[MOD] Copilot Convo v1.6 (updated 29th Jan 2016)

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YorrickVander
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Post by YorrickVander »

1) yeah we have that as a separate mod in workshop.

2) no because they wont affect the ES version which already allows you to comm from anywhere in the zone if the station is 'known' (ie you flew near or used this mods 'sensor sweep' in the zone).

3) NESA had the option to not operate if enemies in the zone so you didn't die while in a menu nest. That was changed to only not work if you were actually under attack.
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Ah OK, cool. If "Removed savegame modification flag" means that NESA can be removed without breaking the save, it sounds like a nice starting point in case it solves the problem.
oldviper585
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Post by oldviper585 »

Well, removed Nesa still had conflict, universe comm and copilot como. Started a new game, Lost Colony start, now both comm systems work.

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YorrickVander
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Post by YorrickVander »

Interesting. By universe comm you mean Beserk Knights mod? Or?

@ sparky : yes NESA is fine to remove :) I did notice though that the Workshop 'show me your skills' only works if you request it from the npc before hiring. If I recall NESA allows it on mouse over when docked. Calling from space however it makes no difference.

It may appear that I don't like walking in stations, and that's not enteirly true. It's just that ES has made a rather shoddy job of it and it's annoying rather than immersive.
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oldviper585
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Post by oldviper585 »

What i meant by "universe comm" was the comm commands accessible by the "universe" entry on the "enter" menu.

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YorrickVander
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Post by YorrickVander »

I can't reproduce the issue my end. Perhaps a save game and zipped copy of your installed mods?
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oldviper585
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Post by oldviper585 »

Sorry, overwrote the save game when i started new game.

Now if i could figure out how to get rid of all these useless saves on the list.

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YorrickVander
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Post by YorrickVander »

On my windows 7 :

Code: Select all

C:\Users\Me\Documents\Egosoft\X Rebirth\54443424\save
If you save to steam cloud however I have no idea :)
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YorrickVander
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Post by YorrickVander »

Updated to v0.03 14th June.

Added functionality to Yisha to start missions.

* Choice of courier or combat.
* Mission offer direct to event monitor.
* Courier - either delivery or taxi mission.
* Combat - either station defence or sector patrol. Random difficulty easy > very hard.

Please don't ask me to add cap ship missions, I left them out deliberately to avoid super easy new ship gains.

See Known Issues for courier mission failing to start.
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Stonehouse
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Post by Stonehouse »

I get your mod cause of the intercom and ship finder :) but now im happy with the mission generator...but the courier missions never showed up if i select it ... may dont work with the buttermissions?

And could you may add a trade mission offer?
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YorrickVander
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Post by YorrickVander »

There's a bug in vanila with couriers I'm afraid, i've never been able to do more than 3 in any one game start. And sorry no to trade missions as they are tied to what stations actually need. I do have a bug fix to upload for the player stations issue, schoolboy error on my part.
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Post by YorrickVander »

Small bugfix update to solve mission generation failing with player owned stations in zone.

Vanilla issues with transport + smuggler missions still apparent.

EDIT : for the few couriers available I've also commented out passanger runs as it may conflict with the transport mission in plot due to the vanilla bug.
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Baconnaise
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Post by Baconnaise »

Nice. What sort of extra effort is required to put this on workshop? I don't have a clue if it's sort of involved or not so I'm being genuinely curious here.
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YorrickVander
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Post by YorrickVander »

Reading the instructions :)

EDIT : tbh as I beta test vanilla too, I prefer to use non-workshop mods as I can just zip up my extensions folder and restart without unsubbing or individually turning mods off. Direct d/l + install mods are more convenient.
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Baconnaise
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Post by Baconnaise »

YorrickVander wrote:Reading the instructions :)

EDIT : tbh as I beta test vanilla too, I prefer to use non-workshop mods as I can just zip up my extensions folder and restart without unsubbing or individually turning mods off. Direct d/l + install mods are more convenient.
I totally get that and understand the reasoning. Why would you subscribe to the mods if you're constantly zipping and testing them though? That functionality remains and users get updates automatically. You can even argue that it dilutes the community which I totally get as well.

Valve sort of a pain to deal with? Is it easy like you say and you're lazy like me? :D
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YorrickVander
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Post by YorrickVander »

Yeah it's not too painful to add a mod to workshop. Soon(tm). Another issue with workshop is requirements like 0.03 to 0.03b which needs more than just copy across to take effect. At least coming to the forum or nexus someone might read the readme :)
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DlMFlRE
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Post by DlMFlRE »

please do redo for 2.5
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YorrickVander
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Post by YorrickVander »

Working on a custom sidebar to include the mod now. In the meantime, game settings > legacy main menu > on to use it.
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Post by YorrickVander »

v1.0 -
Moved to Workshop D/L
Added some encycopedia entries to scanning zones (stations and station owner factions)
Compatability with 2.50(+) Sidebar UI (Uses Sidebar Extender mod, automatically installed if required)
Upgrading to Police Scanner allows Yisha to hook into the stations in your current zones trade feed when scanning the zone.
Yisha can hire basic staff for your capital ships.


1.0 only for XR 2.50+, older XR versions can d/l from Nexus.com
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Might have to try this, thanks.
YorrickVander wrote: Crew > Intercom...
New functionality to allow conversations with the back room crew of the skunk.
Awesome!
YorrickVander wrote: With police scanner installed Yisha can hook into the trade feeds of the station in zone (trade agent hack).
Is this a permanent effect (I guess so) or does it time out after a while?

Cheers,
Sparks

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