[MOD] UFO - Ultimate Fleet Overhaul (V0.6.1 Beta, 3rd February 2015)

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Mad_Joker
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Post by Mad_Joker »

Neoxan wrote:Found a little bug in the new version, when i try to move inside my cap ship while is in my squad, i usually use the MCE order "move to zone" and when i do so as always, i get the acknoweledged msg moving to zone blablabla but now i get another one, the cap ship im telling to move says hes attacking zone, then the ship jumps and the game crashes, it also happens when i use the "take me to" command
Yeah, seems I missed something. Since this is an easy fix, I don't want to release a new version just for it. If any of you are suffering from this bug, just open UFO.xml and replace line 280 with this:

Code: Select all

<do_elseif value="event.param == 'gOrders_selectedZone' and md.$oUFO_AttackZoneCommander?">
That should fix it. There is only one case where it will still break, that is when you get to the zone selection for the "Attack Zone" command and you cancel the zone selection via escape, then the state won't be cleaned up correctly, and therefore the md.$oUFO_AttackZoneCommander? won't protect you against the bug outlined by Neoxan.
dblade
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Post by dblade »

I just saw Jack08 is discontinuing his MCE mod. Is this an opportunity for you to take it over and merge it into one mod, maybe call it UMOFO or something... :P
rifter08
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Post by rifter08 »

I would like to wholeheartedly thank you for getting past a point a haven't managed to for the last 4 out of 5 restarts. The Plot Builder ship will now move. It remains to be seen as to whether it will build anything, But like Egosofts new motto, "babysteps, people, babysteps".
Anubitus
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Post by Anubitus »

Hi,

Assigning fighters to a capital ship is not supported yet, i was wondering if you will implement it into the next version.. This would be a great addition to this much needed script..
dblade wrote:I just saw Jack08 is discontinuing his MCE mod. Is this an opportunity for you to take it over and merge it into one mod, maybe call it UMOFO or something... :P
Also the Combat System Extension should be great if implemented.. That should make for a awesome combat script adressing most issues..

Now that would be awesome..!

Thanks
dblade
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Post by dblade »

Azalrion has already marked CSE as obsolete due to UFO.
halop
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Post by halop »

Great.
Why isnt EGO using ur scripts ?
Dreadp1r4te
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Joined: Wed, 9. Feb 11, 06:14

Post by Dreadp1r4te »

Great, finally a mod that completely fixes my biggest complaint about this game, and Nexusmods is down so I can't enjoy your outstanding work! Anyone got a mirror? :D

Much thanks OP for your fantastic mod! Can't wait to enjoy it!
"Never ever quote yourself; it makes you look like a conceited idiot with a raging ego."

--Me
Mad_Joker
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Post by Mad_Joker »

Dreadp1r4te wrote:Great, finally a mod that completely fixes my biggest complaint about this game, and Nexusmods is down so I can't enjoy your outstanding work! Anyone got a mirror? :D

Much thanks OP for your fantastic mod! Can't wait to enjoy it!
Actually, I'm also waiting for the Nexus to come online properly again, so that I can release V0.4.1, which contains some bug fixes and minor enhancements.
TMC04
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Post by TMC04 »

Looking forward to getting home this afternoon and trying this out :D
Dreadp1r4te
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Post by Dreadp1r4te »

Well, I shall do my best to wait patiently, happy with the knowledge that even before the modding tools have been released, you awesome modders are already well into fixing this game! :D

Edit: Seeing as MCE and CSE are both discontinued now for their own reasons, do you have any plans to implement more fleet commands than "Attack Zone?" A direct "Move to..." command would be nice, possibly a guard/escort (specifically, allowing non-owned ships to be guarded, i.e., escort missions), patrol zone, things of that nature? I understand MCE will continue to function, so it's possible to accomplish these things now more or less, but tying them all together in one menu would be fantastic, without having to deal with the squad/unsquad function. The way I envision it now, I'll keep all my trade ships in my fleet (or assigned to a station manager, whatever) and then use UFO to control all my combat ships.
"Never ever quote yourself; it makes you look like a conceited idiot with a raging ego."

--Me
wwdragon
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Post by wwdragon »

Mad_Joker wrote:Actually, I'm also waiting for the Nexus to come online properly again, so that I can release V0.4.1, which contains some bug fixes and minor enhancements.
Nexus is back up! :)

I'm looking forward to trying this mod out, once the bugfixes are up!
Editing posts since long before I remember.
Mad_Joker
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Post by Mad_Joker »

Ladies and Gents,

I have just released a hotfix version V0.4.1 which fixes a bug that caused "Take me to..." and MCE's "Move to Zone" to not work correctly. I also decided to call this a Beta now, and remove the "Experimental warning" message.

Also, since CSE was discontinued due to UFO, I decided to implement what CSE did, just with the UFO scripts. That means on game load every capital ship you own gets checked, and the UFO script gets started in defensive mode, but only if the UFO script isn't running yet. The script gets also activated when you assign a defence officer to work on a capital ship. Additionally, you can now set the stance for your defence officers even when the ship they are on is not part of a fleet.

I also want to reiterate that I am putting this mod on hold for now (except patch compatibility updates, bug fixes and minor enhancements). A bit about the reasons:

I feel a lot like Jack08 (author of MCE) does. I had hoped they would give us another X game, and even though it wasn't one when it was released, the modding capabilities seemed (and still are) astounding. However, the more I modded, and the more I came to understand about the inner workings of the game, the more I realized that there are many design decisions that were made that are incompatible with what I had envisioned for this game, and for the mods I wanted to write. That means, until Egosoft patches this game into a state, where it feels more like X4, I won't be wasting too much time on it.

However, please keep in mind that it is possible (I think) to create diff patches not only for core game files, but for mods as well. So if you want to make some improvements to UFO (or NESA for that matter) just create a diff patch and release it as a mod with UFO as a prerequisite (i.e. a mod for a mod).

Hafe vun!
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Darrosquall
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Post by Darrosquall »

I want to know just one thing, before trying this great mod: is there any risk that my save could be corrupt installing beta patches?Or is it sufficient to deactivate the extension?
Mad_Joker
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Post by Mad_Joker »

Darrosquall wrote:I want to know just one thing, before trying this great mod: is there any risk that my save could be corrupt installing beta patches?Or is it sufficient to deactivate the extension?
Currently, it is not possible to safely remove UFO from a save file, sorry. If there is a great demand for it, I could probably provide an uninstall script.

If you are talking about Egosoft's beta patches, then this mod should be fully compatible with them, since it modifies almost no core files and is not dependant on them. So there is no need to disable UFO if you want to apply the beta patch.
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Darrosquall
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Post by Darrosquall »

Mad_Joker wrote:
If you are talking about Egosoft's beta patches, then this mod should be fully compatible with them, since it modifies almost no core files and is not dependant on them. So there is no need to disable UFO if you want to apply the beta patch.
Since we are in the early stage and patches will go further in the next days, I was worried about that, 'cuz Egosoft should address what you've addressed.

Well, because I'm stuck and I cannot proceed(build a station without my ship is not defending itself is a pain in the ass), I will risk.

Thank for your time, really appreciated.
BlueSabor
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Post by BlueSabor »

Mad_Joker wrote:I also want to reiterate that I am putting this mod on hold for now (except patch compatibility updates, bug fixes and minor enhancements). A bit about the reasons:

I feel a lot like Jack08 (author of MCE) does. I had hoped they would give us another X game, and even though it wasn't one when it was released, the modding capabilities seemed (and still are) astounding. However, the more I modded, and the more I came to understand about the inner workings of the game, the more I realized that there are many design decisions that were made that are incompatible with what I had envisioned for this game, and for the mods I wanted to write. That means, until Egosoft patches this game into a state, where it feels more like X4, I won't be wasting too much time on it.
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halop
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Post by halop »

Mad_Joker wrote:

I feel a lot like Jack08 (author of MCE) does. I had hoped they would give us another X game, and even though it wasn't one when it was released, the modding capabilities seemed (and still are) astounding. However, the more I modded, and the more I came to understand about the inner workings of the game, the more I realized that there are many design decisions that were made that are incompatible with what I had envisioned for this game, and for the mods I wanted to write. That means, until Egosoft patches this game into a state, where it feels more like X4, I won't be wasting too much time on it.

Well thank you for your work and your time.
Im really sorry to hear that, i think only the community will make this game playable.
But i can understand this decision.
Maybe you change ur mind when X-R is patched :/
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TheRealBix
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Post by TheRealBix »

Mad_Joker wrote:I also want to reiterate that I am putting this mod on hold for now (except patch compatibility updates, bug fixes and minor enhancements). A bit about the reasons:

I feel a lot like Jack08 (author of MCE) does. I had hoped they would give us another X game, and even though it wasn't one when it was released, the modding capabilities seemed (and still are) astounding. However, the more I modded, and the more I came to understand about the inner workings of the game, the more I realized that there are many design decisions that were made that are incompatible with what I had envisioned for this game, and for the mods I wanted to write. That means, until Egosoft patches this game into a state, where it feels more like X4, I won't be wasting too much time on it.
The fact is : A lot of modders, like you, are writting things that Devs should have written themselves..

I see this like this.

I don't really want an X4, but I want an X. An X which is deep and offer a lot of things.
Koritnaciino
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Post by Koritnaciino »

I am sorry for that but NEXUS is more down like up. WTF is this site??? hehe
Can someone post mirror here plz?
TinkerToy
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Post by TinkerToy »

This has been my biggest fear all along, that the underlying game code will not ultimately allow modders to achieve the results that they were able to achieve in previous X games.


Modding is only possible in areas where the developers give access to functionality. It's not actually possible to "mod" a bicycle into an F1 race car.


So, for instance, if the game design simply doesn't allow the player to use multiple ships, no mod will ever be able to make that happen. If the required data structures and associated commands don't allow it, it just cannot be done. Ever.

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