A suggestion for you to increase compatibility with other mods (by making the game ignore them):Jey123456 wrote:There might be an incompatibility between the hullengineer mod and the improved engineer mod (as they both affect the same file).
You might need to disable the hull engineer (the improved engineer also repair the hull anyway). But since its en extension, youll most likely have to remove the mod from your save for it to work (or it wont let you load it).
With this mod (improved engineer) properly running, the engineer doesnt need anything to do emergency repairs/rebuild on every components up to a certain limit (depend on your engineer skill but for components its around 50%).
Its not made to fully replace shipyard for repairs (altho its a single value to modify for it to repair to 100% hull). Nor is it made to allow engineer to work fully without construction drones. Engineer on its own without construction drone, is able to get your ship back moving with about 10% hull and 50% on each components.
To see if the improved engineer mod is currently active / working (not in conflict with another mod), fly very close to the center of your ship (touch the ship in its center so to speak). If the improved engineer is working you will receive a realtime status report in the bottom right of your screen.
Since you rewrote the whole engineer.ai script anyways, you could just create a fully new script and called it 'engineer.ai.improved'. Then make a diff which changes only line 243 in NPC_Engineer.xml in the md folder to
Code: Select all
<start_script object="$actor" name="'engineer.ai.improved'"/>Code: Select all
<replace sel="//start_script[@name=''engineer.ai'']/@name">'engineer.ai.improved'</replace>Note, that if you do this, you should on first load (use event_player_created without resetting the cue) go over all the player's ships and start your script on all engineers. I think the CSE mod does something similar for defence officers, so you should be able to copy their code for this.






