Script & Mod Requests

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

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DaveDee
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Post by DaveDee »

There was no dock on initial station, i just looked through other stations an grabed same code, as all of them were with identical IDs
DaveDee
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Post by DaveDee »

Ok, i'm surrender.
Any guides or mods with station made from scratch?
I fell, i'm missing something very obvious, but just can't find the right direction.
UniTrader
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Post by UniTrader »

i could provide you an example Station i created a while ago, its unfinished and unreleased though but basically works (better place it in the center of its own Zone though because this thing is HUGE)
you can find it here:
https://gist.github.com/UniTrader/abef0de82a2fc9dda89c
uses only Vanilla Parts, no other mods required

maybe you should also provide your files, the problem might not be in your snippets but somewhere else...
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 ;)
DaveDee
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Post by DaveDee »

Thanks!
I'll try one more time, i have good feelings about it ;)
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xrook
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Post by xrook »

xrook wrote:do mod request usually get done? or most of the ideas just get left behind here cuz i have another one

'mining mod scanner upgrade MK2'
-asteroids get color coded similar to stations while in station scan mode
-removes restriction of needing a mining vessel

'targeting software MK3'
-ability to aim assist to target and shoot down enemy missiles
-really expensive

'improve missions that involve killing xenon or pirates'

-pirates and xenon shouldnt even use highways, if your a criminal the things you want to avoid is highways. i could practically camp at the spot the come out and give them missiles as give away presents

pirates and xenon should come in large groups (sometimes they do but sometimes i see a hard difficulty mission where they just pop 1-3 each wave) and spawn in different directions when attacking a station, up, down, north, south etc.
make it into a realistic ambush look


'improve activity outside of station zones'
most of the activity is inside station zones where you see a small group of raiders harassing the locals and traders
but they are pretty much giving themselves a death sentence as stations can easily take them down


'improve bounty missions'
most of the time the capital ship you were told to kill spawns near a station or them flying towards it, eventually leading to a mission failure because the game wants you to kill it and not the station.
although i found a work around this by targeting their engines first stopping them at their tracks

being a person with a huge bounty on their head, they should atleast avoid station zones
-spawn them on empty zones would be more logical as your practically hunting them

'make the game feel a little more "alive"'
~trigger unlocks after chapter 3~ (same condition as the mk2 cannon and mg)

condition
-when player enters a sector the game chooses 1 random dynamic mission and place that mission randomly within that sector

. *out of station zone skirmishes between plutarc and albion
--winning condition
------- when all the plutarc fleet are destroyed
--losing condition
------- when all your allied forces are destroyed
notes: there are more plutarc forces than the albion as the player is more than enough to change the battle outcome, but that doesnt mean plutarc automatically wins by default if left alone (all depends on the balance of the OOZ combat calculations)


. *help albion capture a plutarc station zone
--winning conditions
------- when your allied forces successfully boarded and captured the enemy station
------- increase chances of boarding success by doing the minigame similar to when you are boarding a capital ship
--losing conditions
------- when all your allied forces are destoyed


. *defend an albion related station zone from a plutarc invation
-- opposite of above


. *random skirmishes with xenon in or out of station zones (xenon vs plutarc, xenon vs plutarc vs albion, xenon vs albion)
--winning condition
------- when all enemy fleets are destroyed
--losing condition
------- when all your allied forces are destroyed


-dynamic missions are automatically added to your current active missions

-dynamic mission starts again after 20 min to 2 hours after finishing the last one (why? because doing this missions too frequently makes you feel less and less obligated to do them, also there plenty of other things to do

-dynamic missions can be ignored, leaving their fate to OOZ combat whether they will win or not
'Drone & Highway issues'
update the drone AI to make them not use highways, and not chase the enemies in highways, because the drones never come back when they do
Last edited by xrook on Sun, 20. Sep 15, 21:41, edited 2 times in total.
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alexalsp
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Post by alexalsp »

Ok. Who can help?

I want to add to the list of buildings 2 fighter to Civ Ship Dockyard

assets\structures\Economy\production\macros\struct_econ_prod_shipm_macro.xml

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>

  <replace sel="//production/@wares">shp_m_pmc_xen_02 shp_m_ore_transporter shp_m_ice_collector shp_m_crystal_collector shp_m_container_transporter shp_m_energy_transporter shp_m_liquid_transporter shp_m_ions_collector shp_m_hydrogen_collector</replace> 
  <add sel="//production/queue"> 
    <item ware="shp_m_pmc_xen_02"/> 
  </add> 
  
</diff>
assets\structures\Economy\production\macros\struct_econ_prod_ships_macro.xml

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>

  <replace sel="//production/@wares">shp_s_pmc_xen_01 shp_s_military_07 shp_s_military_08 shp_s_military_09 shp_s_pmc_01 shp_s_pmc_02 shp_s_pmc_03 shp_s_ship_04 shp_s_ship_23 shp_s_ship_19 shp_s_ship_07 shp_s_ship_01 shp_s_ship_03 shp_s_ship_02 shp_s_ship_05 shp_s_torpedo_01</replace> 
  <add sel="//production/queue"> 
    <item ware="shp_s_pmc_xen_01"/> 
  </add> 
  
</diff>
This works without problems on the new game. But it is not working with the game already started.

It is necessary to update the list of buildings at the shipyard. But I do not know how.

I will be grateful for any help. If someone will write the md, it will be very good.

Thank you.
UniTrader
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Post by UniTrader »

you have to update the macro with

<patch_macros macro="macro.*yourchangedmacro*"/>

this will search the whole Universe for the given Macro and update it to the current Game Data. just use it inside the actions of a new root Cue without any conditions, this executes it on Game Start and Load exactly once ;)
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 ;)
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alexalsp
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Post by alexalsp »

UniTrader wrote:you have to update the macro with

<patch_macros macro="macro.*yourchangedmacro*"/>

this will search the whole Universe for the given Macro and update it to the current Game Data. just use it inside the actions of a new root Cue without any conditions, this executes it on Game Start and Load exactly once ;)
Hi UniTrader

Thanks for your reply, but

I have tried the such options, but the list is not updated. I checked all the files that belong to the a shipyard, but no result.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>

<mdscript name="ms_patch" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
   <cues>
      <cue name="ms_ship_patch">
         <conditions>
               <event_game_loaded/>
         </conditions>

         <actions>

   <patch_macros macro="macro.props_surf_playerdock_ships_macro"/> 

 <patch_macros macro="macro.struct_econ_prod_ships_macro"/> 
  <patch_macros macro="macro.struct_econ_prod_shipm_macro"/> 

  <patch_macros macro="macro.control_room_macro"/> 
  
  <patch_macros macro="macro.cargobay_station_ship_s_macro"/> 

  <patch_macros macro="macro.props_surf_playerdock_ships_macro"/> 

  <patch_macros macro="macro.storage_station_ship_m_macro"/> 

  <patch_macros macro="macro.struct_bt_alb_small_ships_yard_macro"/> 
 
  


         </actions>
		 
      </cue>
   </cues>
</mdscript>
UniTrader
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Post by UniTrader »

looks right.. iirc the macro of the Shipyard as whole should be enough

is this code actually executed when you want it to execute? please verify with a <debug_text filter="general" text"SUCESS"/> or something like this
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 ;)
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alexalsp
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Post by alexalsp »

How correctly insert this code ?.:cry:

Code: Select all

<debug_text filter="general" text"SUCESS"/> 
UniTrader
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Post by UniTrader »

just put it somewhere in the actions node. just noticed a mistake though: it should be text="'SUCESS'" (note the '' inside the "") but the effect is the same that you will find this SUCESS in your Debuglog when the related Code is executed
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 ;)
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alexalsp
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Post by alexalsp »

I guess I'm not as written.

Code: Select all

<?xml version="1.0" encoding="utf-8"?> 
<mdscript name="ms_patch" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 
   <cues> 
      <cue name="ms_ship_patch"> 
         <conditions> 
               <event_game_loaded/> 
         </conditions> 
         <actions> 
   <patch_macros macro="macro.struct_bt_alb_small_ships_yard_macro"/> 
   <debug_text filter="general" text="SUCESS"/> 
        </actions> 
      </cue> 
   </cues> 
</mdscript> 

Code: Select all

[General] ======================================
[=ERROR=] Error in MD cue md.ms_patch.ms_ship_patch: Property lookup failed: SUCESS
* Expression: SUCESS
[General] ======================================
[General] *** Context:md.ms_patch.ms_ship_patch: null

UniTrader
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Post by UniTrader »

Seems to work as planned, but if i understand you correctly the sub-components were not patched.
hmm, i was absolutely sure that patching an Object macro would also patch its components, but this seems not to be the case :S

try this inside actions:

Code: Select all

<set_value name="$patch_count" exact="0" />
<find_station name="$stations" macro="macro.struct_bt_alb_small_ships_yard_macro" space="player.galaxy" multiple=true/>
<do_all exact="$stations.count" counter="$i">
  <find_object_component name="$components" macro="macro.struct_econ_prod_shipm_macro" object="$stations.{$i}" multiple=true/>
  <do_all exact="$components.count" counter="$j">
    <patch_macro object="$components.{$j}"/>
    <set_value name="$patch_count" operation="add"/>
  </do_all>
  <find_object_component name="$components" macro="macro.struct_econ_prod_ships_macro" object="$stations.{$i}" multiple=true/>
  <do_all exact="$components.count" counter="$j">
    <patch_macro object="$components.{$j}"/>
    <set_value name="$patch_count" operation="add"/>
  </do_all>
  <patch_macro object="$stations.{$i}"/>
</do_all>
<debug_text filter="general" text="'Patched %1 Stations with %2 Components total'.[$stations.count,$patch_count"/>
replaces all other actions
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 ;)
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alexalsp
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Joined: Fri, 18. Jul 14, 05:28
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Post by alexalsp »

List of ships is not updated (((
Last edited by alexalsp on Mon, 21. Sep 15, 14:50, edited 1 time in total.
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xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

xrook wrote:do mod request usually get done? or most of the ideas just get left behind here cuz i have another one

'mining mod scanner upgrade MK2'
-asteroids get color coded similar to stations while in station scan mode
-removes restriction of needing a mining vessel

'targeting software MK3'
-ability to aim assist to target and shoot down enemy missiles
-really expensive

'improve missions that involve killing xenon or pirates'

-pirates and xenon shouldnt even use highways, if your a criminal the things you want to avoid is highways. i could practically camp at the spot the come out and give them missiles as give away presents

pirates and xenon should come in large groups (sometimes they do but sometimes i see a hard difficulty mission where they just pop 1-3 each wave) and spawn in different directions when attacking a station, up, down, north, south etc.
make it into a realistic ambush look


'improve activity outside of station zones'
most of the activity is inside station zones where you see a small group of raiders harassing the locals and traders
but they are pretty much giving themselves a death sentence as stations can easily take them down


'improve bounty missions'
most of the time the capital ship you were told to kill spawns near a station or them flying towards it, eventually leading to a mission failure because the game wants you to kill it and not the station.
although i found a work around this by targeting their engines first stopping them at their tracks

being a person with a huge bounty on their head, they should atleast avoid station zones
-spawn them on empty zones would be more logical as your practically hunting them

'make the game feel a little more "alive"'
~trigger unlocks after chapter 3~ (same condition as the mk2 cannon and mg)

condition
-when player enters a sector the game chooses 1 random dynamic mission and place that mission randomly within that sector

. *out of station zone skirmishes between plutarc and albion
--winning condition
------- when all the plutarc fleet are destroyed
--losing condition
------- when all your allied forces are destroyed
notes: there are more plutarc forces than the albion as the player is more than enough to change the battle outcome, but that doesnt mean plutarc automatically wins by default if left alone (all depends on the balance of the OOZ combat calculations)


. *help albion capture a plutarc station zone
--winning conditions
------- when your allied forces successfully boarded and captured the enemy station
------- increase chances of boarding success by doing the minigame similar to when you are boarding a capital ship
--losing conditions
------- when all your allied forces are destoyed


. *defend an albion related station zone from a plutarc invation
-- opposite of above


. *random skirmishes with xenon in or out of station zones (xenon vs plutarc, xenon vs plutarc vs albion, xenon vs albion)
--winning condition
------- when all enemy fleets are destroyed
--losing condition
------- when all your allied forces are destroyed


-dynamic missions are automatically added to your current active missions

-dynamic mission starts again after 20 min to 2 hours after finishing the last one (why? because doing this missions too frequently makes you feel less and less obligated to do them, also there plenty of other things to do

-dynamic missions can be ignored, leaving their fate to OOZ combat whether they will win or not


'Drone & Highway issues'
update the drone AI to make them not use highways, and not chase the enemies in highways, because the drones never come back when they do
'add new bounty missions 1 v 1'
-a bounty mission assigned to kill a high skilled pilot (5 star skills)
-custom built version of existing fighter ships (sturdier hull, custom shield generators, more powerful guns, custom engine)
Last edited by xrook on Tue, 22. Sep 15, 12:32, edited 2 times in total.
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alexalsp
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Post by alexalsp »

http://i.imgur.com/FgtidAu.png

http://i.imgur.com/zzcC9Sz.png

http://i.imgur.com/WoLVrC6.png

Code: Select all

<?xml version="1.0" encoding="utf-8"?> 
<mdscript name="ms_patch" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> 
   <cues> 
      <cue name="ms_ship_patch"> 
        <conditions>
               <event_game_loaded/>
        </conditions>

         <actions> 
			<set_value name="$patch_count" exact="0" /> 
			    <find_station name="$stations" macro="macro.struct_bt_alb_small_ships_yard_macro" space="player.galaxy" multiple="true"/> 
			<do_all exact="$stations.count" counter="$i"> 
			    <find_object_component name="$components" macro="macro.struct_econ_prod_shipm_macro" object="$stations.{$i}" multiple="true"/> 
            <do_all exact="$components.count" counter="$j"> 
			    <patch_macro object="$components.{$j}"/> 
			    <set_value name="$patch_count" operation="add"/> 
		    </do_all> 
                <find_object_component name="$components" macro="macro.struct_econ_prod_ships_macro" object="$stations.{$i}" multiple="true"/> 
            <do_all exact="$components.count" counter="$j"> 
                <patch_macro object="$components.{$j}"/> 
                <set_value name="$patch_count" operation="add"/> 
            </do_all> 

<debug_text filter="general" text="'Patched %1 Stations with %2 Components total'.[$stations.count,$patch_count]"/>
        </actions> 
      </cue> 
   </cues> 
</mdscript>

Code: Select all


[[General] ======================================
[General] *** Context:md.ms_patch.ms_ship_patch: Patched 1 Stations with 4 Components total
[General] ======================================

List of ships is not updated (((
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xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

xrook wrote:do mod request usually get done? or most of the ideas just get left behind here cuz i have another one

_____
'mining mod scanner upgrade MK2'
-asteroids get color coded similar to stations while in station scan mode
-removes restriction of needing a mining vessel

_____
'targeting software MK3'
-ability to aim assist to target and shoot down enemy missiles
-really expensive

_____
'improve missions that involve killing xenon or pirates'

-pirates and xenon shouldnt even use highways, if your a criminal the things you want to avoid is highways. i could practically camp at the spot the come out and give them missiles as give away presents

pirates and xenon should come in large groups (sometimes they do but sometimes i see a hard difficulty mission where they just pop 1-3 each wave) and spawn in different directions when attacking a station, up, down, north, south etc.
make it into a realistic ambush look

_____
'improve activity outside of station zones'
most of the activity is inside station zones where you see a small group of raiders harassing the locals and traders
but they are pretty much giving themselves a death sentence as stations can easily take them down

_____
'improve bounty missions'
most of the time the capital ship you were told to kill spawns near a station or them flying towards it, eventually leading to a mission failure because the game wants you to kill it and not the station.
although i found a work around this by targeting their engines first stopping them at their tracks

being a person with a huge bounty on their head, they should atleast avoid station zones
-spawn them on empty zones would be more logical as your practically hunting them

_____
'make the game feel a little more "alive"'
~trigger unlocks after chapter 3~ (same condition as the mk2 cannon and mg)

condition
-when player enters a sector the game chooses 1 random dynamic mission and place that mission randomly within that sector

. *out of station zone skirmishes between plutarc and albion
--winning condition
------- when all the plutarc fleet are destroyed
--losing condition
------- when all your allied forces are destroyed
notes: there are more plutarc forces than the albion as the player is more than enough to change the battle outcome, but that doesnt mean plutarc automatically wins by default if left alone (all depends on the balance of the OOZ combat calculations)


. *help albion capture a plutarc station zone
--winning conditions
------- when your allied forces successfully boarded and captured the enemy station
------- increase chances of boarding success by doing the minigame similar to when you are boarding a capital ship
--losing conditions
------- when all your allied forces are destoyed


. *defend an albion related station zone from a plutarc invation
-- opposite of above


. *random skirmishes with xenon in or out of station zones (xenon vs plutarc, xenon vs plutarc vs albion, xenon vs albion)
--winning condition
------- when all enemy fleets are destroyed
--losing condition
------- when all your allied forces are destroyed

-dynamic missions are automatically added to your current active missions

-dynamic mission starts again after 20 min to 2 hours after finishing the last one (why? because doing this missions too frequently makes you feel less and less obligated to do them, also there plenty of other things to do

-dynamic missions can be ignored, leaving their fate to OOZ combat whether they will win or not

_____
'Drone & Highway issues'
update the drone AI to make them not use highways, and not chase the enemies in highways, because the drones never come back when they do

_____
'add new bounty missions 1 v 1'
-a bounty mission assigned to kill a high skilled pilot (5 star skills)
-custom built version of existing fighter ships (sturdier hull, custom shield generators, more powerful guns, custom engine)
'minimalistic hud for 3rd person view'
sticking to 1st person is great and all with "immersion" and VR but when not when creating videos and you cant even see the beauty of your ship
Last edited by xrook on Thu, 24. Sep 15, 14:50, edited 1 time in total.
UniTrader
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Post by UniTrader »

alexalsp wrote:....
completely forgot that i wanted to answer here..
your code above is not well-formed so it cannt work, but i think you just experimented a bit because your debug output suggests it worked once and you just posted a diffrent Version than executed (hint: always check if an XML is well-formed when saving - and on extension validate it from the XSD - this shows you the most simple mistakes in a file without even starting the Game ;) )

have an alternative solution i think, may be a bit radical though (but should work based on Info i got on the Topic about re-using Construction Vessels - the core issue is similiar here i think):

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="ms_patch" xsi:noNamespaceSchemaLocation="md.xsd">
  <cues>
    <cue name="ms_ship_patch">
      <conditions>
        <event_game_loaded/>
      </conditions>
      <actions>
        <set_value name="$patch_count" exact="0"/>
        <find_station name="$stations" macro="macro.struct_bt_alb_small_ships_yard_macro" space="player.galaxy" multiple="true"/>
        <do_all exact="$stations.count" counter="$i">
          <find_object_component name="$components" macro="macro.struct_econ_prod_shipm_macro" object="$stations.{$i}" multiple="true"/>
          <do_all exact="$components.count" counter="$j">
            <destroy_object object="$components.{$j}" explosion="false"/>
            <set_value name="$patch_count" operation="add"/>
          </do_all>
          <find_object_component name="$components" macro="macro.struct_econ_prod_ships_macro" object="$stations.{$i}" multiple="true"/>
          <do_all exact="$components.count" counter="$j">
            <destroy_object object="$components.{$j}" explosion="false"/>
            <set_value name="$patch_count" operation="add"/>
          </do_all>
          <patch_macro object="$stations.{$i}"/>
        </do_all>
        <debug_text filter="general" text="'Destroyed %2 Ship Production Components and Patched %1 Stations afterwards'.[$stations.count,$patch_count]"/>
      </actions>
    </cue>
  </cues>
</mdscript>
(yep, first destroying/removing the Ship Productions and then patching the Station - this should re-add new Ship Production Modules)
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 ;)
User avatar
alexalsp
Posts: 1896
Joined: Fri, 18. Jul 14, 05:28
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Post by alexalsp »

Sorry. Did not notice your message.

Code: Select all

[General] ======================================
[General] *** Context: md.ms_patch.ms_ship_patch: Destroyed 4 Ship Production Components and Patched 1 Stations afterwards
[General] ======================================

4 modules destroyed and no more. :(
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alexalsp
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Joined: Fri, 18. Jul 14, 05:28
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Post by alexalsp »

Hi UniTrader. Did not have time for games.

Thanks for the help. Everything works.
1) The modules are removed
2) It is necessary to save the game and restart it.
3) All modules are reborn with new ships.

Thanks again for your help and patience.

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