[MOD] Improved (full rewrite) Engineer

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veronique
Posts: 61
Joined: Thu, 10. Nov 05, 19:18
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Post by veronique »

Jey your mod saved my squad, all safely back in Devries, thank u
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

Logain Abler wrote:
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?
Search the save for owner="player" with Notepad++, you'll find your ships listed. Drones are under <ammunition><available><available/><ammunition/>

LA
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.
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...
Grimm Spector
Posts: 137
Joined: Thu, 23. Oct 08, 17:06
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Post by Grimm Spector »

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!
G3n0c1de
Posts: 11
Joined: Tue, 26. Nov 13, 08:48

Post by G3n0c1de »

Jey123456 wrote:What ship model is it ?.
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.
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

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%.
Jey123456
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Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

G3n0c1de wrote:
Jey123456 wrote:What ship model is it ?.
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.
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.
mitasamodel
Posts: 12
Joined: Tue, 26. Nov 13, 15:01
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Post by mitasamodel »

I catch that problem.
It caused by mod "Upclose Detailed Monitor v1.2". But! It caused only at the moment when you command engineer to enter new ship. After this action, mod "Upclose Detailed Monitor v1.2" can be enabled again and all will be working Ok.
G3n0c1de
Posts: 11
Joined: Tue, 26. Nov 13, 08:48

Post by G3n0c1de »

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.
csaba
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Joined: Fri, 26. Aug 05, 22:39
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Post by csaba »

Can we get a removable version for this mod? I played with it for so long that even my backups have it saved into them at this point. :lol:

I just fear some bug comes up with new patches and we get our saves broken. :oops:
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

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.
csaba
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Joined: Fri, 26. Aug 05, 22:39
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Post by csaba »

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.
Just tried the save editor found here:

http://forum.egosoft.com/viewtopic.php?t=353553

Removed the mod and loaded the save without hiccups.

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 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.

I might add that bot the Taranis and the Titurel has drone launchers while the Sucellus not.
Anubitus
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Joined: Fri, 21. Jan 05, 00:44
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Post by Anubitus »

hey..

i dont know if this was already asked but will this mod repair the Taranis from the plot..? i have this mod installed and i do have a engineer on the Taranis but the ship dont get repaired..
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

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)
Anubitus
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Joined: Fri, 21. Jan 05, 00:44
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Post by Anubitus »

ah i see, i have that mod installed aswell.. omg, replace him.. and he is a four star engineer.. :(

EDIT: i cant seem to fire the engineers already assigned to my cap ships.. how do i get rid of the lazy bums..?
mitasamodel
Posts: 12
Joined: Tue, 26. Nov 13, 15:01
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Post by mitasamodel »

Anubitus wrote: EDIT: i cant seem to fire the engineers already assigned to my cap ships.. how do i get rid of the lazy bums..?
I delete engineers from save file because didn't find how to fire them too.
Bobucles
Posts: 2259
Joined: Fri, 25. Dec 09, 03:56
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Post by Bobucles »

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.
G3n0c1de
Posts: 11
Joined: Tue, 26. Nov 13, 08:48

Post by G3n0c1de »

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:

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>
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

Code: Select all

<connection connection="npcconnection">
to look like

Code: Select all

<connection connection="connection_npc05">
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.
nchdel
Posts: 2
Joined: Wed, 27. Nov 13, 07:03
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Post by nchdel »

Skills of engineer will be increasing on doing repairs?
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

not yet, but once im done with my other project, ill do another pass on the engineer to fix some bugs and a few small improvements like level up.
BelarusBEL
Posts: 2
Joined: Fri, 29. Nov 13, 09:09

Post by BelarusBEL »

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.

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