Script & Mod Requests
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
if you can wait till next weekend i can provide you an example of how this can be done - planned on making my PSG Test Weapon into a Turret for Landers Zeus-Mod then (if nothing gets in-between) and the steps for this are very similiar so you can use it as example
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
-
- Posts: 285
- Joined: Sat, 18. Oct 14, 13:10
-
- Posts: 285
- Joined: Sat, 18. Oct 14, 13:10
Ok, one more question.
How can i let custom piece of junk take damage properly?
For example, i have balor wreck, which act as a part of station. But i can't damage it directrly, only if keep shooting at destroed surface modules.
What exactly is responsible for the damage geometry?
upd.
Actually i may use real balor part, not debris version in this case. It's working as i need, but i want to make several other wreked ships and need to now how to make them proper targrts
How can i let custom piece of junk take damage properly?
For example, i have balor wreck, which act as a part of station. But i can't damage it directrly, only if keep shooting at destroed surface modules.
What exactly is responsible for the damage geometry?
upd.
Actually i may use real balor part, not debris version in this case. It's working as i need, but i want to make several other wreked ships and need to now how to make them proper targrts
-
- Posts: 376
- Joined: Sat, 13. Jan 07, 17:26
Are there any mods that completely hide the UI? The built-in Shift-H command gets rid of the cockpit but leaves the crosshair in the middle of the screen, and targeting blips still show up on the side of the screen.
Apparently the Expert Video Capture option disables it when you record but it absolutely murders my FPS compared to third party recording software and really don't want to have to string together tens of thousands of JPG frame screenshots
Apparently the Expert Video Capture option disables it when you record but it absolutely murders my FPS compared to third party recording software and really don't want to have to string together tens of thousands of JPG frame screenshots
-
- Posts: 1110
- Joined: Sat, 30. Oct 10, 14:14
Egosoft's video capture function isn't actually a "video capture" in the traditional sense of the word... it captures the game frame-by-frame in JPEG format, instead of encoding an actual video file.Saber15 wrote:Are there any mods that completely hide the UI? The built-in Shift-H command gets rid of the cockpit but leaves the crosshair in the middle of the screen, and targeting blips still show up on the side of the screen.
Apparently the Expert Video Capture option disables it when you record but it absolutely murders my FPS compared to third party recording software and really don't want to have to string together tens of thousands of JPG frame screenshots
I ended up using MSI Afterburner.
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
just completed said mod.UniTrader wrote:if you can wait till next weekend i can provide you an example of how this can be done - planned on making my PSG Test Weapon into a Turret for Landers Zeus-Mod then (if nothing gets in-between) and the steps for this are very similiar so you can use it as example
https://www.dropbox.com/s/1069l0efk5jz5 ... st.7z?dl=0
it adds a new turret type ( turret_medium_psg_macro ) to the game ( and a bullet of course ) and swaps the Taranis' Plasma Jet LR Turrets with thes
note that this is a barely working Test Version - no balancing or naming done yet.. also the rate of fire is so high that it will crash the game when attacking more than fighters (too many objects/bullets flying)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
-
- Posts: 5620
- Joined: Sat, 10. Nov 12, 17:55
There is a key to hide the cockpit, and another to hide the HUD.Saber15 wrote:Are there any mods that completely hide the UI? The built-in Shift-H command gets rid of the cockpit but leaves the crosshair in the middle of the screen, and targeting blips still show up on the side of the screen.
Pressing both will only leave you with the world rendered around you iirc.
No clue what the default keybinds are unfotunately.
-
- Posts: 285
- Joined: Sat, 18. Oct 14, 13:10
Thx, gonna try it a bit later. Anyway, i'm stuck with damage geometry, so my eagerness faded a bit =_=UniTrader wrote:
just completed said mod.
https://www.dropbox.com/s/1069l0efk5jz5 ... st.7z?dl=0
it adds a new turret type ( turret_medium_psg_macro ) to the game ( and a bullet of course ) and swaps the Taranis' Plasma Jet LR Turrets with thes
note that this is a barely working Test Version - no balancing or naming done yet.. also the rate of fire is so high that it will crash the game when attacking more than fighters (too many objects/bullets flying)
-
- Posts: 72
- Joined: Sun, 16. Aug 15, 05:30
Remove Fog for 4.0 HoL Expansion
Can anyone create a mod (or know of a mod) that removes ALL FOG from the game? - (my FPS drops insanely when entering it) - or any other workaround that I may not be aware of?
I am currently using this mod: http://forum.egosoft.com/viewtopic.php?t=378590 But I don't think it affects the new Systems added in the HoL expansion....
I'm not that good at modding XML (beginner) but I understand the basics - so I'm willing to put in the work if someone could be so kind as to assist me in explaining which files to mod - and what values to change.
thanks in advance!
I am currently using this mod: http://forum.egosoft.com/viewtopic.php?t=378590 But I don't think it affects the new Systems added in the HoL expansion....
I'm not that good at modding XML (beginner) but I understand the basics - so I'm willing to put in the work if someone could be so kind as to assist me in explaining which files to mod - and what values to change.
thanks in advance!
-
- Posts: 274
- Joined: Tue, 22. Feb 05, 13:27
It would be very cool if someone would take the effort to mod these into the game in no particular order and where possible of course. Apologies for the wall-of-text
Ok here goes:
Modrequest 1: addon to No Highways mod
It seems that removing all highways from X-rebirth has been a popular mod. All ships now move in a straight line at boost speeds from zone to zone including the medium freighters that sometimes need an escort. However, you can not boost forever, and the M type you're supposed to guard blasts off and ruins your mission as soon as you run out of shields since your Skunk became a Duck... a sitting one!
So my question is this:
Option 1:
----------
A mod that would add the 'piggyback bubble' to all civilian commercial M type ships like the Gigurums and the like (non military) like it is the case with their L and XL brothers and sisters ? It would be great to fly close to those and escort them along without needing to boost yourself and deplete your shield.
OR as an alternative:
Option 2:
-----------
Make a buyable SETA available, and we can safely remove the boost ability from the mission escortable M-types and speed up the long distances using SETA before we grow a long white beard.
Having unlimited boost or shields that do not deplete when boosting is available yes, but it feels like a bit of a cheat.
Modrequest 2: Less jittery dogfights:
I know that this is much more a managment game than it is a fighting game. However dogfights are a large part of X-R. So I was wondering if something could be done about the insect flight dogfight model. This mod could add to the enjoyment of dogfighting, whether you fly with a mouse, a controller or a joystick. Does X-R allow to set different values for yaw and pitch on small NPC ships (S types) and the Skunk and if yes can these values be highered or lowered dynamically depending on speed, giving you a bigger turn radius on higher speeds and the tightest turn radius at about 50% speed. This would be a way to mitigate the absurd insect flight dynamics both NPC's and player craft suffer from that are especially prominent during dogfights.
Modrequest 3: Weapons to safe (especially the missiles)
How many times did it not happen that instead of scanning a target (with the special sanner mode) you accidentally shot a missile at it (since it uses the same button). Why can't we set weapons to safe (meaning cycling to a position that no weapon is active). More Immersive Skunk mod did this for the laser weapons, but I wouldn't know where to start to make this a seperate mod nor to set this to the missiles. MIS sais it does it for missiles too, but it doesn't seem to work.
Modrequest 4: Add 'real' docks to the station 'bubble' spots.
The way we dock now on the stations and we do not suffocate thanks to a magic energized bubble that keeps the vacuum out and the atmosphere in feels a bit ... well ... meh!
So, is there a way to use the front part only of the Rahanas freighter and add it to the stations different docking locations, so it actually gives you the illusion of docking into a hangar ?
This would of course not allow you to dock from every angle, but hey, it's a docking sequence right ?
[ external image ]
OR as an alternative / addon to the above:
Have one of these open up one door when playership is in range then, fly in and activate the docking icon inside and when leaving, the doors open up automatically again and you fly out manually:
https://i.imgsafe.org/84ae4cb5d2.jpg
As a matter of test, the medium shipyard (yellow livery) already has a door open permanently in sector devoid clime (shipyard eternal dawn). Moving the shipyard icon in the hangar should be straightforward for someone who has done this before and knows the cat/dat file structure.
Feedback on this greatly appreciated.
Edit: removed img-tags from oversized image. Please see the forum rules for the allowed sizes for images in posts. X2-Illuminatus
Ok here goes:
Modrequest 1: addon to No Highways mod
It seems that removing all highways from X-rebirth has been a popular mod. All ships now move in a straight line at boost speeds from zone to zone including the medium freighters that sometimes need an escort. However, you can not boost forever, and the M type you're supposed to guard blasts off and ruins your mission as soon as you run out of shields since your Skunk became a Duck... a sitting one!
So my question is this:
Option 1:
----------
A mod that would add the 'piggyback bubble' to all civilian commercial M type ships like the Gigurums and the like (non military) like it is the case with their L and XL brothers and sisters ? It would be great to fly close to those and escort them along without needing to boost yourself and deplete your shield.
OR as an alternative:
Option 2:
-----------
Make a buyable SETA available, and we can safely remove the boost ability from the mission escortable M-types and speed up the long distances using SETA before we grow a long white beard.
Having unlimited boost or shields that do not deplete when boosting is available yes, but it feels like a bit of a cheat.
Modrequest 2: Less jittery dogfights:
I know that this is much more a managment game than it is a fighting game. However dogfights are a large part of X-R. So I was wondering if something could be done about the insect flight dogfight model. This mod could add to the enjoyment of dogfighting, whether you fly with a mouse, a controller or a joystick. Does X-R allow to set different values for yaw and pitch on small NPC ships (S types) and the Skunk and if yes can these values be highered or lowered dynamically depending on speed, giving you a bigger turn radius on higher speeds and the tightest turn radius at about 50% speed. This would be a way to mitigate the absurd insect flight dynamics both NPC's and player craft suffer from that are especially prominent during dogfights.
Modrequest 3: Weapons to safe (especially the missiles)
How many times did it not happen that instead of scanning a target (with the special sanner mode) you accidentally shot a missile at it (since it uses the same button). Why can't we set weapons to safe (meaning cycling to a position that no weapon is active). More Immersive Skunk mod did this for the laser weapons, but I wouldn't know where to start to make this a seperate mod nor to set this to the missiles. MIS sais it does it for missiles too, but it doesn't seem to work.
Modrequest 4: Add 'real' docks to the station 'bubble' spots.
The way we dock now on the stations and we do not suffocate thanks to a magic energized bubble that keeps the vacuum out and the atmosphere in feels a bit ... well ... meh!
So, is there a way to use the front part only of the Rahanas freighter and add it to the stations different docking locations, so it actually gives you the illusion of docking into a hangar ?
This would of course not allow you to dock from every angle, but hey, it's a docking sequence right ?
[ external image ]
OR as an alternative / addon to the above:
Have one of these open up one door when playership is in range then, fly in and activate the docking icon inside and when leaving, the doors open up automatically again and you fly out manually:
https://i.imgsafe.org/84ae4cb5d2.jpg
As a matter of test, the medium shipyard (yellow livery) already has a door open permanently in sector devoid clime (shipyard eternal dawn). Moving the shipyard icon in the hangar should be straightforward for someone who has done this before and knows the cat/dat file structure.
Feedback on this greatly appreciated.
Edit: removed img-tags from oversized image. Please see the forum rules for the allowed sizes for images in posts. X2-Illuminatus
-
- Posts: 84
- Joined: Wed, 2. Sep 15, 03:12
-
- Posts: 3187
- Joined: Fri, 4. May 12, 07:40
Is there a mod that fixes automatically all S/M ships ? I know Yoric had one but last time I checked it was not on Workshop and it was not working.... I have swarm of those ships assigned with my mining warehouse and my traders keep getting attacked by endless spawning of pirates. I have escorts for them but each time they get little damage and die after some time
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
-
- Posts: 2963
- Joined: Tue, 18. Nov 14, 16:23
Hi Nikola,
you could try just MICT_supp8 from MICT:
http://forum.egosoft.com/viewtopic.php?t=377825
Then your small ships will be repaired by the engineers in your l/xl civilian ships. If you're interested in just that feature, you won't need to install the rest of the mod.
you could try just MICT_supp8 from MICT:
http://forum.egosoft.com/viewtopic.php?t=377825
Then your small ships will be repaired by the engineers in your l/xl civilian ships. If you're interested in just that feature, you won't need to install the rest of the mod.
-
- Posts: 3187
- Joined: Fri, 4. May 12, 07:40
Thanksw.evans wrote:Hi Nikola,
you could try just MICT_supp8 from MICT:
http://forum.egosoft.com/viewtopic.php?t=377825
Then your small ships will be repaired by the engineers in your l/xl civilian ships. If you're interested in just that feature, you won't need to install the rest of the mod.
Ill definitely check it out when i get home.....
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
-
- Posts: 24
- Joined: Mon, 6. Oct 08, 16:55
something similar to this http://forum.egosoft.com/viewtopic.php?t=125616 from cycrow for rebirth in work?
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
Isnt that already in Vanilla? (minus wage and special abilities though )
If its just about the special abilities, then i am planning to include that in my alternative NPC scripts at some point, but first i want to completely replace the vanilla scripts with my own..
If its just about the special abilities, then i am planning to include that in my alternative NPC scripts at some point, but first i want to completely replace the vanilla scripts with my own..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
-
- Posts: 50
- Joined: Wed, 13. Aug 14, 04:20
Mod Stations/CV to purchase the ships and drones needed by the manager.
Hello,
I've searched around nexus mod and couldn't find one but it would be awesome as hell if someone could make a mod that would get stations to buy all the stuff they need. In particular ships and drones.
My trade ships and miners keep getting destroyed and its pretty annoying replacing them. Plus its pretty time consuming trying to figure out how many of each type of trader/miner is needed to keep the station working.
Im not sure if it could be setup though the CV and have it purchase the materials and build the ships/drones then assign them to the station manager.
Anyways just tossing this idea out there because i dont know about you but i have more different types of trade ships than i can keep up with.
Thanks
I've searched around nexus mod and couldn't find one but it would be awesome as hell if someone could make a mod that would get stations to buy all the stuff they need. In particular ships and drones.
My trade ships and miners keep getting destroyed and its pretty annoying replacing them. Plus its pretty time consuming trying to figure out how many of each type of trader/miner is needed to keep the station working.
Im not sure if it could be setup though the CV and have it purchase the materials and build the ships/drones then assign them to the station manager.
Anyways just tossing this idea out there because i dont know about you but i have more different types of trade ships than i can keep up with.
Thanks
-
- Posts: 50
- Joined: Wed, 13. Aug 14, 04:20
Mod to remove the station limit in zones
Hello,
Could someone please make or point me towards a mod that will allow me to build more than just 2 stations in a zone? I'd like to be able to pack as many in there as would fit =P
Thanks
Could someone please make or point me towards a mod that will allow me to build more than just 2 stations in a zone? I'd like to be able to pack as many in there as would fit =P
Thanks
-
- Posts: 1610
- Joined: Wed, 22. Apr 15, 02:27
Re: Mod to remove the station limit in zones
If you build out of zone, you can find some temp zones with up to 6 spots, although you'll have to look for themBarons wrote:Hello,
Could someone please make or point me towards a mod that will allow me to build more than just 2 stations in a zone? I'd like to be able to pack as many in there as would fit =P
Thanks
Otherwise, I know Blackrain's CWIR mod adds a few more build spots to every existing zones except for the HoL DLC systems. Other than than, I don't know any mods that does it.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
-
- Posts: 1610
- Joined: Wed, 22. Apr 15, 02:27
Moar requests/suggestions, in case one of you guys with magical programming fingers ever need some inspiration:
-Could someone do a mod that cleans up the trader and builder cockpits. I'm talking about removing the "dirty and scratched window" visual effect that prevents you from seeing stuff if the ambient light hits you with the wrong angle.
-Could someone do something about those tips messages that are impossible to block? I'm especially talking about the tips that keeps on being displayed about how to use and upgrade the long range scanner. They are fine, but after 500h of gameplay one would think you know how to use the damn LRS. There are a few others as well.
Have a nice day!
-Could someone do a mod that cleans up the trader and builder cockpits. I'm talking about removing the "dirty and scratched window" visual effect that prevents you from seeing stuff if the ambient light hits you with the wrong angle.
-Could someone do something about those tips messages that are impossible to block? I'm especially talking about the tips that keeps on being displayed about how to use and upgrade the long range scanner. They are fine, but after 500h of gameplay one would think you know how to use the damn LRS. There are a few others as well.
Have a nice day!
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.