[MOD] More Crew on Skunk ver 1.3 Dec 31 2014

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rafezetter
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Post by rafezetter » Sun, 11. Mar 18, 19:34

ahh - I've not fixed it, I've only managed to get the morecrew working in vanilla, so I can eliminate that as a source of the issue.

I just reinstalled the mods that particular save was dependent on, including "morecrew" and.... black void, and "copilotconvo" mod can't contact them either -

So, just as before.

I'm guessing you'd have no interest in me sending over my save file and mod list, right?

Edit - wait where's my thread? why is my reply going here?

edit 2 Oh... merged.

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euclid
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Post by euclid » Sun, 11. Mar 18, 19:50

Sure I'll take a look. Just email the save_xxx.xml.gz and list all mods it uses.

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

rafezetter
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Post by rafezetter » Sun, 11. Mar 18, 23:16

I've just created a new game and hired 15 crew - and I'm comparing the information in the new save file compared to the broken one and under the npc component <owner=player> that has positional entries I saw this line that is not in the new one in the same section:

<listener listener="[0x11ce5]" event="killed" />

would this have something to do with the problem I'm having?

I'm going to transpose the missing "connection_npcXX" line, the positional co-ordinates and delete that "killed" line (plus the listeners) - for all 15 crew positions and see what happens.

Yes I'm working on backups.

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euclid
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Post by euclid » Sun, 11. Mar 18, 23:47

Unicodes (like 0x11ce5) are individually created for each game, serve as various references and can be found throughout your saved game. I highly recommend not to edit those in your saved game but since you seem to have fun doing so, you may search your saved game for all occurrences of that unicode to determine the associated object/entity before doing any editing.

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

UniTrader
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Post by UniTrader » Sun, 11. Mar 18, 23:54

i assume this is for the MD Cue doing the cleanup when the related NPC is removed. so this results in Zombie/Orphan Cues which dont have a purpose (original NPC not present anymore), but are still active...
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 ;)

rafezetter
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Post by rafezetter » Mon, 12. Mar 18, 02:06

UniTrader wrote:i assume this is for the MD Cue doing the cleanup when the related NPC is removed. so this results in Zombie/Orphan Cues which dont have a purpose (original NPC not present anymore), but are still active...
I'm a total newbie to this, but is it possible the game created those "killed" codes NPC's to balance for the fact that the crewquarters is no longer operational / present in the game?

I'm also seeing the same "killed" codes for the actual components like "dockingbay", and not the "admin_macro" versions - ALL of the references to the dockingbay and such have them, when the unborked new game save has only a couple.

rafezetter
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Post by rafezetter » Mon, 12. Mar 18, 02:19

euclid wrote:Well, I'm glad you've fixed your problem which, after all, was a quite individual one (the other 12k+ users of this mod seem not have any problems).

However, I've tried to reproduce the void bug but failed. After disabling the MoreCrew mod and loading the saved game, the additional NPCs just did not show in the crew quarters and the debuglog shows:

Code: Select all

[=ERROR=] 1422212.03 Unable to match macro connection name '' or template connection name 'connection_npc12' for object 'interiors_rooms_playership_back' [0x23ad]. Skipping connected component.
[General] 1422212.03 ======================================
[General] 1422212.03 ======================================
[=ERROR=] 1422212.03 Unable to match macro connection name '' or template connection name 'connection_npc10' for object 'interiors_rooms_playership_back' [0x23ad]. Skipping connected component.
[General] 1422212.03 ======================================
[General] 1422212.03 ======================================
[=ERROR=] 1422212.03 Unable to match macro connection name '' or template connection name 'connection_npc16' for object 'interiors_rooms_playership_back' [0x23ad]. Skipping connected component.
[General] 1422212.03 ======================================
[General] 1422212.03 ======================================
[=ERROR=] 1422212.03 Unable to match macro connection name '' or template connection name 'connection_npc09' for object 'interiors_rooms_playership_back' [0x23ad]. Skipping connected component.
[General] 1422212.03 ======================================
[General] 1422212.03 ======================================
[=ERROR=] 1422212.03 Unable to match macro connection name '' or template connection name 'connection_npc08' for object 'interiors_rooms_playership_back' [0x23ad]. Skipping connected component.
Thus I suspect that the black void error you have encountered is due to a different problem.

Cheers Euclid
I think I created the black void bug by not firing the crew, and NOT disengaging it in the launcher, and using NMM to remove / delete it, and upon finding the save dependency to load it, hacking the save to remove the patch extension line.

The game launched.... but a black void was created!

But as I've said since - reinstalling the game, and adding "more crew" (once I'd realised the problem with installing it) and loading the borked save didn't remove the void as you said it should.

How do I get that debug log, and would it help me track what might be the culprit?

Edit: ok I've enabled the debug log in the launch parameters.

Edit - Ok I've enabled the debug and have loaded the borked save, and looked at what I'm getting..

(most of them are AI.attack.station / ship errors which I think is for mods like "MICT", that have altered the AI)

I can't see anything that resembles what is present in the "more crew" code lines.

*sigh*

I'm done. I know when I'm beaten, I've prolly spent over 10 hours trying to fix this, so I'm just going to hack a new campaign start to give me back all the loot drops I've collected, especially artifacts and the money ofc, and the ships - and take that as my "fee" for the time I spent. Hope I can find the entries for the weapon upgrades, as I had a ton of those too.

I do appreciate your trying to help me Euclid - I know you didn't have to, considering it was self inflicted, but did so anyway.

If you're ever near Bristol (I can see you're in wales), send me a PM and I'll buy you a few rounds.

rafezetter
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Post by rafezetter » Mon, 12. Mar 18, 08:35

OH. MY. GOD.

yes caps.


First off - I'm so sorry Euclid for running you a merry chase, and taking up your time trying to help me - I think I owe you more than a just a few beers now....

I have just found the reason for my "black void" crew quarters - and it isn't the "more crew" mod at all.

It's this fff...ker

https://www.nexusmods.com/xrebirth/mods ... escription

Which is the mod I wanted to install instead of "more crew".

It's a revamp of the rear of the ship, adding more areas, but crucially more crew! Another 18 to be precise (or 8 more than "more crew), so I could have pilots spare to claim fighters when they bailed and store the "good skilled" crew members as I found them, and use them to replace the "autocrew" retards you sometimes get. This way I'd still have some crew management to do and a reason to enter the bases etc, which I actually quite like.

More crew uninstalled cleanly, as per the instructions, as the moment I install the one linked above - KAPOW - black void.

All that time and I was chasing the wrong white rabbit. In my defense and the reason why I thought is was your mod Euclid, is that your mod was the only one that mentions the "black void" in your posts page for "more crew" mod on NMM - I didn't see it anywhere else, hence my thinking yours was the culprit.

Yaunm
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Post by Yaunm » Tue, 3. Jul 18, 05:56

The Steam comments page says
Your code includes Connection_npc06 which already exists within the Egosoft default interiors_rooms_playership_back.xml file.

<connection name="Connection_npc06" tags="npc stand engineer">
<offset>
<position x="-1.649383" y="0.5521278" z="-3.667174"/>
<quaternion qx="-1.624975E-08" qy="0.9537169" qz="-5.215377E-09" qw="0.3007057"/>
</offset>
</connection>

Both Connection_npc06 connections are identical, and while that doesn't seem to break anything I thought you should know.
Does this mean the mod is broken? I don't understand.

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euclid
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Post by euclid » Tue, 3. Jul 18, 11:48

Yaunm wrote: ......
Does this mean the mod is broken? I don't understand.
It works fine for me and in my original code there are no identical connections; see for yourself:

Code: Select all

<connection name="Connection_npc01" tags="npc stand">
				<offset>
					<position x="-2.464431" y="-2.663374E-03" z="3.287389"/>
					<quaternion qx="-7.565664E-09" qy="0.3826835" qz="1.69365E-08" qw="-0.9238795"/>
				</offset>
			</connection>
			<connection name="Connection_npc02" tags="npc stand">
				<offset>
					<position x="1.655738" y="0.5521278" z="-3.307021"/>
					<quaternion qx="-1.684677E-08" qy="0.9396926" qz="2.939985E-09" qw="-0.3420202"/>
				</offset>
			</connection>
			<connection name="Connection_npc03" tags="npc stand_leanwall ">
				<offset>
					<position x="-3.181565E-02" y="-0.1049503" z="-1.175496"/>
				</offset>
			</connection>
			<connection name="Connection_npc04" tags="npc stand">
				<offset>
					<position x="-3.234228" y="-0.1459447" z="1.56612"/>
					<quaternion qx="-8.561076E-09" qy="0.7071068" qz="1.382944E-08" qw="-0.7071067"/>
				</offset>
			</connection>
			<connection name="Connection_npc05" tags="npc sit">
				<offset>
					<position x="-0.5438979" y="-2.663374E-03" z="3.168573"/>
				</offset>
			</connection>
			<connection name="Connection_npc06" tags="npc stand engineer">
				<offset>
					<position x="-1.649383" y="0.5521278" z="-3.667174"/>
					<quaternion qx="-1.624975E-08" qy="0.9537169" qz="-5.215377E-09" qw="0.3007057"/>
				</offset>
			</connection>
			<connection name="Connection_npc07" tags="npc stand">
				<offset>
				<position x="0.4392743" y="-0.145945" z="1.207269"/>  
        <quaternion qx="-1.624975E-08" qy="0.9537169" qz="-5.215377E-09" qw="0.3007057"/>
				</offset>
			</connection>
			<connection name="Connection_npc08" tags="npc stand">
				<offset>
				<position x="0.521766" y="0.25432" z="-4.12589"/>  
					<quaternion qx="-1.624975E-08" qy="0.9537169" qz="-5.215377E-09" qw="0.3007057"/>
				</offset>
			</connection>
			<connection name="Connection_npc09" tags="npc stand">
				<offset>
				<position x="-0.8220544" y="0.25432" z="-4.12589"/>   
					<quaternion qx="-1.624975E-08" qy="0.9537169" qz="-5.215377E-09" qw="0.3007057"/>
				</offset>
			</connection>
			<connection name="Connection_npc10" tags="npc sit">
				<offset>
					<position x="-1.298904" y="-2.663374E-03" z="5.191173"/>
				</offset>
			</connection>
			<connection name="Connection_npc11" tags="npc sit">
				<offset>
					<position x="0.201798" y="-2.663374E-03" z="5.00573"/>
					<quaternion qx="8.561076E-09" qy="-0.7071068" qz="-1.382944E-08" qw="-0.7071067"/>
				</offset>
			</connection>
			<connection name="Connection_npc12" tags="npc sit">
				<offset>
					<position x="0.201799" y="-2.663374E-03" z="4.00393"/>
					<quaternion qx="8.561076E-09" qy="-0.7071068" qz="-1.382944E-08" qw="-0.7071067"/>
				</offset>
			</connection>
			<connection name="Connection_npc13" tags="npc sit">
				<offset>
					<position x="-0.58399" y="-2.663374E-03" z="5.2636"/>
				</offset>
			</connection>
			<connection name="Connection_npc14" tags="npc stand">
				<offset>
					<position x="0.452743" y="-0.145945" z="2.680169"/>  
        <quaternion qx="-1.624975E-08" qy="0.9537169" qz="-5.215377E-09" qw="0.3007057"/>
				</offset>
			</connection>
			<connection name="Connection_npc15" tags="npc stand">
				<offset>
					<position x="-2.412231" y="-2.663374E-03" z="4.515189"/>
					<quaternion qx="-7.565664E-09" qy="0.3826835" qz="1.69365E-08" qw="-0.9238795"/>
				</offset>
			</connection>
			<connection name="Connection_npc16" tags="npc sit">
				<offset>
					<position x="-1.88179" y="-2.663374E-03" z="3.168573"/>
				</offset>
			</connection>
If there is another connection identical to Connection_npc06 then someone has modified the original. Besides, the latter is special (the Skunk's engineer) and should not be tinkered with.

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

Yaunm
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Post by Yaunm » Tue, 3. Jul 18, 15:04

Oh i can't read that, i was just confused because it was on the steam page and no answer. Thanks for clarification.

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