[MOD]Employee Variety v1.2

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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Mon, 24. May 21, 20:09

unit757 wrote:
Mon, 24. May 21, 19:34
BlackRain wrote:
Sat, 22. May 21, 15:14
unit757 wrote:
Thu, 20. May 21, 23:42
Not sure if I messed up something when configuring it, but some of my ships built at my own wharf don't have a pilot.

I commented out all the sections for non-human NPCs, so the ones that do have pilots are all human.

Running with the star wars mod, not sure if that makes a difference tho
If ships are being built without pilots then something is definitely wrong but I do not use the star wars mod so I don't know if there is any conflict there. It is hard for me to know what is wrong in your situation without more information.
So what I am doing is commenting out all entries for non-human NPCs, and just leaving the argon, terran, and pioneer ones. By doing this, it seems like it still tries to use in an alien NPC, but ends up not using any NPC, so the ship has no pilot, or less service crew than what was ordered.

Right now I have it working, what I did was replace the NPCs under the teladi, paranid, and split entries with models for the human ones. But both this, and my first attempt that left non-human NPCs not working, is also affecting all factions, as well as who spawns on stations, not just what I get from my shipyard (I think that was the original intention?)
Errr, I have no clue what you are doing lol. It isn't necessary to do anything complicated to get this to work. Also, yeah, this is supposed to work at all shipyards/wharfs.

If you comment things out correctly, they just won't be affected by this at all. Maybe you made a mistake when you did it? It is hard for me to say without seeing what you did. If you mean you are ordering pilots at your own shipyard and getting aliens, that is normal. This doesn't change that. You need to use my other mod for that.

Jaskan
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Re: [MOD]Employee Variety v1.1

Post by Jaskan » Wed, 26. May 21, 10:37

Hey blackrain, what other mod are you talking about.

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Re: [MOD]Employee Variety v1.1

Post by BlackRain » Thu, 27. May 21, 00:45

Jaskan wrote:
Wed, 26. May 21, 10:37
Hey blackrain, what other mod are you talking about.
Choose the race of your crew mod

viewtopic.php?f=181&t=435239

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Re: [MOD]Employee Variety v1.1

Post by Jaskan » Mon, 31. May 21, 11:48

BlackRain wrote:
Thu, 27. May 21, 00:45
Jaskan wrote:
Wed, 26. May 21, 10:37
Hey blackrain, what other mod are you talking about.
Choose the race of your crew mod

viewtopic.php?f=181&t=435239
Thanks yet again sir, and for all your mods
cheers

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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Thu, 11. May 23, 22:20

Version 1.2

Can be used to edit employees for Argon, Paranid, Split, Teladi and Terran. No Boron yet.

You need to open up the charactergroups.xml and follow instructions (in the libraries folder)
If you want to edit the Terrans, you have to open the extensions folder and keep opening folders until you get to the charactergroups.xml there.

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Re: [MOD]Employee Variety v1.2

Post by Baconnaise » Fri, 12. May 23, 15:01

BlackRain wrote:
Thu, 11. May 23, 22:20
Version 1.2

Can be used to edit employees for Argon, Paranid, Split, Teladi and Terran. No Boron yet.

You need to open up the charactergroups.xml and follow instructions (in the libraries folder)
If you want to edit the Terrans, you have to open the extensions folder and keep opening folders until you get to the charactergroups.xml there.
Question what If I use an NPC mod already to alter the various factions already? I assume this would come into conflict. I have a mod that fixes the Teladi to all females. Terran/Argon are also fixed so it's more lore friendly. Can I still perhaps use this to make all my player-owned ships and stations have all yaki?

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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Fri, 12. May 23, 17:29

Baconnaise wrote:
Fri, 12. May 23, 15:01
BlackRain wrote:
Thu, 11. May 23, 22:20
Version 1.2

Can be used to edit employees for Argon, Paranid, Split, Teladi and Terran. No Boron yet.

You need to open up the charactergroups.xml and follow instructions (in the libraries folder)
If you want to edit the Terrans, you have to open the extensions folder and keep opening folders until you get to the charactergroups.xml there.
Question what If I use an NPC mod already to alter the various factions already? I assume this would come into conflict. I have a mod that fixes the Teladi to all females. Terran/Argon are also fixed so it's more lore friendly. Can I still perhaps use this to make all my player-owned ships and stations have all yaki?
What this does is, when you recruit a npc when building a ship, the npc's you recruited will be what you specify. However, this does not affect the type of npcs you recruit at faction shipyards, etc. So if you go to an argon shipyard, you can't recruit teladi npcs, etc.

It just makes it so you can change the percentage chance of recruiting the different npcs. Like you can set it to be like 10% for argon white male, 10% for argon asian male, 10% for argon black male, etc. You could remove men or remove women entirely as well.

You would need to edit a different file to be able to recruit yaki pilots at argon shipyards, etc.

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Re: [MOD]Employee Variety v1.2

Post by Baconnaise » Fri, 12. May 23, 17:53

BlackRain wrote:
Fri, 12. May 23, 17:29
Baconnaise wrote:
Fri, 12. May 23, 15:01
BlackRain wrote:
Thu, 11. May 23, 22:20
Version 1.2

Can be used to edit employees for Argon, Paranid, Split, Teladi and Terran. No Boron yet.

You need to open up the charactergroups.xml and follow instructions (in the libraries folder)
If you want to edit the Terrans, you have to open the extensions folder and keep opening folders until you get to the charactergroups.xml there.
Question what If I use an NPC mod already to alter the various factions already? I assume this would come into conflict. I have a mod that fixes the Teladi to all females. Terran/Argon are also fixed so it's more lore friendly. Can I still perhaps use this to make all my player-owned ships and stations have all yaki?
What this does is, when you recruit a npc when building a ship, the npc's you recruited will be what you specify. However, this does not affect the type of npcs you recruit at faction shipyards, etc. So if you go to an argon shipyard, you can't recruit teladi npcs, etc.

It just makes it so you can change the percentage chance of recruiting the different npcs. Like you can set it to be like 10% for argon white male, 10% for argon asian male, 10% for argon black male, etc. You could remove men or remove women entirely as well.

You would need to edit a different file to be able to recruit yaki pilots at argon shipyards, etc.
In essence, it only alters player-owned ships built at player-owned shipyards. Sounds like it should work fine side by side with the other mod. This brings up another question. I assume this overrides the habs regardless of what hab I have correct? I don't remember if EGO ever fixed the hot mess of habitats spawning any faction on player-owned stations. I assume that's why this works since players have no choice in the matter generally speaking but the AI does AFAIK.

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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Fri, 12. May 23, 19:41

Baconnaise wrote:
Fri, 12. May 23, 17:53
BlackRain wrote:
Fri, 12. May 23, 17:29
Baconnaise wrote:
Fri, 12. May 23, 15:01

Question what If I use an NPC mod already to alter the various factions already? I assume this would come into conflict. I have a mod that fixes the Teladi to all females. Terran/Argon are also fixed so it's more lore friendly. Can I still perhaps use this to make all my player-owned ships and stations have all yaki?
What this does is, when you recruit a npc when building a ship, the npc's you recruited will be what you specify. However, this does not affect the type of npcs you recruit at faction shipyards, etc. So if you go to an argon shipyard, you can't recruit teladi npcs, etc.

It just makes it so you can change the percentage chance of recruiting the different npcs. Like you can set it to be like 10% for argon white male, 10% for argon asian male, 10% for argon black male, etc. You could remove men or remove women entirely as well.

You would need to edit a different file to be able to recruit yaki pilots at argon shipyards, etc.
In essence, it only alters player-owned ships built at player-owned shipyards. Sounds like it should work fine side by side with the other mod. This brings up another question. I assume this overrides the habs regardless of what hab I have correct? I don't remember if EGO ever fixed the hot mess of habitats spawning any faction on player-owned stations. I assume that's why this works since players have no choice in the matter generally speaking but the AI does AFAIK.
This does not alter habitats, it doesn't alter anything except for the chance to get whatever employee (race/gender). So it is highly compatible.

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Re: [MOD]Employee Variety v1.2

Post by Baconnaise » Sat, 13. May 23, 01:55

BlackRain wrote:
Fri, 12. May 23, 19:41
Baconnaise wrote:
Fri, 12. May 23, 17:53
BlackRain wrote:
Fri, 12. May 23, 17:29


What this does is, when you recruit a npc when building a ship, the npc's you recruited will be what you specify. However, this does not affect the type of npcs you recruit at faction shipyards, etc. So if you go to an argon shipyard, you can't recruit teladi npcs, etc.

It just makes it so you can change the percentage chance of recruiting the different npcs. Like you can set it to be like 10% for argon white male, 10% for argon asian male, 10% for argon black male, etc. You could remove men or remove women entirely as well.

You would need to edit a different file to be able to recruit yaki pilots at argon shipyards, etc.
In essence, it only alters player-owned ships built at player-owned shipyards. Sounds like it should work fine side by side with the other mod. This brings up another question. I assume this overrides the habs regardless of what hab I have correct? I don't remember if EGO ever fixed the hot mess of habitats spawning any faction on player-owned stations. I assume that's why this works since players have no choice in the matter generally speaking but the AI does AFAIK.
This does not alter habitats, it doesn't alter anything except for the chance to get whatever employee (race/gender). So it is highly compatible.
Gotcha.

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Re: [MOD]Employee Variety v1.2

Post by Pitagora » Sun, 14. May 23, 14:09

I was able to change argon/antigone recruiting chances, but I fail trying to do it for terran/yaki ppl.

I've made the same changes in main xml and in the extensions\ego_dlc_terran one but terrans and yaky are still random..

Basically I've commented entire genders selections for argons this way:

Code: Select all

<replace sel="//characters/character[@name='argon.service']">  
    <character name="argon.service">
    <!--
    <select macro="character_argon_male_cau_crew_01_macro" weight="25" />
    <select macro="character_argon_male_afr_crew_01_macro" weight="5" />
    <select macro="character_argon_male_asi_crew_01_macro" weight="25" />
    -->
    <select macro="character_argon_female_cau_crew_01_macro" weight="5" />
    <select macro="character_argon_female_afr_crew_01_macro" weight="5" />
    <select macro="character_argon_female_asi_crew_01_macro" weight="5" />
  </character>
</replace>
And for terrans:

Code: Select all

  <replace sel="//characters/character[@name='terran.service']">
  <character name="terran.service">
      <!--
      <select macro="character_terran_male_cau_crew_01_macro" weight="25"/>
      <select macro="character_terran_male_afr_crew_01_macro" weight="5"/>
      <select macro="character_terran_male_asi_crew_01_macro" weight="25"/>
      -->
      <select macro="character_terran_female_cau_crew_01_macro" weight="5"/>
      <select macro="character_terran_female_afr_crew_01_macro" weight="5"/>
      <select macro="character_terran_female_asi_crew_01_macro" weight="5"/>
    </character>
  </replace>
All on the appropriate files, but this works for argons only. Am I missing something?

Plus, vigor and avarice ppl sections will be really appreciated... :roll:
Ricarica et impera!

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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Sun, 14. May 23, 16:37

Hmm, I will have to take a look, maybe they changed how they set up the terran and yaki npcs. I didn't check the files in a while.

edit -- I took a look at the file, it should be working. I will have to test it but I don't have much time for a bit so it will have to wait. Instead of commenting them out, try putting them to 0 and see what happens. I think it has always worked for me as far as I can remember.

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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Sun, 14. May 23, 17:16

Pitagora wrote:
Sun, 14. May 23, 14:09
I was able to change argon/antigone recruiting chances, but I fail trying to do it for terran/yaki ppl.

I've made the same changes in main xml and in the extensions\ego_dlc_terran one but terrans and yaky are still random..

Basically I've commented entire genders selections for argons this way:

Code: Select all

<replace sel="//characters/character[@name='argon.service']">  
    <character name="argon.service">
    <!--
    <select macro="character_argon_male_cau_crew_01_macro" weight="25" />
    <select macro="character_argon_male_afr_crew_01_macro" weight="5" />
    <select macro="character_argon_male_asi_crew_01_macro" weight="25" />
    -->
    <select macro="character_argon_female_cau_crew_01_macro" weight="5" />
    <select macro="character_argon_female_afr_crew_01_macro" weight="5" />
    <select macro="character_argon_female_asi_crew_01_macro" weight="5" />
  </character>
</replace>
And for terrans:

Code: Select all

  <replace sel="//characters/character[@name='terran.service']">
  <character name="terran.service">
      <!--
      <select macro="character_terran_male_cau_crew_01_macro" weight="25"/>
      <select macro="character_terran_male_afr_crew_01_macro" weight="5"/>
      <select macro="character_terran_male_asi_crew_01_macro" weight="25"/>
      -->
      <select macro="character_terran_female_cau_crew_01_macro" weight="5"/>
      <select macro="character_terran_female_afr_crew_01_macro" weight="5"/>
      <select macro="character_terran_female_asi_crew_01_macro" weight="5"/>
    </character>
  </replace>
All on the appropriate files, but this works for argons only. Am I missing something?

Plus, vigor and avarice ppl sections will be really appreciated... :roll:
I know what the issue is now. I forgot that in the DLC's all of the characters were added to the main charactergroups file. Anyway, the point is, you can just get rid of the extensions folder in the mod. It is not necessary. Instead, use the main charactergroups.xml and edit the commented out parts where it has all the terrans, etc. Then change those and it will work. I just tested and it works.

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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Sun, 14. May 23, 17:23

You can redownload the mod if you want, but make sure to remove the extensions folder inside the mod folder. It isn't used. All I did was uncomment out all the terran, pioneer, and yaki. I am not sure if yaki is working, please let me know.

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Re: [MOD]Employee Variety v1.2

Post by Pitagora » Sun, 14. May 23, 19:01

It works! Uncommenting/editing only the main file did the trick...

Now I just need the right references for Vigor and Avarice people and I can bend the xml to my will! :D

Thank you BlackRain!

Edit: Done it! Added Loansharks and Scavenger to the tweak and updated dependacies! :mrgreen:

Edit2: If someone wants the files for all the races, but the Borons, you can get it here. It needs Cradle/Vendetta/Tides DLCs and it is totally untouched, so you need to comment selections or edit weights to customize the results.
Ricarica et impera!

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Re: [MOD]Employee Variety v1.2

Post by NilusBavarius » Thu, 18. May 23, 09:35

Greetings,
BlackRain wrote:
Sun, 14. May 23, 17:23
You can redownload the mod if you want...
Pitagora wrote:
Sun, 14. May 23, 19:01
It works! ...
Edit: Done it! Added Loansharks and Scavenger to the tweak and updated dependacies! :mrgreen:

Edit2: If someone wants the files for all the races, but the Borons, you can get it here
Thank you for making this config/diff mod!
I have a (maybe stupid) question about the Role "Commander" - what is it?
As far as my observations got me, the pilots and marines (Argon) share the same clothes (the Bomber/Leather Jackets) and the Managers have the blue and yellow garn, so what is the commander supposed to be?

Also what cat# do I need to patch with a diff file to get the Argon "Officer" clothing (like the blue with golden rims, which Dal Busta is wearing) to appear on hireable NPC's (Station Docks/Bars)?

Still in the very early and simple stages of modding, so please apologize if those questions seem... noobish.

Thanks and have a great one,
Nilus

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Re: [MOD]Employee Variety v1.2

Post by BlackRain » Thu, 18. May 23, 20:09

NilusBavarius wrote:
Thu, 18. May 23, 09:35
Greetings,
BlackRain wrote:
Sun, 14. May 23, 17:23
You can redownload the mod if you want...
Pitagora wrote:
Sun, 14. May 23, 19:01
It works! ...
Edit: Done it! Added Loansharks and Scavenger to the tweak and updated dependacies! :mrgreen:

Edit2: If someone wants the files for all the races, but the Borons, you can get it here
Thank you for making this config/diff mod!
I have a (maybe stupid) question about the Role "Commander" - what is it?
As far as my observations got me, the pilots and marines (Argon) share the same clothes (the Bomber/Leather Jackets) and the Managers have the blue and yellow garn, so what is the commander supposed to be?

Also what cat# do I need to patch with a diff file to get the Argon "Officer" clothing (like the blue with golden rims, which Dal Busta is wearing) to appear on hireable NPC's (Station Docks/Bars)?

Still in the very early and simple stages of modding, so please apologize if those questions seem... noobish.

Thanks and have a great one,
Nilus
Changing body parts/costumes is completely different from what this mod does. You need to change different files.

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