[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

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pref
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Post by pref »

Might be the CVs were still building, or at least the ship trader NPC is left in a state where they think the build is not finished yet?

Maybe some of these from the BuildCancelled cue need to be run on the NPC?

Code: Select all

<clear_buildmodule buildmodule="$BuildModule" />
<reset_cue cue="ListenOnShipDestroyed" />
<do_if value="FixBrokenSetupFromCVs_SignalBuildStarted.isinstance">
  <cancel_cue cue="FixBrokenSetupFromCVs_SignalBuildStarted" />
</do_if>
<remove_value name="$ship" />
<remove_value name="$actor.$shiptrader_isbusy" />
<remove_value name="$buildcost" />
<remove_value name="$upgrade" />
<remove_value name="$droneplan" />
<remove_value name="$ammoplan" />
<remove_value name="$component" />
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Marvin Martian
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Post by Marvin Martian »

about CVs at shipyard, the CVs simple docked it looks like

Code: Select all

<find_station name="$shipyards" space="player.galaxy" functional="true" multiple="true">
	<match_content class="class.buildmodule" />
</find_station>
<do_all exact="$shipyards.count" counter="$Counter"> 
	<find_dock_location container="$shipyards.{$Counter}" size="tag.dock_xl" name="$docks" multiple="true"/>

	<do_all exact="$docks.count" counter="$i">
		<do_all exact="$docks.{$i}.component.docked.count" counter="$Count">
			<do_if value="$docks.{$i}.component.docked.{$Count}.primarypurpose == objectpurpose.build and $docks.{$i}.component.docked.{$Count}.docklink">
				<do_if value="$buildmodules.{$Count}.buildanchor.isplayerowned"> 
				   <start_script object="$docks.{$i}.component.docked.{$Count}.pilot" name="'player.default'"/> 
				</do_if> 
				<do_else> 
					<start_script object="$docks.{$i}.component.docked.{$Count}.pilot" name="'move.die'">
						<param name="byjump" value="true"/>
					</start_script>
				</do_else>
			</do_if>
		</do_all>
	</do_all>
	<remove_value name="$docks"/>	
</do_all> 
<remove_value name="$shipyards"/>	
the Kill-code from side before doesn't effect that docked ships as far i see, so you need to "undock" them :wink:
DarkWolf77
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Post by DarkWolf77 »

ok, i will try it tomorrow.
Thanks for your answers :-)

Good Night (or so...)

bye
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Simoom
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Post by Simoom »

@DarkWolf77 - Yeah the docked ship in the cradle is the problem. You can probably install my other mod, Simoom's Lantern, and either target it and destroy it, or claim it (turn it to your ownership) and order it to move away.

You can uninstall the mod after.
VincentTH wrote:So what is the final version of the script? does the link above contain the final version?
Use my version if you want to remove all glitches CV's galaxy-wide. Use DarkWolf77's version if you want to only affect the sector you are in (save & reload required for each execution).
Dvirus
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Joined: Sun, 7. Dec 14, 16:16
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Re: Fps

Post by Dvirus »

VincentTH wrote:
Dvirus wrote:Hi,

First of all thanks for the great mod!

But one question.

How can i increase the FPs!?

Without your mod i have 50/70 fps/ But when i enable your mod, in some systems i get around 12/20 fps?

12/20 is a little to low form me...


i hope you can help. Sorry for my ****** englisch lol


:( :( :( :(
Can you unload (remove) the mod after killing the CVs?
Unload the mod by removing the script.

Here is the sequence:
Run the mod
Kill the CVs
Save and quit
remove/rename the xml file
restart the game.

This should restore your FPS, no?

Sorry. i did mean the MAIN mod of this forum
It's Just a Virus
Dvirus
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Joined: Sun, 7. Dec 14, 16:16
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Re: Fps

Post by Dvirus »

@BlackRain

First of all thanks for the great mod! (Conquest and War in Rebirth)
But one question.

How can i increase the FPs!?

Without this mod i have 50/70 fps/ But when i enable the mod, in some systems i get around 12/20 fps? average of 30 fps total.

12/20 is a little to low form me...


i hope you can help. Sorry for my ****** englisch lol

thanks

i7 (4.6 GHZ/16 GB /SLI 970)
It's Just a Virus
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
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Re: Fps

Post by VincentTH »

Dvirus wrote:
VincentTH wrote:
Dvirus wrote:Hi,

First of all thanks for the great mod!

But one question.

How can i increase the FPs!?

Without your mod i have 50/70 fps/ But when i enable your mod, in some systems i get around 12/20 fps?

12/20 is a little to low form me...


i hope you can help. Sorry for my ****** englisch lol


:( :( :( :(
Can you unload (remove) the mod after killing the CVs?
Unload the mod by removing the script.

Here is the sequence:
Run the mod
Kill the CVs
Save and quit
remove/rename the xml file
restart the game.

This should restore your FPS, no?

Sorry. i did mean the MAIN mod of this forum
The CVs are the reason of the drop in FPS. Removing them should restore FPS to playable level.
BlackRain
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Post by BlackRain »

I will be uploading a new version tonight which will hopefully fix the cv issue and some other bugs. It will need to be tested, though, and it will not remove CVs which have already spawned. Please use Simooms scripts for that.
Dvirus
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Joined: Sun, 7. Dec 14, 16:16
x3tc

Post by Dvirus »

BlackRain wrote:I will be uploading a new version tonight which will hopefully fix the cv issue and some other bugs. It will need to be tested, though, and it will not remove CVs which have already spawned. Please use Simooms scripts for that.
Ok great. i will test it.

Thanks.

But the script of Simooms don't remove dockt CVs.

And i have 2 shipyards with dockt CVs. how can i remove those ?
It's Just a Virus
Dvirus
Posts: 21
Joined: Sun, 7. Dec 14, 16:16
x3tc

Re: Fps

Post by Dvirus »

VincentTH wrote:
Dvirus wrote:
VincentTH wrote:
Dvirus wrote:Hi,

First of all thanks for the great mod!

But one question.

How can i increase the FPs!?

Without your mod i have 50/70 fps/ But when i enable your mod, in some systems i get around 12/20 fps?

12/20 is a little to low form me...


i hope you can help. Sorry for my ****** englisch lol


:( :( :( :(
Can you unload (remove) the mod after killing the CVs?
Unload the mod by removing the script.

Here is the sequence:
Run the mod
Kill the CVs
Save and quit
remove/rename the xml file
restart the game.

This should restore your FPS, no?

Sorry. i did mean the MAIN mod of this forum
The CVs are the reason of the drop in FPS. Removing them should restore FPS to playable level.

But the script don't remove CVs that are in dock of a Shipyard. (i did use the script 3 times). how can i remove those ?
It's Just a Virus
VincentTH
Posts: 6636
Joined: Wed, 6. Nov 02, 20:31
x4

Re: Fps

Post by VincentTH »

Dvirus wrote:
VincentTH wrote:
Dvirus wrote:
VincentTH wrote:
Dvirus wrote:Hi,

First of all thanks for the great mod!

But one question.

How can i increase the FPs!?

Without your mod i have 50/70 fps/ But when i enable your mod, in some systems i get around 12/20 fps?

12/20 is a little to low form me...


i hope you can help. Sorry for my ****** englisch lol


:( :( :( :(
Can you unload (remove) the mod after killing the CVs?
Unload the mod by removing the script.

Here is the sequence:
Run the mod
Kill the CVs
Save and quit
remove/rename the xml file
restart the game.

This should restore your FPS, no?

Sorry. i did mean the MAIN mod of this forum
The CVs are the reason of the drop in FPS. Removing them should restore FPS to playable level.

But the script don't remove CVs that are in dock of a Shipyard. (i did use the script 3 times). how can i remove those ?
Pls look at Marvyn Martian's post above. It finds all docked CVs, then issue a move.die to the pilot.
BlackRain
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Post by BlackRain »

Just about done with all the bug fixes and such, will be uploading soon.
BlackRain
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Post by BlackRain »

CWIR Beta Version 1.2 Uploaded!!
VincentTH
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Post by VincentTH »

I ran Simoom's script, and it deleted 471 CVs!!!!

I can post the final script if you need it.
BlackRain
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Post by BlackRain »

VincentTH wrote:I ran Simoom's script, and it deleted 471 CVs!!!!

I can post the final script if you need it.
I don't need it personally, but go ahead and post it for those that do. Shouldn't be an issue anymore.
VincentTH
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Post by VincentTH »

BlackRain wrote:
VincentTH wrote:I ran Simoom's script, and it deleted 471 CVs!!!!

I can post the final script if you need it.
I don't need it personally, but go ahead and post it for those that do. Shouldn't be an issue anymore.
Sure, here it is in its entirety. I combined Simoom's and Martian's script into 1. Credits go to both of them, of course.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<mdscript name="CWIR_IdleCV_Cleanup" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="D:\games\Steam\steamapps\common\X Rebirth\MODS_JSGME\libraries\md.xsd">

<cues>

<cue name="CWIR_IdleCV_Cleanup" instantiate="true" namespace="this"> 
      <conditions> 
        <event_game_loaded/> 
      </conditions> 
      <actions> 

<!-- Idle CVs -->
        <find_ship groupname="$Builders" primarypurpose="objectpurpose.build" space="player.galaxy" multiple="true"/> 
        <do_all exact="$Builders.count" counter="$Counter"> 
          <do_if value="($Builders.{$Counter}.pilot.command.value == null) and not (@$Builders.{$Counter}.buildmodule.buildanchor.exists) and not (@$Builders.{$Counter}.container.exists) and not (@$Builders.{$Counter}.isplayerowned)"> 
            <destroy_object object="$Builders.{$Counter}"/> 
          </do_if> 
        </do_all> 
	<write_to_logbook category="general" text="'Destroyed idle CVs: ' + $Builders.count" /> 
       
     </actions>
</cue>

<cue name="CWIR_Docked_CV_Cleanup" instantiate="true" namespace="this"> 
      <conditions> 
        <event_game_loaded/> 
      </conditions> 
      <actions> 


<!-- Docked CVs -->

<find_station name="$shipyards" space="player.galaxy" functional="true" multiple="true"> 
   <match_content class="class.buildmodule" /> 
</find_station> 
<do_all exact="$shipyards.count" counter="$Counter"> 
   <find_dock_location container="$shipyards.{$Counter}" size="tag.dock_xl" name="$docks" multiple="true"/> 

   <do_all exact="$docks.count" counter="$i"> 
      <do_all exact="$docks.{$i}.component.docked.count" counter="$Count"> 
         <do_if value="$docks.{$i}.component.docked.{$Count}.primarypurpose == objectpurpose.build and $docks.{$i}.component.docked.{$Count}.docklink"> 
            <do_if value="$buildmodules.{$Count}.buildanchor.isplayerowned"> 
               <start_script object="$docks.{$i}.component.docked.{$Count}.pilot" name="'player.default'"/> 
            </do_if> 
            <do_else> 
               <start_script object="$docks.{$i}.component.docked.{$Count}.pilot" name="'move.die'"> 
                  <param name="byjump" value="true"/> 
               </start_script> 
            </do_else> 
         </do_if> 
      </do_all> 
   </do_all> 
   <write_to_logbook category="general" text="'Destroyed docked CVs: ' + $docks.count" /> 
   <remove_value name="$docks"/>    
</do_all> 
<remove_value name="$shipyards"/>   
</actions>
    </cue>
</cues>
</mdscript>
Put the contents into a file CleanUpCVs.xml and drop it in the directory

<Steam-XRebirth>/extensions/cwir/md

After you load your save game, do ENTER-2-4, and it will show how many docked/idle CVs have been deleted.

After you save the game, you can remove the script, as it is no longer needed in CWIR1.2.

Hope you find it useful.
DarkWolf77
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Post by DarkWolf77 »

Thanks @all for the best support ever :-)

The stacked CVs and the docked CVs are removed.
And now i will try the CWIR Beta Version 1.2 :-)

Have a nice day!
UK_Jay
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Joined: Mon, 28. Mar 16, 17:32

Crash

Post by UK_Jay »

New 1.2 Beta after 45 mins or so system crash :( do love mod though :)
icanfly
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Joined: Thu, 18. Jun 15, 18:17

Post by icanfly »

me² after 60 minutes play
BlackRain
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Post by BlackRain »

Well, we need to figure these issues out. Anything you can see which is causing the crash? Do you have a debug log ? I need more info to figure if there is an issue. I did not get any crashes myself.

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