arg_m_laser_01_mk1_macro" path="../con_turret_01" optional="1" />
<turret macro="turret_arg_m_laser_01_mk1_macro" path="../con_turret_02" optional="1" />
</macros>
Code: Select all
<ship macro="ship_arg_s_miner_solid_01_a_macro">
<loadout>
<macros>
<engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_01" />
<weapon macro="weapon_gen_s_mining_01_mk1_macro" path="../con_weapon_01" optional="1" />
<shield macro="shield_arg_s_standard_01_mk1" path="../con_shield_01" optional="1" />
</macros>
Easy fix, add in con_engine_02 and con_engine_03
Code: Select all
<ship macro="ship_arg_s_miner_solid_01_a_macro">
<loadout>
<macros>
<engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_01" />
<engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_02" />
<engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_03" />
<weapon macro="weapon_gen_s_mining_01_mk1_macro" path="../con_weapon_01" optional="1" />
<shield macro="shield_arg_s_standard_01_mk1" path="../con_shield_01" optional="1" />
</macros>
Frankly, I don't get what's wrong. I tried copy-pasting the weapon and shields from several other starts but it just doesn't work.
Code: Select all
<ship macro="ship_arg_s_miner_solid_01_a_macro">
<loadout>
<macros>
<engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_01" />
<engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_02" />
<engine macro="engine_arg_s_allround_01_mk1_macro" path="../con_engine_03" />
<weapon macro="weapon_gen_s_laser_01_mk1_macro" path="../con_weapon_01" optional="1" />
<shield macro="shield_arg_s_standard_01_mk1_macro" path="../con_shield_01" optional="1" />
</macros>
From the colours Notepad++ is showing me, nothing seems wrong either.
Am I missing something? Do I need to look at some other lines?
UPDATE
Spent my evening going through the game's xml files and found a loadout for a cerberus with oddly named shield slots(?)
Spoiler
Show
Code: Select all
<loadout id="battle_frigate" macro="ship_arg_m_frigate_01_a_macro">
<macros>
<engine macro="engine_par_m_combat_01_mk3_macro" path="../con_engine_01" />
<engine macro="engine_par_m_combat_01_mk3_macro" path="../con_engine_03" />
<shield macro="shield_tel_m_standard_01_mk2_macro" path="../con_shield_back_01" optional="1" />
<shield macro="shield_tel_m_standard_01_mk2_macro" path="../con_shield_front_R" optional="1" />
<shield macro="shield_tel_m_standard_01_mk2_macro" path="../con_shield_front_L" optional="1" />
<weapon macro="weapon_gen_m_laser_01_mk2_macro" path="../con_primaryweapon_01"/>
<weapon macro="weapon_gen_m_laser_01_mk2_macro" path="../con_primaryweapon_02"/>
</macros>
Tomorrow I'll see if I can figure out how the game saves the loadouts of the player owned ships and if that information can help me.
Minor side question: How do you set the players character model? Like, what would I have to do for the player to be a caped teladi, for example?
I also figured out a partial answer to my side question.
The line that contains the starting money and player name contains the player model. Using the models from the other base game starts is easy, but using other models will require more digging