[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
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My apologies, this MAN issue has been reported in another of my plugin's threads. I'll look into it.Mr. Trade wrote:SOLVED ok renaming the .man file fixes it. I dont know why opera, or internet explorer wants to save it as .man thx for the script.
Active drones blow up after a while, not sure what script they run when their master dies though.apricotslice wrote:Fighter Drone Mk2.ThisIsHarsh wrote:Did you happen to notice if they are Fighter Drone, Fighter Drone MK2 or Keris?
. . .
The drones are called "Your Fighter Drone MkII".
Edit : What happens to the active drones of a ship which bails ? I wondered if the first drone is accidently being "bailed" as well ?
I'll add an explicit exclusion for MKII's. Thanks for pointing out this issue.
This issue, on the other hand, has me completely baffled. It's not uncommon for ships to retain their original name (name changing on bailout is not handled by this script, its an engine thing, though maybe I should code it to force a name change, hmm...). I've never heard of anything like this and have no idea what could cause it. Though beaming into the cargo bay is a bit... dodgy, but I take it that this doesnt happen with other ships you beam into your cargo bay?Yes, exactly that.apricotslice wrote:I've also had a toucan bail with its original full name left. This also vanished into limbo when beamed onto a ship as its not a valid ship name.
I'm not clear what you mean? Are you saying that you claimed a Toucan that was not renamed after it bailed, and then you beamed it into your cargo bay where it disappeared, but stayed on your property list?
High Tech Trader Toucan Hauler.
Its now stored under "Unknown Object - Ships" as are 4 fighter drone mk2's.
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I suspect that this mod gave me a fun "non-bug" bug.
I was cruising along finishing up the Poisoned Paranid start, when I came across an unusual sight: A Spacesuit. Normally, they are Astronauts.
Basic Scan (no Freight Scanner), showed it had no Pilot. Betty did her spiel about Space suits. Since I had Cargobay Life Support, I picked it up.
It showed up in Passengers as No Pilot. Near as I can Figure, the "pilot" had "bailed" out of his spacesuit, and of course, died immediately.
What did I do about it? Of course, I dumped and destroyed it, with a "21 gun salute", of course. But first, I stole it's Repair Laser, and later mounted it on the Hyperion.
(Usage of a "cheat Script", actually, but who wouldn't? That poor guy didn't need it anymore, anyways
)
I was cruising along finishing up the Poisoned Paranid start, when I came across an unusual sight: A Spacesuit. Normally, they are Astronauts.
Basic Scan (no Freight Scanner), showed it had no Pilot. Betty did her spiel about Space suits. Since I had Cargobay Life Support, I picked it up.
It showed up in Passengers as No Pilot. Near as I can Figure, the "pilot" had "bailed" out of his spacesuit, and of course, died immediately.
What did I do about it? Of course, I dumped and destroyed it, with a "21 gun salute", of course. But first, I stole it's Repair Laser, and later mounted it on the Hyperion.



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I've got a who set of passengers with either no name or "-" for a name.
The no name ones I beleive are Khaak, and the - names are Xenon.
I like it.
The aberant ship name has only happened the once, out of 1000's of bails. It may have happened a few other times, but I never noticed it. However, I did have the ship jump back into the same sector a few times and never know why because there wasnt anything to pick up. I finally noticed this one, because I have put in a script to change the neutral race ships to a colour to make them stand out on the nav map. Thats how I found this one.
The no name ones I beleive are Khaak, and the - names are Xenon.
I like it.

The aberant ship name has only happened the once, out of 1000's of bails. It may have happened a few other times, but I never noticed it. However, I did have the ship jump back into the same sector a few times and never know why because there wasnt anything to pick up. I finally noticed this one, because I have put in a script to change the neutral race ships to a colour to make them stand out on the nav map. Thats how I found this one.
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The no named passenger issue I have noticed once or twice. They can't be Xenon or Khaak because the 'pilot eject from ship' script command doesnt spawn spacesuits for Xenon/Khaak. Though, looking at the scripts, it's possible for large ships of Xenon/Khaak to eject spacesuits (if big ship bailing is enabled).
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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They will still be claimable, but they wont eject spacesuits. The fighters already don't eject spacesuits for Xenon/Khaak, but there was no such measure for large ships.Life Bringer wrote:Forgive the noob question, does it means that xenon and khaak ships aren't claimable because they don't eject their crew anymore or just we will not see the crew leaving the ships but we will be able to claim it?
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
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ThisIsHarsh, I am new to scripts and I would like to try this one out. I was wondering if you could post a walkthrough for the computer challenged! I can fly and land most airplanes, but computer code is a foreign language to me. Thanks for writing this script.
Last edited by flight104 on Sat, 12. Sep 09, 20:56, edited 1 time in total.
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v 1.6.4
No files:
plugin.npcbail.config.mnu.xml
So you want to?
No files:
plugin.npcbail.config.mnu.xml
So you want to?

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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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You mean how to install this script?flight104 wrote:ThisIsHarsh, I am new to scripts and I would like to try this one out. I was wondering if you could post a walkthrough for the computer challenged! I can fly and land most airplanes, but computer code is a foreign language to me. Thanks for writing this script.
First you need Cycrow's plugin manager. This allows us to package scripts/mods so they install almost like any other computer program (rather than you having to copy files around manually - making it hard, for example, for you to uninstall scripts/mods).
Once you have installed and set up the plugin manager, you can just download any plugin saved in spk format, double-click it, and it will install to your game folder via the plugin manager.
So now you have the plugin manager. To configure NPC Bail Addon you will need another plugin, Cycrow's Community Plugin Configuration Menu. You will find the link there to download an spk, which as mentioned just installs by double-clicking.
Then just start your game. If you installed the Community Plugin Configuration Menu, you must assign a keyboard key to it in the game (under options->controls->interface, near the bottom of the list). Other than that, the NPC Bailing Addon will be active the moment you start your game (either new game or loading a savegame).
You had me a little worried with this one. I think that must be a remnant script from a much older version, since I don't have a script by that name and the menu still works fine.Yacek wrote:v 1.6.4
No files:
plugin.npcbail.config.mnu.xml
So you want to?
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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OK, thank youThisIsHarsh wrote:You had me a little worried with this one. I think that must be a remnant script from a much older version, since I don't have a script by that name and the menu still works fine.
I'm using a script from the first version

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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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flight104 wrote:Thanks, this helped alot. I had the .MAN file problem and had to rename the file.
Its wierd, I don't get the .MAN file problem, spks download properly for me. I'm using Firefox and I tried with both normal Firefox download and using Free Download Manager. Both downloaded as spk not MAN. What are you all using?
This is done via the Community Plugin Configuration Menu script I mentioned. Once you've assigned a keyboard key (I use SHIFT+F12), pressing the key will bring up the menu, with one of the options being NPC Bail Addon. You can select that and change options there, it should be fairly self explanatory.flight104 wrote:I was looking at the script to reset bail rate and allow for big and huge ships to bail, what do I need to change?
Just ignore the '%' signs in the bail rate settings, people tend to get confused by this (rightly so). It's not the actual probability (i.e. percentage chance) of bailing, its just a number that gets fed into an equation to determine the actual probability. The fact that the number ranges from 10-100 just made it look like a % sign would look better. Keep meaning to change that.
One thing to bear in mind is if you downloaded Salvage Commands & NPCS, as posted in the OP. With this plugin you get useful commands to help salvage as well as NPCs who will try to claim ships (both commands and NPCs can be seperately disabled). These NPCs will effectively balance the Bail Addon, by claiming ships before you can get there (some ships won't be claimed - there is an option to control the 'max response rate' of these NPCs).
So there are effectively two ways to control the amount of bailed ships lying around - by using competing NPCs, or by just making the probability that ships bail much lower.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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Thank you for the walkthrough. I know that it will help others like me who are in the same situation. On another note, I tried to claim 2 ships, and there wasn't a claim menu from my spacesuit. I was even killed when a missle hit the ship I was trying to claim. It was during an assasination mission. The pilot bailed in both cases.
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Was the ship a big ship (i.e. not a fighter or transport)? Big ships can't be claimed via the spacesuit method. You require yet another 3rd party plugin. There are several plugins to choose from. Search for the word 'salvage' in the sticky Community Script & Mod Download Library. The aforementioned Salvage Commands & NPCs plugin can use the vanilla System Override Software to claim any ship, including big ones.flight104 wrote:Thank you for the walkthrough. I know that it will help others like me who are in the same situation. On another note, I tried to claim 2 ships, and there wasn't a claim menu from my spacesuit. I was even killed when a missle hit the ship I was trying to claim. It was during an assasination mission. The pilot bailed in both cases.
Since it was a mission ship, it could be that it was not a big ship, since some mission ships are made purposefully unclaimable by egosoft. You can still claim them using one of the salvage plugins, though. You may want to reconsider that, however. I don't know specifically, because I don't play the random generated missions, but there have been problems reported in the past. For example, you may not be able to complete the assassination mission until the ship is destroyed, but claiming isn't the same as destroying, so you end up having to destroy your newly claimed ship. This might not be the case, but you get the idea.
There is an option in the config menu of NPC Bail Addon to (attempt to) block such 'special ships' from bailing, in case you're that way inclined.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.
Black holes are where God divided by zero.
Black holes are where God divided by zero.
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