[Mod] Advanced Renaming (updated 2020-07-11)

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taintedxodus
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Re: [Mod] Advanced Renaming

Post by taintedxodus » Tue, 29. Jan 19, 21:53

Im getting these parsing errors...

Code: Select all

[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(31): Warning while parsing expression: Property lookup failed
* Input: {5554302,1}
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{3L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(57): Warning while parsing expression: Property lookup failed
* Input: {5554302,3} != ''
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{3L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(58): Warning while parsing expression: Property lookup failed
* Input: {5554302,3}
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{4L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(65): Warning while parsing expression: Property lookup failed
* Input: {5554302,4} != ''
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{4L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(66): Warning while parsing expression: Property lookup failed
* Input: {5554302,4}
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{5L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(73): Warning while parsing expression: Property lookup failed
* Input: {5554302,5} != ''
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{5L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(74): Warning while parsing expression: Property lookup failed
* Input: {5554302,5}
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{6L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(81): Warning while parsing expression: Property lookup failed
* Input: {5554302,6} != ''
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{6L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(82): Warning while parsing expression: Property lookup failed
* Input: {5554302,6}
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{7L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(89): Warning while parsing expression: Property lookup failed
* Input: {5554302,7} != ''
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{7L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(90): Warning while parsing expression: Property lookup failed
* Input: {5554302,7}
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{8L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(97): Warning while parsing expression: Property lookup failed
* Input: {5554302,8} != ''
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{8L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(98): Warning while parsing expression: Property lookup failed
* Input: {5554302,8}
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{1L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(189): Warning while parsing expression: Property lookup failed
* Input: @readtext.{5554302}.{1} != '=ReadText5554302-1=' and {5554302,1} != @$customversion
* Pos:                                                                 ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{1L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(195): Warning while parsing expression: Property lookup failed
* Input: {5554302,1}
* Pos:            ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{1L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(254): Warning while parsing expression: Property lookup failed
* Input: @readtext.{5554302}.{1} != '=ReadText5554302-1=' and {5554302,1} == 'yes'
* Pos:                                                                 ^
saw this one as well

Code: Select all

[=ERROR=] 27237.75 Error while executing onEvent script for event: onClick.
Errormessage: .\extensions\ut_advanced_renaming\utrenaming.lua:1843: attempt to perform arithmetic on field 'mapRowHeight' (a nil value)

UniTrader
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Re: [Mod] Advanced Renaming

Post by UniTrader » Wed, 30. Jan 19, 02:09

the first are harmless. it means the (included) customisation mod is not installed. its not strictly required, but i recommed it if you want to get the most out of this mod ;)
i thought i avoided these messages, but i think i have to rearrange the conditions a bit...

the latter is from a section i had to copy 1:1 from the ego files and which i didnt change.. i think its related to egos code, but i will take a look into it..

PS small update incoming. i found out how to keep text in input fields :) also will enable this extension for Sectors and Deployables (although most Expressions dont make sense for them)
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 ;)

taintedxodus
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Re: [Mod] Advanced Renaming

Post by taintedxodus » Wed, 30. Jan 19, 02:45

Thanks, I figured id mention them. Personally I know nothing on lua so had no clue on what to do about that. I did think that the first one was on the custom rename commands, which ive not looked at yet but might see about chaining together several to get those I use with a single command instead of multiple.

UniTrader
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Re: [Mod] Advanced Renaming

Post by UniTrader » Sat, 2. Feb 19, 17:26

Finally Update Time!!!! :) this lua crap refused to work properly till i worked around it... -.-

Changes in Version 0.40:
=> Sectors and Deployables can now use this Extension too when Renaming
-> Deployables (Mines, Lasertowers etc.) use the XS default Ship name when Deployed
=> You can now Edit the (Unformatted) Name when renaming an Object!!! No more re-typing everything! :) (because of lua limitations this only works for manually named Objects, not for default names)
=> Errors above should be gone now.

EDIT: small update at 21:20 MET cause i spotted two minor things i can improve (no new version number):
=> Now also uses the Default Name Function when an Object goes into Player Property (not teste yet, plz confirm when able)
=> Added additional check to avoid naming Nonplayer-Objects
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 ;)

taintedxodus
Posts: 28
Joined: Fri, 2. Mar 07, 00:58
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Re: [Mod] Advanced Renaming

Post by taintedxodus » Sun, 3. Feb 19, 06:21

UniTrader wrote:
Sat, 2. Feb 19, 17:26
=> Now also uses the Default Name Function when an Object goes into Player Property (not teste yet, plz confirm when able)
Its working, took a bit playing around with the custom expressions to get the names of them to show up the way I wanted them to. For the newly build ones, Ill have to test capping a L class ship

daBeschi
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Re: [Mod] Advanced Renaming (updated 2019-02-02)

Post by daBeschi » Fri, 8. Feb 19, 15:42

Hi,

Thank you very much for this mod! I loved it in X3-R and now again.
I play in german and have an issue with the "type"-expression. It doesn't matter if i type "/type+" or "/type0", I ever get the "type+"-expression (e.g. "Merkur Angreifer"). Maybe it refers to ID-2017 "/type"?

I wish that the Script could count subordinates by Mission, class and or type (e.g. M-miners from 1 to x, L-Miners from 1 to x ...) ...

Greetings daBeschi

UniTrader
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Re: [Mod] Advanced Renaming (updated 2019-02-02)

Post by UniTrader » Fri, 8. Feb 19, 16:08

i just re-checked: expression for Ship Type without Variant is definietly /type0 and /type+ is for the full name. there is also a /type- expression which does the same as /type+ currently, planned for a shortened Type Name variant, but i miss some script functinality to do this in a common manner..
The Entry you mentoined is a leftover from the Rebirth Version (or better an automatic update/change i did back then).
The issue you see might be related to referencing stuff in a generic lang file.. try to copy the t/0001.xml into a t/0001-l049.xml - this should resolve this. (i assume it doesnt find the correct language variation name in the lookup because i use the generic lang file, and therefore cannot remove it from the type name properly)

Regarding the idea with the more specific Subrdinates count: i might look into it, but not sure if counting them based on job is feasible..
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 ;)

daBeschi
Posts: 76
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Re: [Mod] Advanced Renaming (updated 2019-02-02)

Post by daBeschi » Fri, 8. Feb 19, 17:47

Hi,

The issue is resolved.

The short way would be to use a counter per Job/class/whatever while going trough all subordinates, but this becomes a really big mess. Maybe arrays can help, but I'm not sure how they are implemented. On the other side could it be handy to choose between just all subordinats, class, purpose, purpose+class and so on.
... Maybe with multiselect of ships and right-click-command, so the user decides which ships to count ... I'm just thinking laud :gruebel:

Greetings daBeschi

Horux
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Re: [Mod] Advanced Renaming (updated 2019-02-02)

Post by Horux » Mon, 11. Feb 19, 21:57

Hi,
unfortunaly Your mod interferces with 2.0 UI. It is no more possible to see Crew level.

UniTrader
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Re: [Mod] Advanced Renaming (updated 2019-02-02)

Post by UniTrader » Mon, 11. Feb 19, 22:06

forgot to announce it: i wont support any beta Versions, like the current 2.0. To get my desired Functionality i have to replace quite a bit of the menu_map.xml (thats where the ranaming is handled), and i dont really want to update this every few Days. Sorry about that.

If you can live without the Name Editing part you could remove the lines 402 to 2330 in the utrenaming.lua to get the rest of the functions though. this should interfere with far less stuff. (and when you are at it - Line 5 to 380 are also not needed in that case)
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 ;)

Horux
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Re: [Mod] Advanced Renaming (updated 2019-02-02)

Post by Horux » Mon, 11. Feb 19, 22:13

That is completly ok. I just wanted to inform You.... Ok I hoped You already knew it.
I was just checking the compatibility of my used mods and then I found out, that this is not working.

UniTrader
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Re: [Mod] Advanced Renaming (updated 2019-02-02)

Post by UniTrader » Wed, 27. Feb 19, 22:26

Just Updated for 2.0

As usual Beta Versions (like the current 2.10) wont be supported cause these update too frequently for me.

I also included some other small changes/fixes:
=> Fixed Script-defined Expressions API
=> Removed unneeded and outdated Lang files - when using German or French please delete the t folder before updating
=> Added Notification if the Player Faction Tag Mod is also active, since function of both Overlaps
=> All Player Objects with the default name will be changed to custom default name when its first detected on game load
=> Leaving Object Name empty will set it to custom default Name
=> Made some guesses Fix to apply Default Name to Capped Ships (untested)
=> Added some custom Ship Variants for Type Name shortening
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 ;)

UniTrader
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Re: [Mod] Advanced Renaming (updated 2019-02-27)

Post by UniTrader » Tue, 19. Mar 19, 20:29

Just checked 2.20 - no changes in the menu_map.lua, therefore no update required :)

i will introduce a function in the next Version which should make this Mod compatible with all future Versions (except some very unlikely changes happen), but with reduced functionality with untested Versions*



* namely the Editable names wont work anymore
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 ;)

Bravari
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Re: [Mod] Advanced Renaming (updated 2019-02-27; compatible with 2.20)

Post by Bravari » Sun, 24. Mar 19, 00:15

Ok assume I am an idiot and please explain this to me:

I want all trade ships made by my Wharf to come out named like this:

M Trade 1, 2, 3, 4 etc

What do I type to make this happen?

UniTrader
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Re: [Mod] Advanced Renaming (updated 2019-02-27; compatible with 2.20)

Post by UniTrader » Sun, 24. Mar 19, 01:42

The first part is simple:
put this in the custom file (t/0001.xml the seperate includerd mod ut_advanced_renaming_user )

Code: Select all

<?xml version="1.0" encoding="UTF-8" ?>
<language>
<page id="5554302" title="UT Advanced Renaming" descr="Object Name Dynamic Expressions and Internally used Text" voice="no">
  <t id="1" comment="Setting:  Version Number of the Custom Expressions File - change this Entry to update the Result on all Objects upon loading a Savegame">0</t>
  <t id="2" comment="Setting:  Safe Expression converted into English? (default no, set to yes if you want to transfer your Save from another language than english to a Game in another Language)">no</t>
  <t id="3" comment="Name Template for Stations (will be applied when Plot is created or changed if there is no Advanced name set yet, leave empty to not use this)"></t>
  <t id="4" comment="Name Template for XL Ships (will be applied when built, leave empty to not use this)">/class /purpose #</t>
  <t id="5" comment="Name Template for L Ships (will be applied when built, leave empty to not use this)">/class /purpose #</t>
  <t id="6" comment="Name Template for M Ships (will be applied when built, leave empty to not use this)">/class /purpose #</t>
  <t id="7" comment="Name Template for S Ships (will be applied when built, leave empty to not use this)">/class /purpose #</t>
  <t id="8" comment="Name Template for XS Ships (will be applied when built, leave empty to not use this)">/class /purpose #</t>
</page>
........rest of the file beginning with <page="***** .......
The second part i have marked above with # has to be done manually currently because thats basically a feature request :D => Ship Sequence/Serial numbers. will Add that in next Non-just-for-compatibility Version.

Probably will work use Expressions like this:

%seqall => overall sequence number
%seqsize => sequence number of ship size
%seqpurp => sequence number of ship purpose
%seqsizpurp => sequence number of ship size/purpose combi
%seqtype => sequence number of ship type (variants are seperate types)
These Sequence Numbers will be saved for the Ship and used when any sequence number is used (sorry, not multiple sequence numbers in the same name for now)
%seqdel => Remove previous Sequence number to get a new one (expression will be removed from the name completely as confirmation; it is possible to add a new sequence number in the same name to get the next one)
%seqresetall \
%seqresetsize \
%seqresetpurp \
%seqresetsizpurp => Reset the Sequence number and start over at 1
%seqresettype /
(%seqforce123# => Force a certain sequence number for future use - currently not possible because of missing string functions in X4)
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 ;)

UniTrader
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Re: [Mod] Advanced Renaming (updated 2019-02-27; compatible with 2.20)

Post by UniTrader » Fri, 5. Apr 19, 11:31

Just for Information:

Mod is compatible with Version 2.21 since the menu_map.lua is unchanged. Also im working on Aforementoined function for serial Numbers (yea, i know im slow), and will update soon ;)
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 ;)

UniTrader
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Re: [Mod] Advanced Renaming (updated 2019-02-27; compatible with 2.20)

Post by UniTrader » Fri, 12. Apr 19, 21:48

ok, just added previously mentoined functionality and some other, minor, changes:

=> Added Check for Game Version in lua and if the version is unknown only use less intrusive changes (improves compatibility, but in unrecognized Versions the Names will be empty on renaming)
-> recognized Versions: 2.00 (334398), 2.20 (339509), 2.21 (341463)
-> This should make it Compatible with the current 2.5 Beta (didnt look into it yet), with minimally reduced functionality
=> Added Sequence Numbers, with the limitation that each object can have only one which will stay until deleted, even if the type is changed.
-> Available Sequence numbers:
/seqall > Counter for all Ships, no seperation between type or class
/seqtype > Counter for each Ship Type (Variations count as seperate Type)
/seqsize > Counter for each Ship Size Class (L, XL etc)
/seqpurp > Counter for Ship Purpose Class (Trade, Fight, Mine, Build)
/seqclass > Counter for Size+Purpose combination

-> Control Codes (will be removed entirely after being performed)
/seqdel > Delete currently assigned Sequence Number to get a new one
/seqresetall
/seqresettype
/seqresetsize . . . > Remove current Sequence Number of that type and start over at 1 (already assigned Numbers will stay)
/seqresetpurp
/seqresetclass


=> NOTE: currently the new Strings/Expressions is Coded into the Script directly. I will externalize it with the following Version (i just wanted to push this to get a look into the 2.5 Beta)
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 ;)

UniTrader
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Re: [Mod] Advanced Renaming (updated 2019-04-12)

Post by UniTrader » Sat, 13. Jul 19, 12:50

Just updated the Mod for same function in 2.50, but for some reason the editable name doesnt work anymore.. still made it based on 2.50 files
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 ;)

Daering
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Joined: Fri, 16. Aug 19, 12:58

Re: [Mod] Advanced Renaming (updated 2019-07-13)

Post by Daering » Fri, 16. Aug 19, 13:14

I just make a registration (long time around, just stalking and reading) to say Thank You for bringing one of my favorite XR mod to X:F.

Can't express well enough* how I am thankfull to you and all other moders, for your hard work and efford to make our expirience in X universe better.

*well, I can't express it in a good way too, because my English sux, obviously, so please, don't mind my Engl.

argon_emperor
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Re: [Mod] Advanced Renaming (updated 2019-07-13)

Post by argon_emperor » Thu, 19. Sep 19, 12:28

Great mod, makes renaming stuff so much easier (especially with the options for defaults)

However, I use /type+ /seqtype, and sometimes I get a 'null', instead of a number on the first of a type. So far had it on my starting ship (both an Elite Vanguard and Eclipse Vanguard), a Nemesis Sentinel, a Stork Vanguard, and a Mammoth Vanguard. At first I thought maybe it was the Vanguards were being an issue, but the Nemesis Sentinel threw that off, and have gotten several other Vanguards with no issue. Any idea on what's causing that?

EDIT: And the next Eclipse Vanguard I claimed somehow went to 5. After then doing /seqdel and then /seqresettype (which I had already tried several times), suddenly they started going in order. So it went weird for some random reason there
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