[MOD] Manual Command Extension v0.10.2 {Discontinued}

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

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Dodgey
Posts: 198
Joined: Sun, 20. Sep 09, 23:49
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Post by Dodgey »

Oh ok. Was wondering because today, one of my freighters followed me into Albion, even though it was not in my squad. thought it must have been an out of date mod.
Mad_Joker
Posts: 274
Joined: Sun, 14. May 06, 11:21
x3

Post by Mad_Joker »

Dodgey wrote:Oh ok. Was wondering because today, one of my freighters followed me into Albion, even though it was not in my squad. thought it must have been an out of date mod.
You have to tell them to "Hold Position". That's basically the reason Jack implemented that command, because it's a core game bug that ships still follow you when you remove them from your squad.
wh1tewolf8
Posts: 17
Joined: Thu, 24. Apr 08, 20:27
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Post by wh1tewolf8 »

shame is this mod is an epic mod

Dodgey
on a side note after removeing the mod go into documents-egosoft x-rebirth-random noumber-save then selct your save and open with notepad or word pad (i prefer the latter) then look for <patches> and highlight <patch extension="__mce_j08" version="10" name="Manual Command Extension"/>
delete it and save the word document
you should now be able to start the game without conflict
Vayde
Posts: 850
Joined: Fri, 6. Feb 04, 21:02
x3tc

Post by Vayde »

Rebirths loss AP's Gain.


Vayde
Still life in the old dog yet...
Privata
Posts: 719
Joined: Mon, 19. Dec 11, 22:59
x4

Post by Privata »

this is very sad , but still I hope you have fun working on timelines.
I still have faith that rebirth will become better at some point after all it is a reboot , so lets just hope....
Im going to try to learn scripting rebirth has so much potential
ghostpilot
Posts: 360
Joined: Sun, 15. May 05, 15:49
x2

Post by ghostpilot »

Sad to see one of the first and most needed mods being abandoned. Although finishing X-timelines looks far better than fixing this mess, I think he is doing the right thing specially if that meants he can find a bit of time to update IR 2.0 mod :roll:

And X-timelines tries to do pretty much what X:R was promised to do econoomy wise. If the mod gets out and works before X:R is fixed that would be..... humiliating to say it softly :P
Privata
Posts: 719
Joined: Mon, 19. Dec 11, 22:59
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Post by Privata »

ghostpilot wrote:Sad to see one of the first and most needed mods being abandoned. Although finishing X-timelines looks far better than fixing this mess, I think he is doing the right thing specially if that meants he can find a bit of time to update IR 2.0 mod :roll:

And X-timelines tries to do pretty much what X:R was promised to do econoomy wise. If the mod gets out and works before X:R is fixed that would be..... humiliating to say it softly :P
true I am waiting to see what TL will do but...Rebirth know has newton physics and a better engine , I wish egosoft did more than give us the a Xbtf2 but think of it , XBTF became X3 , so immagine what Xrebirth will be...
my guess is egosoft will in a year or two hopfully do a X4 with rebirths assets just re do the interface and all that guff
MPencoske
Posts: 5
Joined: Sat, 23. Nov 13, 07:56

Add it to the game

Post by MPencoske »

Like it says in the title... This mod looks like something I really need but how do I add it to the game?
Goekhan
Posts: 51
Joined: Thu, 23. Jul 09, 21:11
x4

Post by Goekhan »

KRM398 wrote:Bernt said way back there that having only one ship and drones would make everyone happy, well he was wrong. If we don't have something bigger and better to look forward to then the story is all there is then its over.
When I was playing X3:TC for the first time, I was very excited when I bought my first Boreas. After that, I never left that ship except for some "business trips" with a M5, but still. You are right on point, a few silly drones doesn't make up for it.

The amount of upgrades available for the skunk is also pathetic :P
Lazerath
Posts: 874
Joined: Tue, 22. Mar 05, 06:31
x4

Post by Lazerath »

Question to Author,

Will you be updating this so it works with the 1.19 patch?

I am having problems with the protect me command. The ship seems to just sit there and never move. Even when I leave the sector etc and go somewhere else!

Love this mod.. Wish you would come back!
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Vovva
Posts: 32
Joined: Thu, 15. Dec 11, 05:11
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Post by Vovva »

Jack08, I know that you don't continue to this mod, but is it possible to show your commands in details of your captain? And will it be adopted to 1.19, escort command not work properly? Thank you for this amazing mod!
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Petroph
Posts: 187
Joined: Tue, 12. Jul 11, 08:07
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Post by Petroph »

arg, I wish this was still being worked on :(
KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Post by KRM398 »

Its sad, modders are the heart and soul of any ego game. They've saved more than one failure and made it play able. Now even they are giving up. That's whats sad. :cry:
TMC04
Posts: 84
Joined: Mon, 6. Feb 12, 20:00
x3ap

Post by TMC04 »

KRM398 wrote:Its sad, modders are the heart and soul of any ego game. They've saved more than one failure and made it play able. Now even they are giving up. That's whats sad. :cry:
Don't lose heart man.
I think the problem right now is that with all the new patches coming in so quick the modders are tired of trying to keep up.
Once Ego gets the game to a basic playable state and the patches slow down the modders will return. :)
KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Post by KRM398 »

with this patch its the first time some of these commands have quit for me. cant order ships to refuel now so once they are out of fuel they sit.
Tato7
Posts: 30
Joined: Tue, 26. Nov 13, 19:15
x4

Post by Tato7 »

KRM398 wrote:with this patch its the first time some of these commands have quit for me. cant order ships to refuel now so once they are out of fuel they sit.
You don't need any mods to tell the ship to refuel, thats in the game already.

If the ship is in your squad just hail the captain and order him to refuel.
Berserk Knight
Posts: 398
Joined: Tue, 17. Dec 13, 01:34
x4

Post by Berserk Knight »

I've looked through and updated the code on my copy of MCE for 1.21, and so far, it seems to work.

I compared the base files for 1.18 and 1.21, and it seems that only 1 file that's being modded has changed.

The original MCE's code was very intrusive and basically replaced the entire chunk of the vanilla code, hence it breaks the update.
Changed it a bit to add/remove/replace what's needed instead of the full overwrite.

...Anyone want this?
dijital
Posts: 185
Joined: Thu, 21. Nov 13, 04:51
x4

Post by dijital »

I would certainly make use of it, for one. I had been getting by with the 1.18 version (the commands that still work such as move to location) but an update would be awesome.
Alex_Zlobin
Posts: 1
Joined: Sat, 30. Nov 13, 21:10

Post by Alex_Zlobin »

Is it possible add "Attack my target" to this mod ? =)
Berserk Knight
Posts: 398
Joined: Tue, 17. Dec 13, 01:34
x4

Post by Berserk Knight »

Hmph. Looking at the 1.22 base script, it seems they keep rearranging the interrupt handlers (that are not labeled) around so removing the "remove from squad" handler would virtually require a patch-specific version to do so.

...Not that I need to "remove" it when "disabling" it works just as well AND not end up being patch-specific.

Well, I've been pretty lazy and sent my request for permission to Jack just a few minutes ago. I'll upload the update when I get the all-clear.

Edit: ...Got the all-clear just as I posted this.

Edit2: Starting a new thread as it could get hard to find if it's buried in the comments here.

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