How to add items to traderlists while keeping them changeable for other mods

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iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

How to add items to traderlists while keeping them changeable for other mods

Post by iforgotmysocks »

Setup.xml

Code: Select all

<diff>
  <add sel="/mdscript/cues/cue[@name='Start']/actions">
    <append_to_list name="md.$SoftwareUpgradetraderLists.{md.$SoftwareUpgradetraderLists.count}" exact="[ware.upg_pla_software_nru_mk1, 1, 1, 100]"/>
  </add>
</diff>
Will get updated soon.
Last edited by iforgotmysocks on Mon, 6. Jan 14, 01:04, edited 2 times in total.
brammie
Posts: 100
Joined: Thu, 19. Dec 13, 23:26

Post by brammie »

ah, i guess that was the trubble with the "add software" question you posted?
got overwritten by some other script?
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

brammie wrote:ah, i guess that was the trubble with the "add software" question you posted?
got overwritten by some other script?
Nope, thats something entirely different. ^^
But first thing i realized replacing the list of the softwaretrader was....
"If you do that you gonna have a 50/50 chance to beat another mod touching that list" ^^
And just being able to add 1 other software would really suck. ;x

So i just came up with this and it should work.
Everybody is just adding a append_to_list line and there won't be any conflict at all.
docwho83
Posts: 168
Joined: Mon, 15. Jun 09, 23:10
x4

Post by docwho83 »

I had miss this one when first posted. Thanks.

Will correct my lines for repairlasers as I sure more drones and weapons will being added.
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals
Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

Post by Ginger470 »

Been using this approach for a while -- works well enough :) Thanks for sharing
docwho83
Posts: 168
Joined: Mon, 15. Jun 09, 23:10
x4

Post by docwho83 »

As I have been trying to correct my code so If another drone mod comes out my drones will also be listed.

Code: Select all

<diff>
 <add sel="/mdscript/cues/cue[@name='Start']/actions"> 
 <append_to_list name="md.$DroneTraderLists.{md.$DroneTraderLists.count}" exact="[ware.spe_repair_mk1, 1, 2, 75],[ware.spe_repair_mk2, 1, 2, 25]"/>
 </add> 
</diff>
But this dose not seam to make my drones show up. Even in a new start. Since I am modifying the setup means new starts.

I like to make it so I could just append it to the dronetrader in game already but I do not understand how to append to list in npc_itemtrader. I have looked at lost weapons now I am even more lost as to how.
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals

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