Script & Mod Requests

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

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renoan
Posts: 12
Joined: Sat, 22. Dec 07, 06:07
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Post by renoan »

Request:

Could someone please make an editor that allows a non-scripting artist to modify NPC skins? I'd like to change various NPC characters skins to something more interesting, but I have no clue about modding.
oliverjanda
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Joined: Sun, 14. Feb 10, 17:47
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Post by oliverjanda »

min and max buttons for sliders when buying ships/building a station
Shazbot01
Posts: 30
Joined: Tue, 13. May 14, 01:29
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Post by Shazbot01 »

1. IHC firing control for the Sucellus ship. Sucellus moves to cannon range, sets engine to 0, rotates ship to point cannon at specific target and fires without moving.

2. Boost to my position. Any ship that can boost will boost near the player's location.
Browser_ice
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Joined: Sun, 5. Feb 06, 17:15
x4

Post by Browser_ice »

Request :

- change station window textures to use GIF images instead where you would see people passing by, discussing together, waving at you, ....

This would add a bit of life to the stations when you happen to be either docked or looking at it directly.
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alexalsp
Posts: 1896
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Post by alexalsp »

Prompt how to add, 5 npc to a skunk?

commander, manager, marine commandr, Engineer, DefenceNPC

Thank you.
Infector
Posts: 144
Joined: Thu, 30. Dec 04, 15:26
xr

Post by Infector »

A pirate entity that uses the station scanners to scan for enemy trade ships with goods and sends out plunder order to its followers.

A salvage officer entity that uses the station scanners to scan for cargo containers and sends its followers to loot them.
Bryl
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Post by Bryl »

Request: Display what the engineer is repairing on the main ship Info screen. If not repairing then it should state Analyzing Components
UniTrader
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Post by UniTrader »

Bryl wrote:Request: Display what the engineer is repairing on the main ship Info screen. If not repairing then it should state Analyzing Components
Isn't it already working this way? Well its supposed to work like this, but if it doesn't that would be something for the testing forum
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 ;)
Bryl
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Post by Bryl »

UniTrader wrote:
Bryl wrote:Request: Display what the engineer is repairing on the main ship Info screen. If not repairing then it should state Analyzing Components
Isn't it already working this way? Well its supposed to work like this, but if it doesn't that would be something for the testing forum
Currently (lastest beta release (4.0 RC1 Hotfix 1)) if you select a ship and click the Details button you have an overview of the ship including the personnel aboard.

If the Engineer is repairing something then it just shows Repair, rather than what is being repaired.

To find out what is being repaired you have to highlight the Engineer line and then select Details again.

As far as I remember it has always been this way, I did not see anything in the patch notes to indicate that this is supposed to have been changed.[/i]
Bryl
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Request: Nav Beacons act as Jump Beacons

Post by Bryl »

Request: Mod Nav Beacons to act as Jump Beacons.

I started building in an Empty Zone several zones away from a highway. Would be useful for my ships to be able to jump to the zone I am building in.
UniTrader
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Re: Request: Nav Beacons act as Jump Beacons

Post by UniTrader »

Bryl wrote:Request: Mod Nav Beacons to act as Jump Beacons.

I started building in an Empty Zone several zones away from a highway. Would be useful for my ships to be able to jump to the zone I am building in.
if it hasnt been fixed since i checked it this requires a bit more work sine the get_closest_jump_beacon command recognizes only one beacon per sector, not necesarily the closest. i think its the first the game encounters in the sector
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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Mr. Personal
Posts: 181
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Post by Mr. Personal »

A big giant cat, which shoots lasers from it's eyes and flips every nearby Sul class ship into an oblivion. A stationary cat in a distance should purr and when approached it would start an aggressive meowing.
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Marvin Martian
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Re: Request: Nav Beacons act as Jump Beacons

Post by Marvin Martian »

Bryl wrote:Request: Mod Nav Beacons to act as Jump Beacons.
http://forum.egosoft.com/viewtopic.php? ... 80#4570880
My Defence-Plattform delivery Service has already the ability to place objects too, so i simply extends them with an Jump Beacon option

The Jump Beacon will be used in my tests, but under what conditions, you need to try for yourself
summel
Posts: 24
Joined: Mon, 6. Oct 08, 16:55

Post by summel »

Request:
is there a way to convert models from x3 to rebirth?

i love the nice Saab ship, Sarathoga and Hammerhead, mod in x3
Bryl
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Re: Request: Nav Beacons act as Jump Beacons

Post by Bryl »

Marvin Martian wrote:
Bryl wrote:Request: Mod Nav Beacons to act as Jump Beacons.
http://forum.egosoft.com/viewtopic.php? ... 80#4570880
My Defence-Plattform delivery Service has already the ability to place objects too, so i simply extends them with an Jump Beacon option

The Jump Beacon will be used in my tests, but under what conditions, you need to try for yourself
The Jump Beacon works fine for the Skunk but trade ships don't use it. Probably due to the issue UniTrader mentioned in his post above.

Thanks for adding it to your mod though.
UniTrader
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Post by UniTrader »

already a step ahead here - i have integrated this behavior in my nav Scripts - in fact for months now. But currently not actively Scripting since beginning of this Year, so its not tested with the Latest Version..

@Marvin feel free to copy from here or use this Script as is:
https://github.com/UniTrader/UTCommandA ... e.jump.xml
(Interesting for this are Lines 134 to 196, which get the JB closest to the Destination, or a random one in an Enemy-free Zone if just passing through)
note that there are some additional Tricks in there, like using a random (big) object as JB (i call it pirate Jump) or avoiding Zones with Enemies and using a JB farther away instead - may not be entirely compatible for inclusion in the Vanilla Script since this was written from scratch.
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 ;)
hatchets
Posts: 21
Joined: Thu, 20. May 10, 22:25
x3ap

Removal of SETA/Jumpdrive cooldown

Post by hatchets »

I personally find them annoying that not only does the SETA not reach x10(they have an ingame reason but i prefer x10 personally) but also, that you need to wait like 20 min or more for it to recharge after a period of time. Which is the worst part, SETA is there to allow you to speed up time so your empire can be built up faster without waiting for weeks at your computer for stuff to be built. But the timer is a killer. Can anyone make a mod that removes that cooldown/recharge timer at all? I would love it and it would improve the gameplay quite a bit imho.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

I think you are confusing using the Playership Jumpdrive without coolant (has a long cooldown period otherwise) with the SETA (no recharge time but restrictions on how it can be used*).

* For example, not hen menus are open and not when near he gravity well of an object like a ship, station or asteroid.
swatti
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Post by swatti »

Is there a mod to auto-repair the skunk?

DISCLAIMER: All suggestions saying this has something to do with the Xenon P are invalid. Move along.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

swatti wrote:Is there a mod to auto-repair the skunk?

DISCLAIMER: All suggestions saying this has something to do with the Xenon P are invalid. Move along.
lol

This will help, although it isn't directly what you ask for:
http://steamcommunity.com/sharedfiles/f ... =557444658

Maybe this but I can't read German:
http://forum.egosoft.com/viewtopic.php?t=384519

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