[TOOL] Unlocking info and object knowledge.
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Just tested and it is compatible.Assailer wrote:I will check this to be sure. In theory it should be, as it only adds KNOWN flags and rebuilds SCAN data.
Create a fresh teladi start for example, talk through the initial script and scan at least one INFO point before saving, so the tool can find in XML where to add the other info points.
If you start story mode, the unlocks and info scanning is limited as before.
You can run on a 2.5 save which was once loaded and saved as 3.0 to unlock new zones and gates.
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Thanks very much for quick testing
I used the DeVries Freelancer start as a new game in 3.0 but I was unable to use your tool successfully. Probably a mistake on my end.
When I ran the tool from within the default Rebirth directory containing my quicksave, a small black window pops open for a fraction of a second then disappears. A quicksave.xml_ file wasn't created.
DeVries Freelancer start in case relevant:
http://forum.egosoft.com/viewtopic.php?t=369194
I used the DeVries Freelancer start as a new game in 3.0 but I was unable to use your tool successfully. Probably a mistake on my end.
When I ran the tool from within the default Rebirth directory containing my quicksave, a small black window pops open for a fraction of a second then disappears. A quicksave.xml_ file wasn't created.
DeVries Freelancer start in case relevant:
http://forum.egosoft.com/viewtopic.php?t=369194
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May I use the code for the save game editor I am creating?
Save game editor XR and CAT/DAT Extractor
Keep in mind that it's still a work in progress although it's taking shape nicely.
If anyone is interested in a new save game editor for X4 and would like to contribute to the creation of one let me know. I do not have sufficient time to create it alone, but if there are enough people who want it and want to contribute we might be able to set something up.
Keep in mind that it's still a work in progress although it's taking shape nicely.
If anyone is interested in a new save game editor for X4 and would like to contribute to the creation of one let me know. I do not have sufficient time to create it alone, but if there are enough people who want it and want to contribute we might be able to set something up.
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- Posts: 3
- Joined: Sun, 15. Mar 15, 22:53
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- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
Re: [TOOL] Unlocking info and object knowledge.
while (a)
{ if (strcmp(a->name(), "id") == 0)
{ strcpy(station->m_id, a->value());
}
else if (strcmp(a->name(), "owner") == 0)
{
strcpy(station->m_owner, a->value());
}
a = a->next_attribute();
}
--------
Can you inform me which 'node_attribute' would be the 'friendliness level' ...?
I would like to change the code the small bit of: *if neutral or higher (rep > 1) *then place a trade 'officer'.
So instead of a total 'cheat' ... a mod to just destroy the 'trade time limit' ... (still need to explore).
{ if (strcmp(a->name(), "id") == 0)
{ strcpy(station->m_id, a->value());
}
else if (strcmp(a->name(), "owner") == 0)
{
strcpy(station->m_owner, a->value());
}
a = a->next_attribute();
}
--------
Can you inform me which 'node_attribute' would be the 'friendliness level' ...?
I would like to change the code the small bit of: *if neutral or higher (rep > 1) *then place a trade 'officer'.
So instead of a total 'cheat' ... a mod to just destroy the 'trade time limit' ... (still need to explore).