X: Rebirth

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Docwho83

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Docwho1983

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8 comments

  1. Cheetahhawk
    Cheetahhawk
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    needed something like this for x3 reunion, terran conflict and Albion prelude :) even if its just launched to repair a ship similar to a combat drone. could use the combat drone, for instance use a combat model drone mark 2 as a base and fit it with repair lasers that are normally on your space suit. and set up an ai that goes around healing any nearby friendly ships that are damaged
  2. Demoness4
    Demoness4
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    for X rebirth 4.30: /md/setup.xml has 1 too many brackets [ ] in trader list. Also it could be more logical just to patch this trade list, not overwrite it entirely, cause if any other mod adds drones to this list before this mod - list is overwritten and changes are gone.
    I changed this file to:
    Spoiler:  
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    <?xml version="1.0" encoding="utf-8"?>
    <diff>
    <add sel="/mdscript[@name='Setup']/cues/cue[@name='Start']/actions/set_value[@name='md.$ShiptraderDroneList']" pos="after">
    <set_value name="md.$ShiptraderDroneList" exact="
    [
    [ware.spe_repair_mk1, 1, 2, 75],
    [ware.spe_repair_mk2, 1, 2, 25],
    [ware.spe_repair_mk3, 1, 2, 15],
    [ware.spe_repair_mk4, 1, 2, 10],
    [ware.spe_drone_hacker_mk2, 1, 2, 5],
    [ware.spe_drone_scanner_mk4, 1, 2, 5]
    ]
    "/>
    </add>
    </diff>


    seems to be working (still not sure if new entries are positioned right...) and no errors about Trader List in debug,

    when Repair drone is out in space an error in debug appears, about not valid meshsource
    [=ERROR=][Mesh::Mesh] could not find a valid meshsource for mesh assets\units\player\\unit_player_repair_drone_data\part_classcube-lod0.xmf!
    [=ERROR=] [Geometry::RequestCollisionMeshFilePtr] collisionMeshFile handle for geometry assets\units\player\\unit_player_repair_drone_data is invalid, returning NULL!

    as I dont know any cleaner way, I made catalog with "\assets\units\player\unit_player_repair_drone_data" folder(where all .xmf files are), named it 10.cat, and put it into games folder (where there are already 01.cat-09.cat files)
  3. katana9000
    katana9000
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    I love the premise and function of this mod, and love having manually operated repair drones for getting captured capital ships repaired.

    However... I can't really support this mod as you made the repair drones repair WAYYYYYY too fast, a repair drone should not be repairing a capital ship's hull from 5% to 100% in 10 seconds. That's just absurd. It should be repairing at 1/100 that speed at least, so that it takes a few minutes at least.

    Don't mean to bash your work, it's a very useful mod, but it's basically a cheat-mod with these repair speeds, as you can actually make a capital ship go full god-mode with just a mk1 repair drone in the middle of a battle.

    UPDATE: After testing values, I found 1/17th of current speed to be as close as perfect as I could find. It still repairs fighters very quickly, and with a mk4 you can repair both stations and ship hull in a timely fashion. (5-10m from near dead.) This seems to be the best compromise, given the shield repair bug issue with capital ships.
    I'm still digging through your mod seeing if I can bring the repair speeds back down to earth, or even this universe.
  4. sethkrush
    sethkrush
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    Excellent little mod, thank you. very useful.

    Mk.4 was failing to deliver to the Skunk, so I checked the xml files and there is a small typo in repairlaser/assets/units/player/macros/unit_player_repair_drone_mk4_macro.XML

    At the top of the file it is running the mk2 flags -
    <macros>
    <macro name="unit_player_repair_drone_mk2_macro" class="drone">
    <component ref="unit_player_repair_drone_mk2" />
    it should be-
    <macros>
    <macro name="unit_player_repair_drone_mk4_macro" class="drone">
    <component ref="unit_player_repair_drone_mk4" />

    pretty quick number change for anyone that wants to use it
  5. slipdog1
    slipdog1
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    This is Awesome Thanks a lot!
  6. Aricthebeard
    Aricthebeard
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    Will this cause problems with having a real assassin drone in the abilities wheel, Or will it create a second tab for assassin drone for this repair drone?
  7. Sebastian0013
    Sebastian0013
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    Hi, I Suppose with this mod you cannot repair destroyed weapon hardpoints/shields ?
    1. Docwho1983
      Docwho1983
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      That is a rebuild command and I am not sure how to make it call. This just add hp back to an item that is already there in a non Wreck state.

      Wish I could fix that part of it but to add a call like that I would need to be able to edit the UI so from drone you have the double click of the mouse like with hacking. and bring up box to issue the rebuild.

      Hmmm. while I can't change names of hack button. hmmm... will have to see if I can not make it work. Do not hold your breath on this.