[4.21 HF1] Unknown factions

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Mavo Pi
Posts: 787
Joined: Wed, 6. Nov 02, 20:31
x4

[4.21 HF1] Unknown factions

Post by Mavo Pi » Thu, 5. Oct 17, 23:47

After still having the Argon Government and Cantera unknown I took a look at the game files and found that those are only set to known if we start a free play. Except of the free play gamestart there is no mention at all of setting the factions to known. Is it intended and will be set during the plot when the game leaves early access or is this a bug?

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<mdscript name="Setup_Gamestarts_VR" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
  <cues>
    <cue name="VROpen" module="ep1_vr_free">
      <conditions>
        <event_cue_signalled cue="md.Setup.GameStart"/>
      </conditions>
      <actions>
        <signal_cue cue="md.Setup.Open_Jumpgates_Lib"/>

        <!--Do not signal instantly-->
        <signal_cue cue="md.Setup.WeaponTraderBasket3"/>
        <signal_cue cue="md.Setup.EquipmentTraderBasket2"/>
        <signal_cue cue="md.Setup.PostChapter3Jobs"/>

        <set_faction_known faction="faction.argongovernment" known="true"/>
        <set_faction_known faction="faction.canteran" known="true"/>
        <set_faction_known faction="faction.reivers" known="true"/>
        <set_faction_known faction="faction.familyryak" known="true"/>

        <do_if value="player.debug">
          <upgrade_object_by_macro object="player.primaryship" macro="macro.software_trading_computer_mk3_macro" exact="100"/>
          <upgrade_object_by_macro object="player.primaryship" macro="macro.software_target_computer_mk2_macro" exact="100"/>
          <add_inventory entity="player.entity" ware="ware.inv_timewarp" exact="1"/>
          <add_inventory entity="player.entity" ware="ware.inv_kickstarter" exact="10"/>
        </do_if>
      </actions>
    </cue>

    <cue name="VR_Gamestart01" module="ep1_vr_01">
      <conditions>
        <event_cue_signalled cue="md.Setup.GameStart" />
      </conditions>
      <actions>
        <signal_cue cue="md.Setup.Open_Jumpgates_Lib" />
      </actions>
    </cue>

    <cue name="VR_Gamestart02" module="ep1_vr_02">
      <conditions>
        <event_cue_signalled cue="md.Setup.GameStart" />
      </conditions>
      <actions>
        <!--Set several zones in the start sector to be known (partially to benefit the map tutorial)-->
        <find_zone name="$zone" macro="macro.tzonecluster_m_sector04_zone001_macro"/>
        <set_known object="$zone" known="true"/>
        <find_zone name="$zone" macro="macro.tzonecluster_m_sector04_zone002_macro"/>
        <set_known object="$zone" known="true"/>
        <find_zone name="$zone" macro="macro.tzonecluster_m_sector04_zone003_macro"/>
        <set_known object="$zone" known="true"/>
        <find_zone name="$zone" macro="macro.tzonecluster_m_sector04_zone004_macro"/>
        <set_known object="$zone" known="true"/>
        <find_zone name="$zone" macro="macro.tzonecluster_m_sector04_zone005_macro"/>
        <set_known object="$zone" known="true"/>
        <find_sector name="$sector" macro="macro.cluster_m_sector01_macro"/>
        <set_known object="$sector" known="true"/>
        
        <signal_cue cue="md.Setup.Open_Jumpgates_Lib" />
      </actions>
    </cue>

    <cue name="VR_Gamestart03" module="ep1_vr_03">
      <conditions>
        <event_cue_signalled cue="md.Setup.GameStart" />
      </conditions>
      <actions>
        <signal_cue cue="md.Setup.Open_Jumpgates_Lib" />
      </actions>
    </cue>

  </cues>
</mdscript>

tuyijop
Posts: 62
Joined: Mon, 27. Apr 15, 12:20
x4

Post by tuyijop » Sat, 7. Oct 17, 12:39

i think this bug come because you don't have "a new portal open" mission

i have same problem....but now i play with CWIR mod and no have this problem with new campaign

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