[MOD] Improved (full rewrite) Engineer
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veronique
- Posts: 61
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swatti
- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03

Found the "ammo" line with the drones(found one in the plot-constructor-ship), tried pasting it right under cargo on my freighter but no drones was added.Logain Abler wrote:Search the save for owner="player" with Notepad++, you'll find your ships listed. Drones are under <ammunition><available><available/><ammunition/>swatti wrote:GIEF DRONEZ!
Right, anyone know how to edit the save-file?
Just got an idea. Ive got 20 cargolifter-drones on one of my ships. THOSE can be added via shipayards, SOOO, if i add "specifig" amount of them, search that number on the save-file and replace them with "units_size_xs_welder_drone_macro" that is supposedly the builder-drone, would that work?
Problem is, what is the name of the cargo-drone in the save? Where or how do i add "welder_drone" in the save-file or can i just swap it with the cargo-drone?
LA
Can you paste me a complete code and tell me where to paste that. I can locate the freighter quite easy in the file as it has unique number of cargo left onboard still.
Hate doing things the hard way...
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Grimm Spector
- Posts: 137
- Joined: Thu, 23. Oct 08, 17:06

I dislike having engineers repair the hull because there is no economic cost for repairs that way. It should be part of the economy, costing money and materials. That said economy is busted right now and repair costs are unreasonable based on hull costs...but once that's fixed ships repairing 100% for free seems silly to me.
Other than that amazing mod!
Other than that amazing mod!
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G3n0c1de
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Jey123456
- Posts: 259
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Grimm Spector wrote:I dislike having engineers repair the hull because there is no economic cost for repairs that way. It should be part of the economy, costing money and materials. That said economy is busted right now and repair costs are unreasonable based on hull costs...but once that's fixed ships repairing 100% for free seems silly to me.
Other than that amazing mod!
I 100% agree with you, thats why it doesnt repair to 100%
The highest hull repair the engineer can do on its own (without construction drones) is about 10% and with construction drones, its about 50%.
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Jey123456
- Posts: 259
- Joined: Sat, 23. Nov 13, 09:48

Thats really strange.... Ill have to try it out see if i can reproduce the issue. Do you have somewhere you could upload your save and pm me the link ? I could debug it would be a lot easier for me with the save.G3n0c1de wrote:A Sucellus and a Titurel. Both had destroyed engines as well as most of the turrets, but the engineers didn't seem to do anything.Jey123456 wrote:What ship model is it ?.
Curiously, I blew up a shield generator on my Taranis and the engineer started fixing it instantly.
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mitasamodel
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G3n0c1de
- Posts: 11
- Joined: Tue, 26. Nov 13, 08:48
After checking into some things it turns out that mitasamodel is completely right. The Upclose Detailed Monitor mod is causing this mod to not work correctly.
I noticed that on all of my ships, the two that already had engineers when I installed this mod and the monitor one had working engineer repair scripts. Every ship I built or captured after that didn't.
So I got rid of the monitor mod, and then replaced all my engineers and it now works.
I noticed that on all of my ships, the two that already had engineers when I installed this mod and the monitor one had working engineer repair scripts. Every ship I built or captured after that didn't.
So I got rid of the monitor mod, and then replaced all my engineers and it now works.
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csaba
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Jey123456
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csaba
- Posts: 1257
- Joined: Fri, 26. Aug 05, 22:39

Just tried the save editor found here:Jey123456 wrote:you can edit your save and remove it. The reason im not setting it so that it can be toggled on / off, is because it does modify some stuff that might not go well when you toggle it back off.
With manual edits, i know that you have the sense to make a backup first heh.
http://forum.egosoft.com/viewtopic.php?t=353553
Removed the mod and loaded the save without hiccups.
I got this btw. Funny enough it worked on my Titurel and not on the Sucellus. I was getting "repairing null [null%] X parts left to repair" reports and never really repaired anything. Can't check it right now to make a PrntScr cause your trade fix is running and I'm still getting the report loops from my traders who finished those trades hours ago. If you want I can load a backup and make a pic.G3n0c1de wrote: A Sucellus and a Titurel. Both had destroyed engines as well as most of the turrets, but the engineers didn't seem to do anything.
Curiously, I blew up a shield generator on my Taranis and the engineer started fixing it instantly.
I might add that bot the Taranis and the Titurel has drone launchers while the Sucellus not.
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Anubitus
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Jey123456
- Posts: 259
- Joined: Sat, 23. Nov 13, 09:48

yes it will, but some mod might conflict with it. An easy way to tell if the mod is working (and what the engineer is doing), is to fly really close to the center of the ship (literally touch it).
If the mod is properly working (not conflicted), then it will display a realtime engineering report in the bottom right of your screen, telling you what the engineer is doing. People in the topic mentioned a conflict with "Upclose Detailed Monitor v1.2" which break the engineer code when put on the ship (in which case you would need to replace the engineer for it to start working after disabling the detailed monitor mod)
If the mod is properly working (not conflicted), then it will display a realtime engineering report in the bottom right of your screen, telling you what the engineer is doing. People in the topic mentioned a conflict with "Upclose Detailed Monitor v1.2" which break the engineer code when put on the ship (in which case you would need to replace the engineer for it to start working after disabling the detailed monitor mod)
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Anubitus
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mitasamodel
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Bobucles
- Posts: 2259
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I don't think it's possible to fire someone after assigning them to a ship. You can't take them back either. You can only attempt to replace them with another guy.
Unfortunately that seems to be SUPER bugged right now. You have to pay twice, guys vanish, or they don't attach at all, so don't even think about it.
Unfortunately that seems to be SUPER bugged right now. You have to pay twice, guys vanish, or they don't attach at all, so don't even think about it.
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G3n0c1de
- Posts: 11
- Joined: Tue, 26. Nov 13, 08:48
I also couldn't replace some engineers, so I went into the save file and did this.
Make sure you have room on the Skunk, and back up your save.
Open your save with Notepad++, open the 'find' function, and either search for the engineer by name, or you can cycle through all of your assets by searching for owner="player". Find the engineer you want replaced.
You'll see something like this:
You can cut that whole block of code and the ship will be fine.
Now go find your ship. This is easier if you have employees on your ship. Find the section with the list of those employees, and paste in your engineer outside of those blocks. That would be after another employee's </connection> and before the next one's <connection connection="connection_npc05"> or whatever number it is.
I'm not sure if this is necessary, but delete the <blackboard> block if there is one.
The last thing you have to do is to change the line to look like
Make sure the number is between 01 to 05. And it can't be a number that one of your other employees has.
You can now save the file, and then load it in the game.
You'll now have that employee on the Skunk. Go to the ship they were on and then assign them again so the script will start correctly.
Make sure you have room on the Skunk, and back up your save.
Open your save with Notepad++, open the 'find' function, and either search for the engineer by name, or you can cycle through all of your assets by searching for owner="player". Find the engineer you want replaced.
You'll see something like this:
Code: Select all
<connection connection="npcconnection">
<component class="npc" macro="character_ar_female_dv_a_macro" connection="commandroomslot" name="Alison Takahashi" owner="player" page="10110" id="[0x10680d]">
<listeners>
<listener listener="[0x10665c]" event="killed"/>
<listener listener="[0x1067f6]" event="killed"/>
</listeners>
<offset>
<position x="193.682" y="41.4981" z="353.604"/>
<rotation yaw="21.0013" pitch="-8.51871" roll="3.91716"/>
</offset>
<skills visible="1">
<skill type="boarding" value="5"/>
<skill type="combat" value="5"/>
<skill type="engineering" value="5"/>
<skill type="leadership" value="5"/>
<skill type="management" value="5"/>
<skill type="morale" value="5"/>
<skill type="navigation" value="5"/>
<skill type="science" value="5"/>
</skills>
<entity type="engineer" control="1" customconversation="1"/>
<account id="[0xbb]" amount="778672085"/>
<npcseed bodyparts="3205760418" bonescales="2436034311" morphtargetweights="3245637089"/>
<npcanimation currentsequenceid="41" currentanimation="activeaa01"/>
<connections/>
</component>
</connection>
Now go find your ship. This is easier if you have employees on your ship. Find the section with the list of those employees, and paste in your engineer outside of those blocks. That would be after another employee's </connection> and before the next one's <connection connection="connection_npc05"> or whatever number it is.
I'm not sure if this is necessary, but delete the <blackboard> block if there is one.
The last thing you have to do is to change the line
Code: Select all
<connection connection="npcconnection">Code: Select all
<connection connection="connection_npc05">You can now save the file, and then load it in the game.
You'll now have that employee on the Skunk. Go to the ship they were on and then assign them again so the script will start correctly.
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nchdel
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Jey123456
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BelarusBEL
- Posts: 2
- Joined: Fri, 29. Nov 13, 09:09
I have the offer for you
if the ship is in a link that the engineer can use stock.
NPC sell details to engines, a case covering, metals, electronics.
it is necessary to give the chance to use to the engineer for repair these items, we will tell 1 part of details of the engine for 10% of damages or 1 part of a covering for 0,5% of the case.
if the ship is in a link that the engineer can use stock.
NPC sell details to engines, a case covering, metals, electronics.
it is necessary to give the chance to use to the engineer for repair these items, we will tell 1 part of details of the engine for 10% of damages or 1 part of a covering for 0,5% of the case.
