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

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Dr.Atom
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Post by Dr.Atom »

Pirates and xenon destroy (pirates mostly) cargo shipds and other ships pilots who escape end up occuping docking ports i know this as i destroyed a ship when the dude ejected :lol: he fly bact to a traiding port :lol: :lol: the need to suvive is done with some weird ai, ive lost my ship so i think ill plug my ass ito a space station :lol: :lol:
deamoclese99
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Post by deamoclese99 »

Thanks, it's just what i needed... one questio though, is there a way I ran run this mod and the cockpit mod (the one listed on this forum) together somehow?
cactus
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Post by cactus »

deamoclese99 wrote:Thanks, it's just what i needed... one questio though, is there a way I ran run this mod and the cockpit mod (the one listed on this forum) together somehow?
There are 2 ways that this can be done.

1) Repackage the files in my mod and those in the cockpit mod into a single unfied mod with a new mod name.

2) Trick X3 to see my mod (or other mods) that it is a patch. I have NO idea how this is done and only saw it mentioned in this thread by Galaxy613.

I can see a super-mod request coming soon for all these in one mod:

Capital Rebalance by Galaxy613
Cockpit Callback by Galaxy 613
No Civillians by cactus
The Syndicate Galaxy by nuclear_eclipse
X3 Remote Property Management by nuclear_eclipse
The Minimal Hud Mod by lefthandblack

:D
JonusITA
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Post by JonusITA »

-r = raw?

i don't know, you can try to pack the files in a mod and see (you can use also the tools for x2, x2modmanager by doubleshadow is simplier)
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cactus
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Post by cactus »

JonusITA wrote:-r = raw?

i don't know, you can try to pack the files in a mod and see (you can use also the tools for x2, x2modmanager by doubleshadow is simplier)
I've already packed the files into a mod and the changes work fine, it just seems (to me) that the raw switch does not work on the executable.
son of cronus
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Post by son of cronus »

I started a fresh game last night with your mod running. I have max resolution, textures and shaders on high and every thing eles turned on. I noticed straight away in AP that the menus response is now faster and smother without all those stupid memory eating idiot ships fart arsing around in sector.

This is sweet, the game looks much better with all the frills turned on.

Fantastic mod mate. :D :D :D

(allthough i still had to tweak down for mission 2)
cactus
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Post by cactus »

son of cronus wrote:This is sweet, the game looks much better with all the frills turned on.

Fantastic mod mate. :D :D :D
Glad to hear it mate, although hopefully a future Egosoft patch will allow us to have these ships enabled without decreasing performance (such as fixing the "black hole" bug).
X-it
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Post by X-it »

This looks very interesting. Reading the posts above, do we have to start a new game for this to work, or can I install it in my current game?

Edit: Frome the readme:
Works with new games as well as saves, but with save games you will need to revisit the sectors to update the sector information otherwise the ships will still be there only their names will be blank!
Meaning the ships will be there (but with no names) until we enter the sector? So when checking a sector with a sat/ship in, there will be lots of no name ships? That's no problem though, just making sure I got it. :)

Also, I've read that you can only have one mod enabled in X3. So I'll have to choose between this and any of the other mods? Nice of you to include the cockpit callback in it, btw.

Thanks,
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X-it
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Post by X-it »

Installed it, and it worked great (or like mentioned above at least). Then I installed the BBS mod (getting rid of BBS-entries that don't 'do' anything)and the missing ships models mod, and the the civilian/taxi ships were back. Also the cockpit diesappeared from my Nova Raider (but I still have the 'cockpit' when in the spacesuit).

I understood it as mods will work with each other as long as they don't conflict. Anyone know what the conflict could be here?

Any chance of a 'joint' mod featuring all the goodies on one mod? :)
cactus
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Post by cactus »

X-it wrote:I understood it as mods will work with each other as long as they don't conflict. Anyone know what the conflict could be here?
The problem here is the fact that you can't run more than one mod, because of this there should be no conflicts. Remember, this is a mod not a script, and you only generally get conflicts with scripts.
X-it wrote:Any chance of a 'joint' mod featuring all the goodies on one mod? :)
That would be the solution to allowing you to run all the mods together.

HTH
X-it
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Post by X-it »

Thanks that was my initial understanding too, but I asked the same question to the author of the missing ship models mod, and he said that if the mods didn't modify the same items in the game, we could use several mods.

Well thanks for the answer. I'll be using your mod only then, as this is the most interesting for me at this time.

Any chance you'll be making a 'cockpit merge' version like many of the other mods? :)
cactus
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Post by cactus »

X-it wrote:Any chance you'll be making a 'cockpit merge' version like many of the other mods? :)
As requested: No Civillians With Cockpit Callback

NOTE: Cockpit Callback info.
X-it
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Post by X-it »

Thank you very, very much! :)
cactus
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Post by cactus »

greywolf
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Post by greywolf »

Can u confirm u just deleted some lines out of the jobs file ??

I merged the less enemies and your no civ jobs.txt so i can put multiple modifications into one mod package for myself

both mods use the jobs file so i had to figure out what the changes were so i could put those both in one jobs.txt (pck)
Your mod seems to show up as missing lines in the jobs file , so i hope that is all i needed to change (easyer to spot)

have to find all mods i can to raise the fps in this game and merge them all in to one
whish i could find a mod to tune down the graph effects of the weapons, those flashes drop my fps like crazy since the 1.3 patch

thanks
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NumNuts
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Post by NumNuts »

Hmm, just caught something that freaked me out. I'm using the No Civilians mod but I'm seeing similar removal instances with Yaki M3s/M4s/M5s. :cry:
I know you targeted the "...(Race) Civilian Ship" and "(Race) Taxi Service"..." that you mentioned in your readme, but is this what the Yaki spawn as by chance????
Note in the pic below they are not RED entities on the list, so they must spawn as friendly by default, unless called/created as enemy.
I dont know....I just dont want to loose the Yaki fighters from the game..........anyone got any ideas?
Oracokes Storm - Yaki Sector screenshot
BTW, using X3:V1.3.
Does anyone else get this or is it my Yaki Armarda Plug-in from "Serial Kicked" doing its masking/cover thing?
Yaki Armarda - Anarkis Federation
cactus
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Post by cactus »

greywolf wrote:Can u confirm u just deleted some lines out of the jobs file ??
Yep, the lines deleted started with:

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

NOTE: These lines were in the Jobs.txt file from the 1.201 patch!
NumNuts wrote:Hmm, just caught something that freaked me out. I'm using the No Civilians mod but I'm seeing similar removal instances with Yaki M3s/M4s/M5s.
This seems a little odd, but could be related to my MOD. Thing is, I've NOT tested the MOD with patch 1.3 yet or checked what has been changed in the files that relate to my MOD, so it could be that there is something conflicting.

I'm currently playing the game un-modded to see what patch 1.3 has changed, but I'll test my MOD with 1.3 soon.

HTH
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NumNuts
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Post by NumNuts »

Thanks mate, happy hunting!
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arcana75
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Post by arcana75 »

NumNuts... I run the mod and went to Savage Spur. Mine was populated with Yaki Raijins and Susanowas.
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NumNuts
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Post by NumNuts »

arcana75 wrote:NumNuts... I run the mod and went to Savage Spur. Mine was populated with Yaki Raijins and Susanowas.
Thanks Arcana, can you tell me if the ships pilots had names? Mine are all named "unknown object". :?

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