[req] Sidequests [or all the modding tools]

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DavidLasher
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Joined: Wed, 20. Nov 13, 08:22

[req] Sidequests [or all the modding tools]

Post by DavidLasher »

Station missions even with mods are redundant, there is little replayability even for faction standings - we need some form of derilict ship hunts, side quests, long storylines simultaneously going on at all times with various requisites to begin. Out of all the changes made to the x-series, this is the one that killed the replay factor for me. I've set the game down, I love Rebirth and all it can be but if I can't get my hands on proper modding tools, I'm not spending late nights developing long enduring missions and editing audio files to make it sound like the conversation fits the events without overwriting all the character dialog because at the end of the day, without the proper tools an update could break the entire project.

I'm really sorry but without side plots, an open world is kind of bland. It's like playing Evochron Mercenary.

Either someone please work on sidequests or for the love of God, release all of the necessary tools to build with. I don't mind being restricted to the Skunk, I don't mind going solo it gives a big universe feeling. However, I do mind the lack of content. There might be an open world but it's hollow.

If there were some extremely dangerous missions, or the possibility to scavenge wrecked ships with the possibility of alerting hundreds of Xenon to your presence, or trying to retrieve lost goods without letting the regional military know otherwise they'd hunt you down, or actual black market smuggling; even a combination of these would truly add to the gameplay. I could do without strong storyline sidequests if these were possible. Without the proper tools, I don't know if we'll ever know.
UniTrader
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Post by UniTrader »

i cannt really see your point why an update should break a new plot written in MD because that would be in additional files... there is the slight possibility that EGO might accidently use the same files or t-file ressources as you want to use, but thats unlikely (especially in the near future) and easily fixed.. additionally the necesary files for MDing ( libraries/md.xsd and common.xsd ) are both already included in the Game files, or if you dont want to extract them in my modding beginners package.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
DavidLasher
Posts: 15
Joined: Wed, 20. Nov 13, 08:22

Post by DavidLasher »

I might be able to mash up existing conversation, integrate a seemingly realistic Betty 2.0 (believable by game lore) for the duration of the subquests, switch out copilots and throw in some voice acting. However, modelling is a huge issue, and trying to manipulate textures without causing issues in other models that use the same textures. Creating new systems and various circumstances is a hit or miss (making the player ship move to an exact point "out of control" due to a direct hit [into an invisible superhighway] to "slingshot" them around a star, fade to black [cue teleportation or unseen gate], then "wake up" trying to regain control headed towards a planet or moon... the code is like trying to read Sanskrit to decipher what commands exactly should be used). I've been trying and while I understand that it would be extremely rare for ES to use the same files I'm still uncertain how to EXACTLY do things the right way. There are five ways to accomplish a goal, three could break your game, one might work, and one is the right way.
UniTrader
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Post by UniTrader »

well, the guides how to do it properly are pinned at the top - xml diff patching for core files and for new files simply drop them in your extension folder structure ;)

for the modelling tools: i heard from the EGOsofties that this is difficult since their Tools depend on Network Services in their Office and they have to make an offline Version which does not depend on this - and as you know there is currently not much time over to do this.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
DavidLasher
Posts: 15
Joined: Wed, 20. Nov 13, 08:22

Post by DavidLasher »

Wouldn't you think that since they've worked out most of the game breaking issues that the tools should take priority? With the proper suite of tools we could also create quite a bit of content which could then be integrated, thereby increasing the overall rating, public opinion, market performance, and restore the games fiscal value.

As for the rest, I'm simply discouraged. The things I'm trying to accomplish just aren't panning out. Not to mention the countless hours figuring out which planet model is which, which tag goes to which ship, etc.
DavidLasher
Posts: 15
Joined: Wed, 20. Nov 13, 08:22

Post by DavidLasher »

Anyways, back on topic; side quests or tools! I should make a picket sign, that will be my three word chant, "Sidekwestser' tools!".
Vim Razz
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Post by Vim Razz »

Well, they're still working on the major game-breaking issues, tbh. And things like models or fully replacing the copilot are pretty big mountains to climb for the time being.

Documentation is gradually being released, though -- The Mission Director Guide that came out last friday, for example. (stickied at the top of the forum, with a question/discussion thread for it that no one's really used yet.)

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