[MOD] Observation Deck

The place to discuss scripting and game modifications for X Rebirth.

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42parsec
Posts: 34
Joined: Sat, 17. May 14, 16:42

Post by 42parsec »

The mod has now been Updated to 1.1

Changelog:
1.1:
.Readded one chest so the Player is now able to get the engine components for the skunk in the first mission.

I will upload it to the Workshop as soon as i find any time for it.
Feel free to ping me on ICQ or parsec@freenode if im on
Berserk Knight
Posts: 398
Joined: Tue, 17. Dec 13, 01:34
x4

Post by Berserk Knight »

Actually, it's easier than you'd think, if you know what to track down and where.

Searching for references to "interiors_rooms_dockingbay_repairdock_macro", it is used in 3 dockingbays.
"dockingbay_player_build_macro", "dockingbay_player_repair_macro", and "dockingbay_player_ships_macro".
However, capital ships use "playerdock_capship01_macro" instead.
Looking at "playerdock_capship01_macro", it references "dockingbay_player_build_macro".

So, create a new version of the interior macro, and a new version of the dockingbay macro that uses the new interior. (And add them to the index.)
Then change the reference in the "playerdock_capship01_macro" to the new one.


Edit : Actually, further searching reveals that "dockingbay_player_build_macro" is only used in capship platforms.
(The other 2 are used in stations.)
So, the only "new" macro you need to make is the interior, and after that, change the reference in the dockingbay macro.
DarthNihilus
Posts: 55
Joined: Mon, 7. Mar 16, 14:06

Post by DarthNihilus »

please someone explain me why this mod mods two files and not one? What are the "macro"-files?
UniTrader
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Post by UniTrader »

becase it uses the loose files method - it doesnt pack them into a cat/dat but leaves them extracted.

just put the content of the downloaded Archive (1 Folder) into the Extensions Directory ;)

macro files are btw the files defining Objects or Parts in the Game - or in this case it describes what should be changed in these files since these are diff files ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
DarthNihilus
Posts: 55
Joined: Mon, 7. Mar 16, 14:06

Post by DarthNihilus »

So if I leave only one of those the mod brokes?
UniTrader
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Post by UniTrader »

it would be incomplete, yes.. its missing the part doing the actual change to the Landing Platform.

and nope, its not a macro file in the sense that it executes Code on your Computer if you are concerned about that.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
jojorne
Posts: 867
Joined: Sun, 17. Nov 13, 17:25
x4

Post by jojorne »

nice view! lol

edit: i saw one box flying at the left side upon entering.

edit2: you could add a invisible box mesh object to secure the height limit i guess
and what 'bout a button on the center table to go back inside skunk?
DarthNihilus
Posts: 55
Joined: Mon, 7. Mar 16, 14:06

Post by DarthNihilus »

UniTrader wrote:it would be incomplete, yes.. its missing the part doing the actual change to the Landing Platform.

and nope, its not a macro file in the sense that it executes Code on your Computer if you are concerned about that.
I just can't understand why do the same removes in both files. How this system works? I can assume that the macro "generates" the layout of the objects in the repair dock "scene", ok, but whats the purpouse of the second file?
UniTrader
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Post by UniTrader »

The component file (the one without macro) describes where on this part other parts can be attached - basically telling the shape of a lego brick. The macro is the buildplan of the whole objet - it tells the game what part to attach on which connection of the brick (and possibly attached bricks)

You wont see much of this in the mod since it just removes the skunk from the buildplan/macro and also the related connection from the brick/component
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

The component file (the one without macro) describes where on this part other parts can be attached - basically telling the shape of a lego brick. The macro is the buildplan of the whole objet - it tells the game what part to attach on which connection of the brick (and possibly attached bricks)

You wont see much of this in the mod since it just removes the skunk from the buildplan/macro and also the related connection from the brick/component
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
DarthNihilus
Posts: 55
Joined: Mon, 7. Mar 16, 14:06

Post by DarthNihilus »

Yeah, I DL this mod, cause I wanted to remove those xl containers (Oh My Xenon, there is loot on them!!!). also I want to remove the ummm... robots (not the cleaners) and the ummmm... lamp-looking-objects from all types of docks (bar, adm, ...) . Just can't find out how to find out what they're called. I thought I'll find their names through textures but they're in xmf which is convertable to some "doe" or smth which i donno how to open.

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