[MOD] NESA - Never Enter Stations Again (V0.9.2 Beta, 2nd Apr 2014)

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socros
Posts: 43
Joined: Thu, 27. Aug 09, 22:16
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Post by socros »

the both ideas are good and have advantages. The first idea keeps the concept exploration to find the NPCs, I prefer.
98abaile
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Post by 98abaile »

Mad_Joker wrote:Hey guys, I am currently throwing around some ideas in my head to improve the usability until someone figures out how to create display panels.

Currently, I have two ideas:

1) Structure the menu to select the station first, then choose the dock, and then see only NPCs on that dock. However, this might be still confusing since you don't know what NPCs will be on that dock, so you might have to go through a lot to find the NPC you want.

2) Structure the menu so as to select the NPC type first (i.e. have entries for Pilot, Engineer etc.) and then when you select it you get only NPCs of the chosen type. This should make it much faster to get the NPC you want (though there are still 20 or so types of NPCs).

What do you think is better? I favor the second option.

Other thoughts:

- add configurable parameters for 1) being allowed to comm in combat, 2) max distance from station (can be infinite), 3) max distance for trading (if I can figure out how to disable only the trading conversation entry for traders), 4) having to dock for hiring (again only if I can figure out how to disable the hiring option)

Any more ideas/inputs on what I should do?
I prefer the first option, but if you have to do the second, could you make it so that you have to select the station first and then choose the NPC type?
socros
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Post by socros »

Good idea 98abaile !
raptor_q
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Post by raptor_q »

Mad_Joker wrote:
ophion wrote:I ve been using this mod looks promising but i have a problem

after scrolling trough the list i can do some trading and stuff

then it just locks everything and have to Ctr Alt Del out so any idea

what im doing wrong

I have all mods installed from sticky

greatings ophion
Sadly, I don't know what could be causing this. Does anybody else have similar issues?
It seems to come into effect when you play with both this mod and the [Remove Detailmonitor Animation] mod.

I've also been running with the debug menu mod, but it hasn't been the one at fault yet, as the removal of the other mentioned mod was enough to cure the issue.

If those mentioned scenarios are not the case than you have some faulthy code in the mod that was introduced in your V2, but i doubt that, doesn't hurt to check though.

Just for an offside note, the main menu (ESC menu) still works, but you will be unable to save, no functions in the game will work, the bug is most likely a result from a faulthy "endless" loop somewhere.
MutantDwarf
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Joined: Tue, 20. Jun 06, 02:29
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Post by MutantDwarf »

Mad_Joker wrote:Hey guys, I am currently throwing around some ideas in my head to improve the usability until someone figures out how to create display panels.

Currently, I have two ideas:

1) Structure the menu to select the station first, then choose the dock, and then see only NPCs on that dock. However, this might be still confusing since you don't know what NPCs will be on that dock, so you might have to go through a lot to find the NPC you want.
This would be vastly preferable, as you can already as people 'where is an NPC of this type?' and they'll point to a station and dock.

Also, the biggest issue isn't trading or hiring - it's repairing.
Maxybo
Posts: 7
Joined: Thu, 17. Nov 05, 13:02
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Post by Maxybo »

Top class Mad_Joker, this is why i love the X modding community.

For me i still like to doc in a station so for things like hiring and receiving repairs defo should be docked. For just general comms i think to be as it should be by the zone, as you would expect it if it was RL.

The more we tailor it the more complex the code becomes so thanks again MJ for all you have done so far, excellent mod.
dblade
Posts: 151
Joined: Fri, 20. Jan 12, 05:13
x3tc

Post by dblade »

my opinions

Remote repair should be limited to a short distance (I didn't test this from afar but I was not docked and was able to repair so I'll assume this could be abused from afar)

dynamically hide the More option if there are no NPC's left to display

I like the randomness of the first version to keep the list short. Maybe if panels are added my opinion could change.

Cosmetic issue only: The MOD name makes it sound like it might disable docking altogether. IMO something that expressed that it was a remote comms mod would be more fitting. In my opinion the station walking is merely a foundation that modders, perhaps even egosoft, will be able to enhance for the better in the long term.
Mad_Joker
Posts: 274
Joined: Sun, 14. May 06, 11:21
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Post by Mad_Joker »

dblade wrote:my opinions

Remote repair should be limited to a short distance (I didn't test this from afar but I was not docked and was able to repair so I'll assume this could be abused from afar)

dynamically hide the More option if there are no NPC's left to display

I like the randomness of the first version to keep the list short. Maybe if panels are added my opinion could change.

Cosmetic issue only: The MOD name makes it sound like it might disable docking altogether. IMO something that expressed that it was a remote comms mod would be more fitting. In my opinion the station walking is merely a foundation that modders, perhaps even egosoft, will be able to enhance for the better in the long term.
@repair: Yup, like with trading and hiring, I am thinking about introducing a (configurable) max distance for this

@hide options: in V0.2 it should be hidden. I think I had a bug in V0.1 for this (Why Oh Why did you have to make your lists 1-index based, Egosoft :?: :?: :?: )

@randomness: The randomness will be gone totally with the next version since I plan to nest the menus either via stations and docks or NPC types (see my previous posts)

@mod name: I won't change the name, since it perfectly expresses my dislike for the 'walking around stations' feature.
dblade
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Joined: Fri, 20. Jan 12, 05:13
x3tc

Post by dblade »

roger that.
Vimax
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Joined: Thu, 26. Jan 12, 14:17
x3ap

Post by Vimax »

In the spare time (so, in release 1.99 whene everything else is ok :D) can you add the option to not contact black market trader outside the station?
It's just a matter of immersion, to me it's ok and i love to do everything from outside the station, maybe in dock range just to not abuse some function, but contacting a shady character this way feels strange :D
Syneris
Posts: 72
Joined: Sun, 28. Dec 03, 00:34
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Post by Syneris »

How does this work with inventory wares restocking and price variation? Seems like you could make a lot of credits extremely fast without any downtime between trades.
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
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Post by MutantDwarf »

I've been investigating getting this to work only for the station you are currently docked in and ran into some incredibly stupid bugs; NPC pictures/voices don't show up (even after adding some appropriate commands) and after you're done with the conversation you start moving around almost as if on auto-pilot, completely ignoring any of your controls and walking through walls.

It's very strange.
Leszek
Posts: 37
Joined: Wed, 6. Nov 02, 20:31
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Post by Leszek »

For better reality, most options should be enabled only after landing.
-bambusa-
Posts: 23
Joined: Sat, 16. Feb 08, 13:12

Post by -bambusa- »

Mad_Joker wrote: Currently, I have two ideas:

1) Structure the menu to select the station first, then choose the dock, and then see only NPCs on that dock. However, this might be still confusing since you don't know what NPCs will be on that dock, so you might have to go through a lot to find the NPC you want.

2) Structure the menu so as to select the NPC type first (i.e. have entries for Pilot, Engineer etc.) and then when you select it you get only NPCs of the chosen type. This should make it much faster to get the NPC you want (though there are still 20 or so types of NPCs).
i would prefer the second option.
When i am looking for a certain NPC, it's quite irrelevant for me, at which dock he is...



Just a thought: Could you make a max distance for comm/ trading, depending on the distance between different stations?
So that you could just select NPCs at the station next to you (smallest distance)?
ophion
Posts: 65
Joined: Fri, 16. May 08, 23:30
x3tc

Post by ophion »

raptor_q wrote:
Mad_Joker wrote:
ophion wrote:I ve been using this mod looks promising but i have a problem

after scrolling trough the list i can do some trading and stuff

then it just locks everything and have to Ctr Alt Del out so any idea

what im doing wrong

I have all mods installed from sticky

greatings ophion
Sadly, I don't know what could be causing this. Does anybody else have similar issues?
It seems to come into effect when you play with both this mod and the [Remove Detailmonitor Animation] mod.

I've also been running with the debug menu mod, but it hasn't been the one at fault yet, as the removal of the other mentioned mod was enough to cure the issue.

If those mentioned scenarios are not the case than you have some faulthy code in the mod that was introduced in your V2, but i doubt that, doesn't hurt to check though.

Just for an offside note, the main menu (ESC menu) still works, but you will be unable to save, no functions in the game will work, the bug is most likely a result from a faulthy "endless" loop somewhere.


thanks dude using it now works great
Mad_Joker
Posts: 274
Joined: Sun, 14. May 06, 11:21
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Post by Mad_Joker »

I have released V0.3 yesterday evening (though couldn't post since the forum was down).

I have added a better menu structure by first choosing the NPC type, and then the NPC. However, I plan to also implement a second structure by choosing the station first, and then the Dock and then the NPC for those that prefer it that way.

Also, I might change the order of the NPC types so that Dealers come first. Alternatively I might change the NPC list to be a self-organizing list, so that the items you use the most will be at the beginning of the list.

Hafe vun :D
shadylurker
Posts: 5
Joined: Mon, 18. Nov 13, 17:09

Post by shadylurker »

Ooo. Nice! Would the expanded menu be possible to add to the right console? By a hotkey like the map?
Mad_Joker
Posts: 274
Joined: Sun, 14. May 06, 11:21
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Post by Mad_Joker »

shadylurker wrote:Ooo. Nice! Would the expanded menu be possible to add to the right console? By a hotkey like the map?
That would be the best solution. However, afaik no one has figured out how to manipulate the details monitor yet :(
Psygnosis
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Joined: Thu, 2. Feb 12, 18:03
xr

Post by Psygnosis »

best mod ever!!!!!!! :x3:
john1957
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Joined: Tue, 8. Apr 08, 09:58

Post by john1957 »

does not work cant download

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