I am starting to buy a lot of ships and it gets really old fast when i have to hire and deliver all crew myself. It would be cool if we could, for a price of course, add a crew to ship during build order. It would also be cool if we could choose if we want best crew possible (5 stars on important stuff) or average or rookies...
If it would be possible to do and someone more experienced dont have time then i would try to learn this stuff myself and make it.
Any help would be very appreciated...
Help: Buy ship with full crew, possible to mod? I want to try it
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 567
- Joined: Mon, 20. May 13, 09:18
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
-
- Posts: 2774
- Joined: Tue, 29. Oct 13, 21:59
It isn't too hard to do.
Copilot Convo has an option to find crew as w.evans says, but it will cover all ships you own, not one at a time. It's pretty basic in operation simply checking each one for empty crew slots (inc architects for cvs) and adds a random skilled crew member.
If you fancy trying this mod yourself, you would be looking to add some code around line 540 in md/NPC_ShipTrader.xml, and perhaps take a look at md/Setup_Gamestarts.xml to see how def officers, architects and engineers are added to new game start vessels
Copilot Convo has an option to find crew as w.evans says, but it will cover all ships you own, not one at a time. It's pretty basic in operation simply checking each one for empty crew slots (inc architects for cvs) and adds a random skilled crew member.
If you fancy trying this mod yourself, you would be looking to add some code around line 540 in md/NPC_ShipTrader.xml, and perhaps take a look at md/Setup_Gamestarts.xml to see how def officers, architects and engineers are added to new game start vessels

X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
-
- Posts: 567
- Joined: Mon, 20. May 13, 09:18
Thanks, ill try!YorrickVander wrote:It isn't too hard to do.
Copilot Convo has an option to find crew as w.evans says, but it will cover all ships you own, not one at a time. It's pretty basic in operation simply checking each one for empty crew slots (inc architects for cvs) and adds a random skilled crew member.
If you fancy trying this mod yourself, you would be looking to add some code around line 540 in md/NPC_ShipTrader.xml, and perhaps take a look at md/Setup_Gamestarts.xml to see how def officers, architects and engineers are added to new game start vessels
Adding crew to all stations and vessels is even better... but yeah, i wanna buy good crew, not random, so i have to try to accomplish that... maybe i could insert it to your mod...
I am a PHP coder myself and have never worked with xml but ill try to figure it out

-
- Posts: 2774
- Joined: Tue, 29. Oct 13, 21:59
A block like this perhaps 
The xml takes a little getting used to (i tend to think in terms of C code being middle aged) but the .xsd files in /libraries are great for getting the function params and I use notepad++ to hunt out usage examples from the vanilla xml

Code: Select all
<set_skill entity="$Commander" type="combat" min="3" max="5"/>
<set_skill entity="$Commander" type="engineering" min="3" max="5"/>
<set_skill entity="$Commander" type="leadership" exact="5"/>
<set_skill entity="$Commander" type="management" min="3" max="5"/>
<set_skill entity="$Commander" type="morale" exact="5"/>
<set_skill entity="$Commander" type="navigation" exact="5"/>
<set_skill entity="$Commander" type="science" min="3" max="5"/>
<set_skill entity="$DefenceNPC" type="combat" exact="5"/>
<set_skill entity="$DefenceNPC" type="engineering" min="3" max="5"/>
<set_skill entity="$DefenceNPC" type="leadership" exact="5"/>
<set_skill entity="$DefenceNPC" type="management" min="3" max="5"/>
<set_skill entity="$DefenceNPC" type="morale" exact="5"/>
<set_skill entity="$DefenceNPC" type="navigation" min="3" max="5"/>
<set_skill entity="$DefenceNPC" type="science" min="3" max="5"/>
<set_skill entity="$Engineer" type="combat" min="3" max="5"/>
<set_skill entity="$Engineer" type="engineering" exact="5"/>
<set_skill entity="$Engineer" type="leadership" min="3" max="5"/>
<set_skill entity="$Engineer" type="management" min="3" max="5"/>
<set_skill entity="$Engineer" type="morale" min="3" max="5"/>
<set_skill entity="$Engineer" type="navigation" min="3" max="5"/>
<set_skill entity="$Engineer" type="science" min="3" max="5"/>
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
-
- Posts: 567
- Joined: Mon, 20. May 13, 09:18
Oh, thanks!!!YorrickVander wrote:A block like this perhaps
The xml takes a little getting used to (i tend to think in terms of C code being middle aged) but the .xsd files in /libraries are great for getting the function params and I use notepad++ to hunt out usage examples from the vanilla xmlCode: Select all
<set_skill entity="$Commander" type="combat" min="3" max="5"/> <set_skill entity="$Commander" type="engineering" min="3" max="5"/> <set_skill entity="$Commander" type="leadership" exact="5"/> <set_skill entity="$Commander" type="management" min="3" max="5"/> <set_skill entity="$Commander" type="morale" exact="5"/> <set_skill entity="$Commander" type="navigation" exact="5"/> <set_skill entity="$Commander" type="science" min="3" max="5"/> <set_skill entity="$DefenceNPC" type="combat" exact="5"/> <set_skill entity="$DefenceNPC" type="engineering" min="3" max="5"/> <set_skill entity="$DefenceNPC" type="leadership" exact="5"/> <set_skill entity="$DefenceNPC" type="management" min="3" max="5"/> <set_skill entity="$DefenceNPC" type="morale" exact="5"/> <set_skill entity="$DefenceNPC" type="navigation" min="3" max="5"/> <set_skill entity="$DefenceNPC" type="science" min="3" max="5"/> <set_skill entity="$Engineer" type="combat" min="3" max="5"/> <set_skill entity="$Engineer" type="engineering" exact="5"/> <set_skill entity="$Engineer" type="leadership" min="3" max="5"/> <set_skill entity="$Engineer" type="management" min="3" max="5"/> <set_skill entity="$Engineer" type="morale" min="3" max="5"/> <set_skill entity="$Engineer" type="navigation" min="3" max="5"/> <set_skill entity="$Engineer" type="science" min="3" max="5"/>
-
- Posts: 567
- Joined: Mon, 20. May 13, 09:18
-
- Posts: 15
- Joined: Wed, 29. Aug 07, 19:48
Here is part of what you want.
I read your post and decide it was a good idea and made this up http://forum.egosoft.com/viewtopic.php?t=376444
It only makes the commander 5 star and adds a full tank of fuel. For the rest I edited the mod Copilot Convo v1.3.
http://forum.egosoft.com/viewtopic.php?t=361966
Its easy to edit the skills of the crew it adds to your ship. Sorry I cant post that edit because I don't have the authors permission.
If you wish you may use my mod to as a base to build your own as you described. I am still a newbie at Modding and haven't figured out how to add the other crew members to a new ship yet.
It only makes the commander 5 star and adds a full tank of fuel. For the rest I edited the mod Copilot Convo v1.3.
http://forum.egosoft.com/viewtopic.php?t=361966
Its easy to edit the skills of the crew it adds to your ship. Sorry I cant post that edit because I don't have the authors permission.
If you wish you may use my mod to as a base to build your own as you described. I am still a newbie at Modding and haven't figured out how to add the other crew members to a new ship yet.