Question: Is there a mod to place Station Agents automatically?

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Scoob
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Question: Is there a mod to place Station Agents automatically?

Post by Scoob »

Hi all,

You know the ONE major thing (other than losing my huge empire lol) that puts me off restarting is getting Station Agents on all the stations I want updates on again. It feels like a huge grind. Are there any alternatives that are working in v3.50+ anyone is using?

Basically, I'd like the Trading Computer to be able to retain information on ALL the stations I visit with it equipped, just like I'd gone through the small-talk mini-game & unlocked that ability.

This may be considered a cheat, but I really don't want to grind any more. Any alternative where I don't have to small talk would be welcome.

Any suggestions?

Cheers,

Scoob.
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YorrickVander
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Post by YorrickVander »

copilot convo can do it per zone when you use sensor sweep if a police scanner is fitted, or you could use a cue like this (this is my cue for opening the map since with over 1400 hours played i feel no need to explore again)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<mdscript name="InitYorricksUniverse" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="c:\temp\rebirth\libraries\md.xsd">
  <cues>
    <cue name="InitialiseMaps" instantiate="false" namespace="this">
      <conditions>
        <check_any>
          <event_cue_signalled cue="md.Setup.GameStart" />
          <event_game_loaded/>
        </check_any>
      </conditions>
      <actions>
        <find_cluster groupname="$allclusters" multiple="true" />

        <do_all exact="$allclusters.count" counter="$i">
          <set_known object="$allclusters.{$i}" known="true" />
        </do_all>

        <find_sector groupname="$allsectors" space="player.galaxy" multiple="true" />

        <do_all exact="$allsectors.count" counter="$i">
          <set_known object="$allsectors.{$i}" known="true" />
        </do_all>

        <find_zone groupname="$allzones" space="player.galaxy" multiple="true" />

        <do_all exact="$allzones.count" counter="$i">
          <set_known object="$allzones.{$i}" known="true" />
        </do_all>

        <find_station groupname="$allstations" space="player.galaxy" multiple="true" />
        <do_all exact="$allstations.count" counter="$i">
          <set_known object="$allstations.{$i}" known="true" />
          <do_if value="not $allstations.{$i}.hastradesubscription and not $allstations.{$i}.hasrelation.enemy.{faction.player}">
            <add_trade_subscription object="$allstations.{$i}" />
          </do_if>
        </do_all>

        <reset_cue cue="this" />
      </actions>
    </cue>
  </cues>
</mdscript>
The all stations section adds trade agents to all non hostile stations. Runs at new game start and loading a save game.
X Rebirth - A Sirius Cybernetics Corporation Product

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antoniut
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Post by antoniut »

Scoob
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Post by Scoob »

@ Yorrick, that looks like something I could use - erm, once I figure where to put it :)

@ antoniut: Ah! TAF, I'd totally forgotten about that, wasn't aware it was still working either.

Thanks both for the suggestions :)

Scoob.
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YorrickVander
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Post by YorrickVander »

make a text file and rename it InitYorricksUniverse.xml (or change this name in mdscript= and callit anything you like). Paste in that code, then in some mod dir it lives in /extensions/<mod name>/md dir. Or you could give it an extension dir of its own.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
Scoob
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Post by Scoob »

Cool, thanks Yorrick. Can you tell I'm a bit rusty at modding lol.

Scoob.
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YorrickVander
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Post by YorrickVander »

Time to scrape of the rust and get involved then feller :)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
Scoob
Posts: 11204
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Post by Scoob »

Lol, danger is I scrape away and discover it was all rust...;)

Scoob.

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