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

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Endeavour79
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Post by Endeavour79 »

Mad_Joker wrote:
Endeavour79 wrote:Getting a lot of error messages related to NESA in the debug log when playing. Do I need to worry about them? Mod seems to work fine..
1.30 RC6, latest NESA version
Can you please post the errors here? There are a lot of them which are harmless, and I can't do anything about, but I will only know if that is the case if I see the messages.

[timestamp: 1397198346]: Error: LookupKeyName::LookupName(): The key name "add" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\NESA\md\NPC_Architect.xml.(pck|xml)"

[timestamp: 1397198346]: Error: LookupKeyName::LookupName(): The key name "add" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\NESA\md\NPC_Architect.xml.(pck|xml)"

[timestamp: 1397198346]: Error: Error loading MD file extensions\NESA\md\NPC_Architect.xml: Invalid root node

[timestamp: 1397198346]: Error: Error loading MD file extensions\NESA\md\NPC_Staff.xml: Invalid root node

Same error repeat for all different NPC classes..

Is there a way to write out a log file so that I don't have to copy&paste each entry?
Mad_Joker
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Post by Mad_Joker »

Endeavour79 wrote: [timestamp: 1397198346]: Error: LookupKeyName::LookupName(): The key name "add" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\NESA\md\NPC_Architect.xml.(pck|xml)"

[timestamp: 1397198346]: Error: LookupKeyName::LookupName(): The key name "add" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\NESA\md\NPC_Architect.xml.(pck|xml)"

[timestamp: 1397198346]: Error: Error loading MD file extensions\NESA\md\NPC_Architect.xml: Invalid root node

[timestamp: 1397198346]: Error: Error loading MD file extensions\NESA\md\NPC_Staff.xml: Invalid root node

Same error repeat for all different NPC classes..

Is there a way to write out a log file so that I don't have to copy&paste each entry?
First, those messages are normal and there is nothing I can do about them :(

Secondly, there is a log file in "My Documents/Egosoft/X Rebirth" called rebirth.log.
Endeavour79
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Post by Endeavour79 »

Sounds like its safe to use then. Thanks
BlackRain
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Post by BlackRain »

Since they have implemented this in the game, this doesn't seem to be compatible anymore. However, the egosoft version of this does not allow you to COMM people on your own stations. Since I use the build shipyard mod, which places ship traders on my shipyards, I need to be able to comm them from space. Any way you could possibly update the mod so it will still work? Thanks.
Mad_Joker
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Post by Mad_Joker »

BlackRain wrote:Since they have implemented this in the game, this doesn't seem to be compatible anymore. However, the egosoft version of this does not allow you to COMM people on your own stations. Since I use the build shipyard mod, which places ship traders on my shipyards, I need to be able to comm them from space. Any way you could possibly update the mod so it will still work? Thanks.
What exactly isn't working? I did a cursory test when the patch was released, and I seemed to be able to comm people.
jeroll3d
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Post by jeroll3d »

Hi all :)

Well, diference from NESA mod, i not see 'profile' off the enginers, 'oficial defend' ... But, no is problem. Congratulations to DEV NESA. Now, is part, cmpond, XR oficial game.

:)

(sorry english)
Entusiasta da série X3! The best game.
BlackRain
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Post by BlackRain »

With Nesa I could comm from space a ship trader on my player owned shipyard. With egosoft version I can't. When I use Nesa with version 2.0 the vanilla version is overriding Nesa
Mad_Joker
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Post by Mad_Joker »

Oh wow, I totally didn't realize that they pretty much implemented NESA exactly they way I did :D I thought the game's comm stuff was only in the station info menu.

Tbh, Ego had contacted me before and told me they wanted to implement something like NESA, but they didn't tell me exactly what.

Well, seems like NESA is not needed anymore now. I'll be removing the mod from the workshop and Nexus as soon as V2.0 is officially released. To fix issues like BlackRain's somebody might be able to create a mod called "Improved Communications" or something, which will enhance Ego's implementation of remote comm.
BlackRain
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Post by BlackRain »

Mad_Joker wrote:Oh wow, I totally didn't realize that they pretty much implemented NESA exactly they way I did :D I thought the game's comm stuff was only in the station info menu.

Tbh, Ego had contacted me before and told me they wanted to implement something like NESA, but they didn't tell me exactly what.

Well, seems like NESA is not needed anymore now. I'll be removing the mod from the workshop and Nexus as soon as V2.0 is officially released. To fix issues like BlackRain's somebody might be able to create a mod called "Improved Communications" or something, which will enhance Ego's implementation of remote comm.
All I want is just to be able to comm my own stations. Is this a simple change or?
Mad_Joker
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Post by Mad_Joker »

BlackRain wrote:All I want is just to be able to comm my own stations. Is this a simple change or?
I have no idea, since I haven't looked at the code yet, sorry :(
BlackRain
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Post by BlackRain »

Understood. I do not think you should remove your mod though since your mod adds some functionality the base game does not. I think it may be possible to just put your mod into the main directory as loose files and run the exe with the prefersinglefiles line. I have done that but I have yet to be able to test on my own station with ship trader since I started over.
Mad_Joker
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Post by Mad_Joker »

BlackRain wrote:Understood. I do not think you should remove your mod though since your mod adds some functionality the base game does not. I think it may be possible to just put your mod into the main directory as loose files and run the exe with the prefersinglefiles line. I have done that but I have yet to be able to test on my own station with ship trader since I started over.
Yeah, I was thinking about not taking NESA down, since there are still some small features it provides, that the game doesn't (e.g. marking the selected NPC via a guidance mission).

I created a quick patch which will replace the game's remote comm version with NESA. To apply the patch do the following (should work for Nexus and Workshop versions):

1. Browse to the NESA folder
2. Create a folder called "md" if it doesn't exist yet
3. Inside the "md" folder create a file called "MainMenu.xml"
4. Open the MainMenu.xml file and paste the content below

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="rfc5261.xsd">
	<remove sel="//add_player_choice_sub[@section='gMainRemote_main']" />
</diff>
This should restore the NESA functionalities.

Hafe vun!
BlackRain
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Post by BlackRain »

Mad_Joker wrote:
BlackRain wrote:Understood. I do not think you should remove your mod though since your mod adds some functionality the base game does not. I think it may be possible to just put your mod into the main directory as loose files and run the exe with the prefersinglefiles line. I have done that but I have yet to be able to test on my own station with ship trader since I started over.
Yeah, I was thinking about not taking NESA down, since there are still some small features it provides, that the game doesn't (e.g. marking the selected NPC via a guidance mission).

I created a quick patch which will replace the game's remote comm version with NESA. To apply the patch do the following (should work for Nexus and Workshop versions):

1. Browse to the NESA folder
2. Create a folder called "md" if it doesn't exist yet
3. Inside the "md" folder create a file called "MainMenu.xml"
4. Open the MainMenu.xml file and paste the content below

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="rfc5261.xsd">
	<remove sel="//add_player_choice_sub[@section='gMainRemote_main']" />
</diff>
This should restore the NESA functionalities.

Hafe vun!
Thanks a lot man, I really appreciate this.
Gray2121
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Post by Gray2121 »

Is this mod still working with the latest 2.5 patch? I installed it via Nexus but cannot seem to get it work.

Thanks.
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Santi
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Post by Santi »

As far as I know this mod is now integrated officially into the game, so you do not need it.
A por ellos que son pocos y cobardes

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