[MOD] Human Resources - [DISCONTINUED]

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Vim Razz
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Post by Vim Razz »

I just thought I'd mention that they're making drone transfers a vanilla feature as of 3.0 beta 3 through the new cargo transfer mechanism.

So anyone who might be using this mod just for that purpose won't need to anymore if they don't like my overall theme or approach. I was starting to feel like this project was developing a reputation as "the drone mod", and it was kind of annoying... -.-;;

Plus, we now have ship to ship docking with ware transfer via cargo drones in vanilla (3b3) which opens up a whole new set of possibilities. :D
Vim Razz
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Post by Vim Razz »

03/04/14 Update: Version 1.3.0 -- Update for Rebirth version 3.20. It will not work with 3.50 beta at this time.

Quick change notes:
- Passenger handling: Adds the ability to move and store employees as passengers on all player stations and capitol ships. If you're familiar with how I've been handling passengers and employees on the Skunk, I've extended things in as similar as possible a way across all player platforms.

- Hiring changes: If you're standing on a ship or station you own and hire employees via remote comm, then they will be transported to the ship or station you're standing on instead of the Skunk. If a work position for that employee is empty, then they'll take that job automatically. Otherwise, they'll be stored as a passenger. If using the Populate Player Stations mod and hiring from your own station, then those employees will be hired in place. Hiring while onboard the Skunk or while on NPC-owned platforms continues to work as before.

- Menu layout: I've reorganized some things yet again.... -.-;; we'll see how this works out....

- Account transfers: when one employee replaces another who's running an expense account, that account will now be transferred to the new worker.

- Employee script initialization: employees provided by shipyards (or some mods) that don't have proper communication settings configured will now be initialized as they're interacted with, giving all employees full functionality rather than the two-tier system that existed previously.

- Localization: I've made some progress on language localization, but it still has a long way to go.

- Mod Compatibility Stuff:
  • Added compatibility buttons for Universe Provider by JeanLukePicard to the out-of-squad "new orders" menu and a generic interface for pilots or captains assigned to Univ Provider jobs. The BK Universal Comm Menu or MCE are not required if activated this way, since UP only uses them for menu mounts.
  • Added some rebounding gadgets with report-logged indicators to the compatibility buttons for Manager Call by euclid. I also added a "View Logbook" button to the submenu for the sake of convenience.
  • updated Autotrader compatibility to the current version (0.9). The alt trigger mechanism is disabled because I find that sort of thing annoying when I'm trying to do something else. As before, the compatibility button is in the out-of-squad "new orders" menu for ships that fit Autotrader's requirements.
  • the "backdoor trigger" on jth's Station Destruciton and recylcing is disabled.
  • the compatibility button for UT player logos on the Skunk is now found in a "Ship Options" submenu that will appear if that mod is installed rather than on the main engineer dial.
  • I spent quite a lot of time playing around with Manual Command Extension, but it's got so many little problems at this point that I've decided to drop it until it gets cleaned up or updated. I'd also been looking at the Versatile Logistics System mod by TheDeliveryMan, but parts of it are outdated and since wysiwyg's MT Logistics mod is available, I've decided to drop Versatile Logistics unless it gets updated.

Aaaannnddd... I'll probably come up with other stuff that need to be said here later tonight, but for now I'm short on time.


EDIT: Well, it seems I accidentally left employee handling of assigned pilots blocked off. That will be fixed in the next update.

It also seems worth mentioning that passengers are currently indicated during dialog by a "(Passenger): ship/station name" tag on the ship/station info button (button 4), while active employees say "Ship/Station Detail: ship/station name" in the same location.

Other stuff on my short list right now:
  • - sorting out a 3.50 beta compatibility.

    - block off the remaining avenues for this mod to potentially bork up other known mods by replacing the employees running their special scripts.

    - a "hire to work over there" option when the Skunk is full is something I've had on my list for a while now, and I've finally got the prep work done that I need to implement it the way i want.

    - compatibility stuff for MT Logistics and the new UFO version. Neither of those mods really seem to require buttons right now because they're both sidebar-based, but I need to set up filters to prevent HR from interfering with them unintentionally. I also need to take a closer look at Carriers, and check around for anything else that I might need filters for.

Other things I've been working on --- but that are still a ways away -- are out-of-zone and cross-zone employee transfers, bulk-hiring and crew/staff management tools, and non-instantaneous drone transfers.

I've decided that I'll be packaging these functions as an optional add-on module instead of here in the main mod because handling them way I want to requires some scripting that doesn't uninstall easily, and I want to keep the "main" mod fully savegame safe to uninstall whenever.

That wont happen in the next version -- it's probably still a few months from completion considering how slow I am, tbh -- but that's the general direction that this project is heading in right now.
Vim Razz
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Post by Vim Razz »

03/10/14 Update: Version 1.3.1 -- Update for Rebirth version 3.20 and 3.50RC1.

Change notes:
- now up to date with the latest beta -- on the same day, even!

- Since full out-of-squad command availability got announced last week, that got pushed to the top of my to-do list and orders have been fully updated. They're reorganized a little bit according to my own preference, so it might take a moment to find everything.

Note that this means that trade mods like YAT, Universe Provider, or Autotrader now have their compatibility buttons in a "Free Trading/Mining" submenu of the out-of-squad "new orders" menu in order to make room for the full command set.

- Squad Broadcast Commands are now linked in the main convo menu of every ship in-squad, replacing "assign new commander" which you now need to remove a ship from your squad to issue.

I've also added a ship-type filter to squad broadcast commands on a 3-stage sequential toggle, so cycling through it will control whether the order selected gets transmitted to all ships in squad, to combat ships only, or to non-combat ships only.

- I've tightened up loose filters in a few places I found that had potential to cause headaches.

- I also finished cutting off the ability for HR to replace staff that are actively being used by mods that it recognizes. So, for example, if you attempt to replace an active YAT pilot with someone else (either directly or remotely) then they'll say "no" and refuse to be moved.

- I now remember why I'd blocked off full handling for assigned pilots. That will continue to be on the back burner until I find a safe and effective way to park unattended small and medium ships. You can still replace pilots but, they still can't leave their ships empty at the present time.

- UFO and MT Station logistics have been added to the list of mods that HR will recognize and adapt itself to -- Though the MT Logi adaptation is still a bit WIP-ish.

- more info should be available once I finish updating things.
Vim Razz
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Post by Vim Razz »

03/12/14 Update: Version 1.3.2 -- Bugfix update

- employees hired directly to (or remotely assigned to) ships or stations should no longer fail to start working when appropriate if the ship doesn't happen to be a construction vessel.

- fixed broken employee management filter on captains. The menu should now appear at the appropriate times.

- made "No Superior" option added to "assign new superior" menu in 1.3.1 become unselectable rather than disappearing entirely when the ship in question already has no superior.

- added "Shipyard" comm option to station managers of shipyards, making it possible to contact ship dealers through them. Thanks to ubuntufreakdragon for allowing me to use this idea!
Vim Razz
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Post by Vim Razz »

03/12/14 Update: Version 1.3.3 -- Bugfix fix

- Human Resources will no longer assert that every single station in the game is a shipyard.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Cheers!
Vim Razz
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Post by Vim Razz »

03/29/14 Update: Version 1.3.4 -- Bugfix Update

- The "Free Trade/Mining" menu under "New Orders" is now labeled "Extensions"
- The "Extensions" menu is available for In-Squad ships, but they will be removed from the player squad as soon as a selection is chosen.
- If only one Extension option is available, it will show in place of the menu rather than inside it
- Extension options will now show properly for armed Teladi freighters
- Various missing menu option issues resolved
- Captains of CVs now show the correct menu during the first stage of station construction
- some issues where accounts were not being transferred when replacing employees resolved
- hiring, firing, and transfer log reports sorted.
- "stopped working" log reports partially sorted -- still WIP
- voice confirmation of commands partially sorted -- still WIP
- captains that are passengers onboard various ships should now be transferable even when the active captain is busy
- the issue where bringing passengers back onboard the skunk while docked caused local control NPCs to lose their jobs is now resolved in a way that shouldn't get immediately broken by other mods attempting to do the same thing.
- compatibility issues with Bean's VR Skill Evaluation and Litauen's Capital Ship Bridge resolved
- Handling added for assigned pilots. I've decided to handle unattended small or medium ships in the vanilla way for the time being. That is: they will be set to "ownerless" if abandoned in open space.
Vim Razz
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Post by Vim Razz »

03/04/04 Update: Version 1.3.5 -- compatibility adjustments

- HR should now properly detect and adjust itself for VR Skill Evaluation by Beans
- The YAT links in the Extension menu are now a single button running to Yorricks Main YAT setup menu to prepare for expected changes with that mod.

03/04/04 Update: Version 1.3.6 -- bugfix

- I forgot that I was still in the middle of some internal changes when I kicked out the last update... -.-;;
- auto-initialization of captains or pilots from shipyards should no longer be broken


Annnndd... we've finally met our first irreconcilable mod conflict for this project since v1.2.1: Station Population 2015's passenger feature will conflict with parts of HR's passenger system, particularly for architects.


Edit: there are now three versions of Station Population 2015 --

- Those with passenger features make for an effective alternative for some of HR's core elements with a lower menu footprint than HR, but are not directly compatible with HR as the overlapping features of both mods will interfere with each other.
- the version which only spawns NPCs on stations has no compatibility issues with HR.
Last edited by Vim Razz on Tue, 7. Apr 15, 17:12, edited 1 time in total.
w.evans
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Post by w.evans »

Hi Vim,

Is this:
Vim Razz wrote:Ultimate Fleet Overhaul v0.6.1 by MadJoker
*** Not currently working with Rebirth 3.50 ***
only because UFO isn't updated? So if I have it working, then HR will work with that? Only changed the UI structure to make it compatible with X:R 3.5+, and have been fiddling around with the movement, targeting, and OOZ combat stuff.
Vim Razz
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Post by Vim Razz »

@ w.evans,

Yeah, currently the only issue I'm aware of with UFO 0.6.1 (and LIBMJ) is that the lua files aren't registered in the Rebirth 3.50+ ui.xml format, so it freezes.

HR's UFO replacement menu for standard comms (since UFO doesn't have one of it's own) has buttons that signal fleet ships with "change of battle state" signals, but aside from that it doesn't influence or imitate any other part of UFO's controls -- it just links to MadJoker's fleet command menu from every ship.
UniTrader
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Post by UniTrader »

just read the Description and wondered how difficult it would be to recognize the case that a Skunk Crew NPC is onboard a Station/Platform currently (based on a Var set on the Blackboard of the Entity) and change Dialogue Tree/Behavior accordingly? Asking because i am currently working on a Mod to let the Skunks Crew disembark when on a Platform and pester the Guards :D but as you can imagine this unexpected behavior completely breaks EGOs Dialogue Trees..
As i understand this it is a complete Rewrite of EGOs dialogue Trees and you could probably implement this far easier than i could do it by crawling through EGOs files and fixing any upcoming Issues... i wonder if we could work together in this regard? :)
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 ;)
w.evans
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Post by w.evans »

Ah. Was hoping that I'd be able to give UFO commanders Move to or Escort commands; but good to know that there is no conflict. Wasn't sure if your warning was referring to UFO not working in 3.50+ or HR with UFO not working in 3.50+

Thanks for the reply! And thanks for working so hard on this mod! Hope that it's been fun!
Vim Razz
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Post by Vim Razz »

Not responding in chronological order, because one reply has stuff the other reply can refer back to:


@w.evans,

That's completely viable. I did some experiments with it myself, but just didn't put them in here so that I'd have less to maintain in the event of changes to UFO itself. ^.^

If I remember right (off the top of my head), UFO propagates fleet orders by tagging just the fleet commander with the new order (unlike stance orders, which are signaled to it's individual fleet members), and then signals everybody to update their scripts?

If you want to build your own default comm menu for UFO captains/pilots without fighting HR for menu space, you can divert DefaultComm ahead of HR's modifications by splicing NPC_Staff.xml and Conversations.xml like so:

Code: Select all

<add sel="//cue[@name='DefaultComm']/actions/do_if[@value='event.object.hasrelation.enemy.{faction.player}']" pos="after" >
   <do_elseif value="event.object.$UFO?" >

      <!-- custom conversation options -->

   </do_elseif>
</add>
I used this approach in the early versions of HR's "replacement menus" and it works very well -- I only changed my format to ensure that any mods wanting to add their own custom dialogs in this way would take precedence over HR's menus, regardless of load order.

MadJoker maintains tight enough control over his tracking markers for this to be viable.


@ UniTrader,

It's really not difficult at all, though the approach depends on how actors are being added to the platform. There are two possibilities I can think of:
  • 1) Having "dummy" NPCs on the platform that trigger conversations with NPCs that are "technically" still onboard the Skunk.
    • - A blackboard marker on the Dummy might reference a table entry indicating the main NPC, then the sort of splice mentioned above could contain just a <start_conversation actor="$DummyTable.{event.object.$ActorKey}" conversation="default"/> or something?
      - Edit: Or the blackboard marker could probably just reference the target NPC directly, on second thought -- introducing a table would be an unnecessary layer of complication in this case. whoops.
    2) Temporarily moving the Skunk's passengers down to the platform while docking with a $disembarked blackboard marker or something, and moving them back to the Skunk and clearing the marker while undocking.
    • - Then DefaultComm could be spliced in the same way as I mentioned above, pointing to a set of custom menu sections appropriate for that context.
      - In this case, it's probably just NPC_Staff.xml that needs diverting, though hitting Conversation.xml too would allow an alternate approach to getting un-initialized employees off the skunk.
      - This method stacks very easily for multiple mods running at the same time (unless two mods decide to use the same blackboard tag), since it just slides do_elseif statements in between the kill-relation check and the main do_else DefaultComm menu block.
Yisha might be best dealt with via a dummy with a unique comm script rather than trying to move her back and forth, or a diverter that just opens the main menu?

Anyway, it sounds fun -- I'm in. :)
Last edited by Vim Razz on Tue, 7. Apr 15, 21:49, edited 1 time in total.
w.evans
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Post by w.evans »

Thanks, Vim
Phezzan
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two suggestions

Post by Phezzan »

first - thanks, there's a lot of good stuff here.

The two things I'd like to suggest:

1 New Order disappears on trade ships with even a single trade order, so if you want to queue up several it is now necessary to do them all in one go, which can be a bit frustrating.

2 Since escape always acts like a 'back' option, how about using #6 for either "Goodbye" (regardless of submenu and preferrably silent) or extensions / other / etc...

Thanks again for this excellent mod.
Phez
Vim Razz
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Post by Vim Razz »

Thanks!

1 - That's a great idea. Replacing New Orders with a "Trade Que" menu (for ships running a trade que) should be pretty workable and provide better "at a glance" communication about what a ship is up to -- which is something I always like a lot.

The first implementation will be pretty limited, I think -- just displaying the list with the option to cancel items or clear the list, and maybe a button link to the trade menu.

2 - I don't think I'm going to do this in the main menu structure, but I'm working on a configuration menu to support a set of "switchable" menu options (ie: show yes/no menu when firing? return replaced employees to the skunk -- as is done now -- or leave them in place as passengers? and so forth.), and I'll look into adding this as "switchable".
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Post by BlackRain »

I am using this but I am not seeing the option for talking to a shipyard dealer out of zone. There must be something conflicting, not sure but I can't see to find this menu option.
kelmenwong
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Post by kelmenwong »

BlackRain wrote:I am using this but I am not seeing the option for talking to a shipyard dealer out of zone. There must be something conflicting, not sure but I can't see to find this menu option.
iirc, talk to the trade manager (or explore the available option, look for sub-option shipyard), the menu with ship dealers are underneath the shipyard option
kelmenwong
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Post by kelmenwong »

just a suggestion for the drone transfer
-it need to be done in same sector
-owner will spawn/release the drones
-these drones ownership get changed to new owner
-new owner recall these drones
BlackRain
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Post by BlackRain »

kelmenwong wrote:
BlackRain wrote:I am using this but I am not seeing the option for talking to a shipyard dealer out of zone. There must be something conflicting, not sure but I can't see to find this menu option.
iirc, talk to the trade manager (or explore the available option, look for sub-option shipyard), the menu with ship dealers are underneath the shipyard option
Figured it out, thanks.

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