[REQUEST] Engineer fix mod

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swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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[REQUEST] Engineer fix mod

Post by swatti »

There used to be "improved engineer" mod and it seems to work BUT its a bit outdated and needs prioritys checked.

Simple idea. Start from jump-drive to allow the ship to escape, then engines. Do not repair weapons or hull in combat. Being hit stops repair for say, 2min or so exept engines and jump-drive. If engines or jumpdrive destroyed, X-minute pause before they are rebuilt.
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
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Post by lubatomy »

the current vanilla script already makes fixing engines and jump drives a priority.

it does not pause if there is damage to the ship or a module but each time it does a check for what it should be fixing, if an engine or the jump drive is in need of repairs it immediately goes to work on those.

It has been a while since i looked at the script fully but i am pretty sure that right now it also only repairs one thing at a time but i could be wrong on that.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Does the vanilla engi fix stuff to 100%? That used to be one of the issues.

Also i would prefer if it didnt fix stuff mid-combat. Altho the rates are quite low so...

I just want a well working / reliable engi.
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
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Post by lubatomy »

no it only repairs to 75%
JESS 246
Posts: 574
Joined: Mon, 3. Jul 06, 03:24
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Post by JESS 246 »

Hi all lubatomy you say only 75% well that out of order you won't take your car to a garage only to have the engine not fully fixed any engineer worth their salt would fix to a 100% and yes all engineers need updating i'm with swatti on this one and to fix a lot quicker when parts are brought i.e. turits, metal plating etc. if no shipyard is near buying these part the engineer should automatically take them out of cargo bay to use as a quick fix.
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

Post by lubatomy »

im just saying what the vanilla script does. Personally, I run a slightly different version that takes engineers skill into account.

same way you would not take your broken car to Tom the accountant down the street as he wont be able to fix it properly and I look at the different skill levels of the engineer the same way. I changed mine to be 75% + 5% per skill star of the engineer. Otherwise i run the vanilla script. I have not made it into a proper mod as I dont know the proper way to get the diff file to work and dont want to release a flat out replacement of the original file.

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