friendly fire...
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 6
- Joined: Fri, 7. Dec 18, 13:23
friendly fire...
So I know nothing about modding x4 but I'm curious how hard it would be for someone to say... make a mod that just makes it so you can't damage anything from a faction you have 20+ rep with unless you manually set something of theirs to hostile... in which case by all means nuke my rep with them. I love this game but I am so sick of constant rep grinds getting erased in seconds because of stray fire from AI fighters. Any insight would be great!
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- Moderator (Script&Mod)
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Re: friendly fire...
You would need to make all ships and station (going through all modules) invulnerable and then reverse that if you decide to declare war. However, It's a tricky subject as it may break things (missions) and, to be honest, I'm not sure it would be enough to prevent hostility.
Cheers Euclid
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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- EGOSOFT
- Posts: 1890
- Joined: Mon, 23. Nov 15, 18:02
Re: friendly fire...
Should be possible to mod the relation thresholds in defaults.xml. Not sure if that's all that's needed, though, not really my area.
edit: Whoops! Sorry, didn't realize this was back in October.
edit: Whoops! Sorry, didn't realize this was back in October.
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- Posts: 27
- Joined: Thu, 29. Jun 23, 16:10
Re: friendly fire...
Please explain more I'm interested
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- EGOSOFT
- Posts: 789
- Joined: Sun, 14. Dec 03, 13:05
Re: friendly fire...
You can use my Friendly Fire Tweaks mod from Nexus.
The victim only reacts to friendly fire if:
1. the victim is the actual target of the attacker or
2. the victim's shields are below 25%
Otherwise, friendly fire is ignored.
The victim only reacts to friendly fire if:
1. the victim is the actual target of the attacker or
2. the victim's shields are below 25%
Otherwise, friendly fire is ignored.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
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- Posts: 27
- Joined: Thu, 29. Jun 23, 16:10
Re: friendly fire...
Thank you guys so much, J & K