Station Population Beta 2015

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

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J3ANP3T3R
Posts: 126
Joined: Sat, 14. Mar 15, 15:16

Post by J3ANP3T3R »

palm911 wrote:hi,

From your own description : split #1 and #2 from #3. 2 different mods,

one will use hired NPC , and allow player to populate their stations, with the HIRED NPCs.

the other mod , should allow NPC (non hired NPC to populate the station)

(those changes will be welcome)

Features

1. Allow hired NPCs to "stay here" in stations and retrieve them with "Come with me" option. currently only include Managers,Defense Officers,Architects,Engineers,Captains,Pilot,Marine Officer,and Specialists. trade NPCs are not included.

2. Allow hired NPCs to "stay here" in player owned capital ships and retrieve them with "Come with me" option. currently only include Managers,Defense Officers,Architects,Engineers,Captains,Pilot,Marine Officer,and Specialists. trade NPCs are not included. in vanilla at some point it did not allow me to replace or remove a captain on my capital ship same with architect, this solves it.

3. Player owned stations is populated based on neutral to friendly factions in the same sector. these NPCs are not permanent and will change every time you enter this zone. you can buy some of their stuffs and even hire some pilot and engineers but these usually comes with low stats ( may adjust in the future anyway they are just there so your stations wont look dead and abandoned). the number of NPCs is currently limited to the number of relation points you have with each faction on the same sector. max relation pts 30 + some bonus .. you can adjust this but i dont know if this will have a massive effect on your performance.
ah you mean #1 and #2 will be 1 mod and #3 will be the second mod ? i think that can be done.
J3ANP3T3R
Posts: 126
Joined: Sat, 14. Mar 15, 15:16

Post by J3ANP3T3R »

I have updated the links with separated mods
J3ANP3T3R
Posts: 126
Joined: Sat, 14. Mar 15, 15:16

Post by J3ANP3T3R »

Vim Razz wrote:@ J3ANP3T3R,

Splitting things up where possible just makes it easier for people to mix and match mods to suit their games.

Station NPCs and employee functions may be similar in the sense that they both involve stations, but they use very different game resources and have completely different compatibility requirements.
i have updated the links.
oliverjanda
Posts: 309
Joined: Sun, 14. Feb 10, 17:47
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Post by oliverjanda »

Nice mods! Good you split it into two mods, too.
I'll give it a trx if its save to use.
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alexalsp
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Post by alexalsp »

Possible to expand the list of specialists or will be problems?

Code: Select all


<diff>
	<add sel="/characters">  

  <character name="argon.all">
    <select character="albion.trader" />
    <select character="albion.equipmentvendor" />
    <select character="albion.dronetrader" />
    <select character="albion.foodmerchant" />
    <select character="albion.junkdealer" />
    <select character="albion.licencetrader" />
    <select character="albion.armsdealer" />
    <select character="albion.miningsupplier" />
    <select character="albion.pilot.female" />
    <select character="albion.commander" />
    <select character="albion.manager" />
    <select character="albion.spacefarmer" />
    <select character="albion.shadyguy" />
    <select character="albion.engineer" />
    <select character="albion.specialengineer" />
    <select character="albion.shiptechnician" />
    <select character="albion.equipment" />
    <select character="albion.architect" />
    <select character="albion.defencecontrol" />
    <select character="albion.humanresources" />
    <select character="albion.lawenforcement" />
    <select character="albion.marine" />
    <select character="albion.recruitment" />
    <select character="albion.shiptech" />
    <select character="albion.shiptrader" />
    <select character="albion.specialistagriculture" />
    <select character="albion.specialistaquatics" />
    <select character="albion.specialistchemical" />
    <select character="albion.specialistfood" />
    <select character="albion.specialistgeophysics" />
    <select character="albion.specialistmetals" />
    <select character="albion.specialistpharmaceuticals" />
    <select character="albion.specialistpowerstorage" />
    <select character="albion.specialistpowersupply" />
    <select character="albion.specialistprecision" />
    <select character="albion.specialistsurfacesystems" />
    <select character="albion.specialistweapons" />
    <select character="albion.upgradetrader" />
	</character>

	</add>
</diff>
J3ANP3T3R
Posts: 126
Joined: Sat, 14. Mar 15, 15:16

Post by J3ANP3T3R »

im not so sure .. i think as long as the class is usable separate from argon.all it will still work.
oliverjanda
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Post by oliverjanda »

Do the random npcs that populate my stations offer missions? This would be a really nice feature...
J3ANP3T3R
Posts: 126
Joined: Sat, 14. Mar 15, 15:16

Post by J3ANP3T3R »

oliverjanda wrote:Do the random npcs that populate my stations offer missions? This would be a really nice feature...
no not at the moment :/ ... i believe there is an MD Script for that from the vanilla scripts maybe we could add that in.
brusher
Posts: 6
Joined: Mon, 19. Mar 07, 07:27
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Post by brusher »

I love the idea of this mod. I always thought it was dumb that the players stations were all but vacant. But on my game this mod causes the station icons and information points to disappear. Not just my stations but all stations. Is there a fix for this? I'm only using the populated stations part of your mod. Thanks
J3ANP3T3R
Posts: 126
Joined: Sat, 14. Mar 15, 15:16

Post by J3ANP3T3R »

brusher wrote:I love the idea of this mod. I always thought it was dumb that the players stations were all but vacant. But on my game this mod causes the station icons and information points to disappear. Not just my stations but all stations. Is there a fix for this? I'm only using the populated stations part of your mod. Thanks
hello i apologize for the bug. are the icons permanently gone ? i never encountered such and its already my second game play with the mod. ill look into the mod and see if there is any icon changing script there but currently there is none that i can think of.

by the way are you in devries ? when a mission animation is triggered like when you finished building a station in devries and borman hails you sometimes it gets bugged and the icons disappear and no animation playing but it should return when you enter a platform then return outside.
brusher
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Post by brusher »

Actually I was in Omicron. The icons did finally start working but only after I minimize and re-maximize the game on my monitor. But I have to do this every time I enter a zone. I'm going to give it a while and see if it gets any better. I'll let you know how it goes. Thanks for the reply.
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alexalsp
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Post by alexalsp »

Hi, palm911

There is a small problem with the mod.

1) If I build a station mod works well. It generates all the NPC at my station.

2) If I use a mod, TempZoneStationBuilder (v0.3 June 26, 2015) - http://forum.egosoft.com/viewtopic.php?t=376268 , NPC is not generated at the stations created with this mod.

Could you see and try to solve the problem?

Thanks.
dfm5000
Posts: 272
Joined: Fri, 12. Oct 12, 20:40

Post by dfm5000 »

First off I'd like to say this is another excellent mod that should have already been in the game.

I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.

Also defense officers and specialist don't seem to generate.
BlackRain
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Post by BlackRain »

dfm5000 wrote:First off I'd like to say this is another excellent mod that should have already been in the game.

I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.

Also defense officers and specialist don't seem to generate.
The npc spawning in this mod has nothing to do with cap ship traders. Also, the mod does not spawn defense officers and specialists. Spawning Specialists creates problems and will break things. The game handles specialists in a different way from other NPC's and it doesn't work properly with a mod like this.
J3ANP3T3R
Posts: 126
Joined: Sat, 14. Mar 15, 15:16

Post by J3ANP3T3R »

dfm5000 wrote:First off I'd like to say this is another excellent mod that should have already been in the game.

I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.

Also defense officers and specialist don't seem to generate.
Hello and thank you for your feedback. i haven't been able to look at any of my threads because i was either playing other games or got busy with work and i apologize. but can you clarify to me if the Capital Ship Factory you were referring to are player owned by help of a mod ? or do you mean the vanilla factories in the game ? and defense officers don't generate in NPC stations or your own stations ?

this mod will only activate once the player entered a zone. on zone enter, the mod will search the zone for player owned stations. by default these stations are empty ( vanilla ). so the mod creates random NPCs on these player owned stations on a random dock platform to make them lively. sadly though it only creates random trader type npcs with the exception of pilots and i think some engineer. the mod does not create managers, defense npcs, architects, captains, and specialists. also this mod does not interfere with the vanilla scripts that creates NPCs all throughout the galaxy. also, before the mod creates random npcs, it will check first if there are any NPCs inside player owned stations that the mod created before, then the mod removes them before the process is recycled. it should also be noted that this mod creates the number of random NPCs base on the number of factions ( with stations ) in the sector. simulating friendly factions from nearby zones visiting your own stations to trade, so needless to say if all factions in the sector are your enemies then you wont get any visitors. also if you are in an empty sector ?

thanks :D
J3ANP3T3R
Posts: 126
Joined: Sat, 14. Mar 15, 15:16

Post by J3ANP3T3R »

BlackRain wrote:
dfm5000 wrote:First off I'd like to say this is another excellent mod that should have already been in the game.

I am having problem with the Capital Ship Factory's, since npc's are randomly generated I think the ship factory's aren't creating cap ship traders for those factory's.

Also defense officers and specialist don't seem to generate.
The npc spawning in this mod has nothing to do with cap ship traders. Also, the mod does not spawn defense officers and specialists. Spawning Specialists creates problems and will break things. The game handles specialists in a different way from other NPC's and it doesn't work properly with a mod like this.
this .. beat me to it.

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