[MOD] Improved (full rewrite) Engineer

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Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

I am yes :P
dez505
Posts: 172
Joined: Wed, 6. Nov 02, 20:31
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Post by dez505 »

OMG dude lol (dezgard) here :P

Nice to see you bring your epicness over here :P
lincolnhoughton
Posts: 9
Joined: Sun, 24. Nov 13, 14:40

Post by lincolnhoughton »

This is a must mod to make the game playable so thanks for sharing it with us all.

Just one concern I have with mods that I hope you can answer.

Seems when I save a game using a mod I can only load that save when the mod is active.

What happens in the future when Egosoft get to fixing this themselves how will I be able to deactivate the mod and continue my save game or will you integrate it somehow....(don't really understand it)

I'm drawn between wanting to play the game with your mod but don't want to put in loads of time making a massive empire to find that in the future the save file gets messed up so to speak and I have to start again.

Cheers
dez505
Posts: 172
Joined: Wed, 6. Nov 02, 20:31
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Post by dez505 »

You can edit the save game near the top to remove the mod from the save then your save will load fine.

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<savegame>
<info>
<save name="Quicksave" date="1384944175"/>
<game version="114" build="178922M" time="5678.929" start="ep1open"/>
<player name="Ren Otani" location="{20005,50}" money="680343874"/>
<patches>
<patch extension="ButterRanges" version="1" name="ButterRanges"/>
<patch extension="470815" version="1" name="Better ambient Sfx"/>
<patch extension="RemoveBoardingCutscene" version="1" name="Remove Boarding Cutscene"/>
<patch extension="osr_autotarget" version="1" name="OSR Auto-target"/>
<patch extension="wop" name="Weapon Overhaul Project"/>
<patch extension="1.0" version="1" name="better_highway_alphas"/>
<patch extension="1.1" version="1" name="Ignore Jump Drive Fuel"/>
<patch extension="IM1.1" version="1" name="ImprovedMissiles"/>
<patch extension="0.1" version="10" name="FED young females"/>
<patch extension="0.2" version="20" name="FED yisha_spacesuit_v3"/>
<patch version="114"/>
<patch extension="NESA" name="Never Enter Stations Again"/>
<patch extension="__mce_j08" name="Manual Command Extension"/>
<patch extension="S01" name="Shut Up!"/>
</patches>
</info>
Just remove the whole line<patch extension="S01" name="Shut Up!"/> for e.g the save will load without that extention now.
Last edited by dez505 on Sun, 24. Nov 13, 15:00, edited 2 times in total.
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

altho it will leave a tiny bit of junk in your save ( a few mb at most ) , the mod doesnt change anything outside of its own little bubble, so if you remove the line from begining of the save, it will load fine without it and shouldnt break anything.
lincolnhoughton
Posts: 9
Joined: Sun, 24. Nov 13, 14:40

Post by lincolnhoughton »

Oh good thanks...now to get back to empire building and leave the clever fixing stuff bit for the brainy people to do.
Xpert
Posts: 10
Joined: Sat, 23. Nov 13, 23:02

Post by Xpert »

Awesome mod! Keep it up!

Would it be possible for the engineer to also repair the small ships in his capship's squad when they are close to it? Maybe through a command?

Would be great after capturing small ships or after a fight when there's no enemy around :)

Just a suggestion...
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

Pure awasome!

QUESTION: is there a way to manually add drones to ships, or to crew... I still want my tubs to be fixed up to 100%
Xpert
Posts: 10
Joined: Sat, 23. Nov 13, 23:02

Post by Xpert »

swatti wrote:QUESTION: is there a way to manually add drones to ships, or to crew... I still want my tubs to be fixed up to 100%
Well afaik you can't transfer drones from your ship to another while docked in it.
What you can do is:
  • -go to a shipdealer which sells the kind of ship you want to equip
    -speak to him
    -select "modify ship"
    -select "add drones"
    -choose the ship in the list you want to equip
    -choose the drone type and amount
You don't need to assign the drones to the crew (e.g. engineer). Hope this helps.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

Problem is, well, two of them. One, theres no "constructor" drones in the list and the ships wont get any drones, regardless of me losing money for it or not.
Moonphire
Posts: 14
Joined: Tue, 9. Feb 10, 04:42
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Post by Moonphire »

Jey!

I just wanted to say thank you... not sure how many people come back and tell you, thanks... But THANK YOU!

Since the 1.17 game is so broken... you mod is the only one I have installed. I put an engineer on a Rahanas that I capture and I litterally hung around and watched it repair himself while receiving the updates. I think I spent 45 minutes watching each system get rebuilt... turned on (smoking), black smoke, gray smoke... no smoke...

Y'all might think I'm crazy, but it is the little things like this that make me feel like I'm in the universe (even though Egosoft is working on the universe, heh)...

Just a huge thanks for the enjoyment I received with this...

Keep up the great work! and Thanks again from all the people that downloaded this, use it, and don't come back here to say it.

I hope you have a wonderful day! :D
Zippe
Posts: 195
Joined: Sat, 31. Jan 04, 16:25
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Post by Zippe »

Thanks for fixing the repairs.

Would it be possible to add something to let the engineer get more skill in Engineering and/or other relevant stats the more he repairs? This would make all those low stars more useful over time.
Mad_Joker
Posts: 274
Joined: Sun, 14. May 06, 11:21
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Post by Mad_Joker »

Excellent mod good sir. I just have a tiny improvement suggestion. I suggest increasing the timeout for the status reports to 10 seconds.

Keep up the good work.
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

when you say timeout, do you mean the delay before the info disappear ? if so i do not think i have control over that unfortunately.



I do like the leveling idea tho. ill have to investigate that a bit more
Mad_Joker
Posts: 274
Joined: Sun, 14. May 06, 11:21
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Post by Mad_Joker »

Jey123456 wrote:when you say timeout, do you mean the delay before the info disappear ? if so i do not think i have control over that unfortunately.



I do like the leveling idea tho. ill have to investigate that a bit more
I meant exactly, what I wrote :)

The show_notification tag has a timeout property which controls how long the notification will be shown. Just add

timeout="10s"

to both of the show_notification that you have in your code (I already did that myself and it works like a charm).
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

ah, i somehow missed that tag from the list xD. Ill add it for the next version
foxtrot76
Posts: 75
Joined: Fri, 12. Mar 10, 21:44

Post by foxtrot76 »

Hi there, great mod! I especially liked how you commented a lot of your code making easy for noobs like myself to learn and understand what it's doing! Keep up the good work!
csaba
Posts: 1256
Joined: Fri, 26. Aug 05, 22:39
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Post by csaba »

Love this mod! :D :D :D :D :shock: :shock: :shock:
iankemp
Posts: 22
Joined: Sat, 24. Feb 07, 16:20
xr

Post by iankemp »

Version 1.17 free play.
I'd capped a Balor without Drone Pad, so no URV Drones. With a 3* Engineer I've used the Hull Engineer Mod before and get the hull to 100% but no Jumpdrive and Engines. With this savegame i tried your mod but the Engineer don't repair the components (Hull is at 100%), any ideas how to get the components fixed?
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

There might be an incompatibility between the hullengineer mod and the improved engineer mod (as they both affect the same file).

You might need to disable the hull engineer (the improved engineer also repair the hull anyway). But since its en extension, youll most likely have to remove the mod from your save for it to work (or it wont let you load it).

With this mod (improved engineer) properly running, the engineer doesnt need anything to do emergency repairs/rebuild on every components up to a certain limit (depend on your engineer skill but for components its around 50%).

Its not made to fully replace shipyard for repairs (altho its a single value to modify for it to repair to 100% hull). Nor is it made to allow engineer to work fully without construction drones. Engineer on its own without construction drone, is able to get your ship back moving with about 10% hull and 50% on each components.

To see if the improved engineer mod is currently active / working (not in conflict with another mod), fly very close to the center of your ship (touch the ship in its center so to speak). If the improved engineer is working you will receive a realtime status report in the bottom right of your screen.

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