Script & Mod Requests
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hello.
Is it possible to do Economic Data for "Last Month"? My game has been longer than 7 days now and that data helps me to organize supply of factories.
It would be very helpful.
Hanyke.
Is it possible to do Economic Data for "Last Month"? My game has been longer than 7 days now and that data helps me to organize supply of factories.
It would be very helpful.
Hanyke.
Laptop: MSI GE62-6QD . Intel Core i7-6700HQ, 16 Gb DDR4 memory, NVIDIA GeForce GTX 960M 2 GB GDDR5, 128 Gb SSD
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My wishlist:
1) Assign a manager to the Skunk to manage your inventory wares, I find that after start of game the stuff just gets gets ignored.
1.a) Set selling and buying price of each ware you have on you.
1.b) Set min and max amount of the ware you would like in stock.
1.c) Checks for the above settings at a relaxed pace, single trader checked every random 30 seconds. Simulate you looking for the trade price your self.
1.d) If you assist buy actually contacting and checking price of the traders the managers data get's updated as well.
1.e) Allow auto crafting of inventory wares.
2) Assign a defense officer to the Skunk to man the guns when your in a drone.
3) I had something for this, Dammit!
1) Assign a manager to the Skunk to manage your inventory wares, I find that after start of game the stuff just gets gets ignored.
1.a) Set selling and buying price of each ware you have on you.
1.b) Set min and max amount of the ware you would like in stock.
1.c) Checks for the above settings at a relaxed pace, single trader checked every random 30 seconds. Simulate you looking for the trade price your self.
1.d) If you assist buy actually contacting and checking price of the traders the managers data get's updated as well.
1.e) Allow auto crafting of inventory wares.
2) Assign a defense officer to the Skunk to man the guns when your in a drone.
3) I had something for this, Dammit!
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Use of Assassing ROVs is tricky because it takes a while to reach targets from distances where the Skunk is initially safe, and the Skunk could easily become a target while flying ROVs without abusing model geometry or sitting inside an Arawn (and the ROV is useless once control switches back to the Skunk).
How about being able to take tempoary control of fighting URVs, like Intrepids and Overruns, instead? They'd be operating autonomously while approaching targets and also during the fight if the player had to resume control of the Skunk.
How about being able to take tempoary control of fighting URVs, like Intrepids and Overruns, instead? They'd be operating autonomously while approaching targets and also during the fight if the player had to resume control of the Skunk.
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I been checking on that mod for some time but it looks like there is no respond form its creator (is it abandoned ?)jerry7890 wrote:Astromech Droids (YorrickVander) http://forum.egosoft.com/viewtopic.php?t=372443Nikola515 wrote:6)S/M ships fix them selfI think i have seen this mod but i can't find it anywhere

It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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This is a soon(tm) situationNikola515 wrote:I been checking on that mod for some time but it looks like there is no respond form its creator (is it abandoned ?)jerry7890 wrote:Astromech Droids (YorrickVander) http://forum.egosoft.com/viewtopic.php?t=372443Nikola515 wrote:6)S/M ships fix them selfI think i have seen this mod but i can't find it anywhere
Is there any other mods that are similar to this ? I looked over Steam Workshop and this mod is not on Steam for download....

X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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Request:
How about a mod that will disable the "run away" mechanism for capital ships until ES finds a way to fix this? It's quite lame to have your taranis bailing out on you while you're surrounded by a dozen enemy fighters or so, while it still has half it's shields.
I know I could go with MICT/MOCT, but I don't feel like receiving 10 tactical movement reports per minutes. My radar screen is usually busy enough even with vanilla play.
How about a mod that will disable the "run away" mechanism for capital ships until ES finds a way to fix this? It's quite lame to have your taranis bailing out on you while you're surrounded by a dozen enemy fighters or so, while it still has half it's shields.
I know I could go with MICT/MOCT, but I don't feel like receiving 10 tactical movement reports per minutes. My radar screen is usually busy enough even with vanilla play.

Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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Now that you guys are firing up your creative abilities so Really Amazingly Well !
My Big what if ! for X-REBIRTH, is to be able to fly every single ship in the game, and with complete custom cockpits, and passageways tailored to actual ship hull shapes too !!! I know it's a lot, but man oh man I would play through every single campaign, with every single ship !!!!!
Just a little X-DREAM
My Big what if ! for X-REBIRTH, is to be able to fly every single ship in the game, and with complete custom cockpits, and passageways tailored to actual ship hull shapes too !!! I know it's a lot, but man oh man I would play through every single campaign, with every single ship !!!!!
Just a little X-DREAM

My Favorites: IL2-1946, IL2-Cliffs of Dover, Rise of Flight, Thirdwire series, Loc-On Series, Flightsim-X, X-Rebirth, Elite Dangerous, Starpoint Gemini Series, Just to Name a few, and will fly along with any group, seeking more pilots as part of cooperative group...
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Modding isn't something I am familiar with but there are quite a few modding resources link from the wiki here that might help.KrYcHokE wrote:I work on some new sector design and search any way to script activating/deactivating of superhighways, like universe expansion and "building" of new highways.
Thanks for eny help.
As might looking at a gamestart mod that alters the galaxy.
Good luck!
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voice actor resources - possible corrective mod?
I'd read/posted in a thread where someone commented on the amount of unused assets. (can't find it again..)
In playing I noticed that 1 (only?) manager personality actually greets the player as the owner.
The rest of them use greetings like are heard all the time for high rep faction stations.
Occurred to me maybe those assets were available to have all manager personalities use them via a mod?
In playing I noticed that 1 (only?) manager personality actually greets the player as the owner.
The rest of them use greetings like are heard all the time for high rep faction stations.
Occurred to me maybe those assets were available to have all manager personalities use them via a mod?
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Re: voice actor resources - possible corrective mod?
That person was probably me.donzi wrote:I'd read/posted in a thread where someone commented on the amount of unused assets. (can't find it again..)
In playing I noticed that 1 (only?) manager personality actually greets the player as the owner.
The rest of them use greetings like are heard all the time for high rep faction stations.
Occurred to me maybe those assets were available to have all manager personalities use them via a mod?

That already got me thinking about some long-term projects for reintroducing some of these unused assets back into the game to make it more immersive - but this will have to be quite a while down the line, for me, since this mod is gonna keep me busy for a while.
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As a matter of fact it was you. 
I wish you well on the mod. Have you happend to notice the manager greetings and if they actually have them which recognize the station owner has landed?
I found the station with the (male manager) greeting which seems to recognize the owner.. It's sort of iffy though since hearing it again, but don't think I've heard it on NPC stations.
Something like "It's great to have you visit us" ..although I guess it is still generic enough that there really may not be any voice clips that really ack that the station owner has docked.

I wish you well on the mod. Have you happend to notice the manager greetings and if they actually have them which recognize the station owner has landed?
I found the station with the (male manager) greeting which seems to recognize the owner.. It's sort of iffy though since hearing it again, but don't think I've heard it on NPC stations.
Something like "It's great to have you visit us" ..although I guess it is still generic enough that there really may not be any voice clips that really ack that the station owner has docked.
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Let me explain how this works...donzi wrote:As a matter of fact it was you.
I wish you well on the mod. Have you happend to notice the manager greetings and if they actually have them which recognize the station owner has landed?
I found the station with the (male manager) greeting which seems to recognize the owner.. It's sort of iffy though since hearing it again, but don't think I've heard it on NPC stations.
Something like "It's great to have you visit us" ..although I guess it is still generic enough that there really may not be any voice clips that really ack that the station owner has docked.
NPC's are assigned a "Page" number, which defines what voice they have ("Argon NPC Male 1", "Teladi NPC Male 3", etc.). Then inside each "Page" there are lines.
For generic NPC's, all the Line numbers match up - so if Line 42 for Argon NPC Male 1 says "Command accepted", then Line 42 for Split NPC Male 2 must also say something with similar intent. This way if the coder specifies that a generic should speak Line 42 when issued a command, the game knows which line to pull from, regardless of the NPC model/voice that is assigned.
Now, regarding specifically the "Welcoming" message for boarding player's own stations, this would be Line 1046 for all generic NPC's. I am not sure which file dictates the lines spoken for events such as greetings for docking at capships and stations, but if they used Line 1046 for all player-owned station managers, then they should all say something along similar veins.
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i think this was managed in the md/Notifications.xml. it is definiertly not hardcoded.Simoom wrote:Now, regarding specifically the "Welcoming" message for boarding player's own stations, this would be Line 1046 for all generic NPC's. I am not sure which file dictates the lines spoken for events such as greetings for docking at capships and stations, but if they used Line 1046 for all player-owned station managers, then they should all say something along similar veins.
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
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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Wanna some help a bit
I'm trying to attach balors torpedos to new station module
But station doesn't want to fire them. It's listed in weapons tab (actually just counted, not listed, but balor has same behavior). Also torpedo launcher is listed in ingame wiki info.
Architect doesn't have option to buy missles.
Are there some other requirements? I tried to follow balors pattern as close as i can.
As far as i know, balor doesn't need to have some kind of ammo for using torpedos. Anyway, tried to add storage module, but ading tradeport is a bit hard for me now.
I'm trying to attach balors torpedos to new station module
Code: Select all
<connection ref="connection_weapon_small01">
<macro ref="missilelauncher_invisible_torpedo_macro" connection="space" />
</connection>
Architect doesn't have option to buy missles.
Are there some other requirements? I tried to follow balors pattern as close as i can.
As far as i know, balor doesn't need to have some kind of ammo for using torpedos. Anyway, tried to add storage module, but ading tradeport is a bit hard for me now.
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i think the problem is that a station has neither pilot nor main weapons - because usually the former fires the latter, and the DO is responsible for turrets only. Also nova launchers dont need ammo iirc.
one solution would be to create a nova turret ant put this on the station i think..
one solution would be to create a nova turret ant put this on the station i think..
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
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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- Joined: Sat, 18. Oct 14, 13:10