I've been trying to get a handle on working with the scripts for modding ships (nexus type mods, not ship modifications). I've been trying to decipher how to make it so that the AI does not build modded ships that I add to the game. I keep seeing things regarding the XTools, .cat files, and deleting the ship/shipgroups xmls but I keep running into several issues when i am working on the scripts.
1. I wanted to see if I could create a super ship in terms of stats, but there comes a point in editing hull points and production time where the mod simply disappears from any menu in the game even though it's "active." Is there a limit to how much a ship can be altered before it is "nulled" from the game?
2. I have used Notepad ++ to edit the .cat/data files, and I have been looking for a way to stop the AI from using modded ships, but I cannot figure it out. I started using XTools, and I have removed the ship/ship groups files, but the AI will still use these ships. What am I doing wrong?
Stop AI From Using Ships
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- EGOSOFT
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Re: Stop AI From Using Ships
just making sure the modded ships aren't in shipgroups.xml should be enough, at least the way we have things set up. defining ship macros for NPC use is supported in ships.xml and jobs.xml as well although we don't use it to simplify looking things up and adding things in a way that gives you a good overview of what's already there, but you may need to look at those as well if dealing with extensions that modify them. make sure that they don't appear in any active instances of those three files, including in extensions.
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- Posts: 2
- Joined: Fri, 17. Jan 25, 06:39
Re: Stop AI From Using Ships
Yeah I ended up figuring it out. My problem was I was not deleting the .cat &.dat files so x4 was loading both the edited and previous scripts which in turn still allowed the AI to use the ships.j.harshaw wrote: ↑Sat, 25. Jan 25, 00:29 just making sure the modded ships aren't in shipgroups.xml should be enough, at least the way we have things set up. defining ship macros for NPC use is supported in ships.xml and jobs.xml as well although we don't use it to simplify looking things up and adding things in a way that gives you a good overview of what's already there, but you may need to look at those as well if dealing with extensions that modify them. make sure that they don't appear in any active instances of those three files, including in extensions.