I LOVE the idea of this mod because this is one of the things I Love about playing Eve Online and coming across random loot from other people and building my new ship :)
Sadly has too many log errors, in 4.3 VR edit: gave it another shot after a month, the errors are being spammed only on first launch with mod. When using drones to do the process, no problems or errors, but manually salvaging with skunk weapon grants no items, and fills log with errors. in X:Rebirth 4.30 VR mod seems to work almost as intended WHEN ONLY USING DRONES. Sidebarextender mod is needed to show 3 control options ( Auto launch drones, toggle illegal wares to collect, toggle logbook info). As it (Sidebarmenu) doesnt work well with X:RVR, I had to recode .lua script to be using core game files (removed dependency on Sidebarmenu). Enjoying it now.... edit2 : looked into code and resolved all issues, if any1 interested - read below 1 for sidebar menu to work without dependency to other mods create a ui.xml file in this mod folder with following text:
local function createSetupexploreandsalvage(menu) local playership = GetPlayerPrimaryShipID() local playerroom = GetPlayerRoom() local incockpit = IsComponentClass(playerroom, "cockpit")
if (incockpit) then for _, subMenu in ipairs(menu.setup.top) do if subMenu.icon == "mm_ic_trading" then table.insert(subMenu.list, menuAddon.entry1) table.insert(subMenu.list, menuAddon.entry2) table.insert(subMenu.list, menuAddon.entry3) end end end end
local function createSetupWrapper() menuAddon.origCreateSetup() createSetupexploreandsalvage(menuAddon.menu) end
local function init() if Menus then for _, menu in ipairs(Menus) do if menu.name == "MainMenu" then menuAddon.menu = menu menuAddon.origCreateSetup = menu.createSetup menu.createSetup = createSetupWrapper break end end end end
init()
"mm_ic_trading in text above means i put salvage controls into trading directory in sidebar menu (cause it was least filled in my game) - change to your liking, if you know how. 2 So, menus are working now, lets go to fixing errors: locate file md\Explore_And_Salvage.xmland change ALL entries
Spoiler:
Show
md.$MiningSupplierLists to param.itemtraderlists.miningsupplierlists md.$ShipTechLists to param.itemtraderlists.shiptechlists md.$EquipmentLists to param.itemtraderlists.equipmentlists md.$FoodMerchantLists to param.itemtraderlists.foodmerchantlists md.$SpaceFarmerLists to param.itemtraderlists.spacefarmerlists md.$JunkDealerLists to param.itemtraderlists.junkdealerlists md.$HumanResourcesLists to param.itemtraderlists.humanresourceslists md.$ShadyGuyLists to param.itemtraderlists.shadyguylists md.$ArmsDealerLists also exists in this file but is unused, so can be safely left untouched
New game has to be started in order for mod to function correctly. Or you can try manually removing all entries/lists this mod wrote into your savefile, and then load your savegame. Hopefully I didnt forget to mention any other necessary changes.
Really awesome Idea!!!! If you can get some modelers on board maybe they can create some of the old ships from previous x series, orrr add in some other ships from previous mods (with permission from modelers). This has a ton of potential!
i like this idea, being able to import some of the ships from x3 or other where you can salvage them, and make them functional again. along with the old weapons that can be used on them or even fitted to the skunk, i had some old x3 add on ships that i would like to see added if you could even if their just npc controlled, they had a nice cardasian gallor with good scripting as well as a cap ship, it even did evasive manuvers, it also had 2 docking ports where m1 to m7 class ships could dock, wanted to use the hyperion from x3 in x tc and ap.
it had turet, however turrets are great but can get you in trouble in x rebirth, when the turret misses the enemy target, and hits the friendly station instead, things can get messy fast, and your rep can drop realy fast especially when your fleet starts engaging the staion as well.
too bad there isnt a mod that will make your shots be ignored by the station from frindly fire accdents if your actively engaged against a enemy fighter. or if the destruction of the enemy within the time frame perhaps within 5 mins would eliminate all aggression penaltys vs the station. and your rep restored it would be nice but i could see how some people might use that to their advantage so that they can kill a station component and get no penaltys.
so far this seems to be working in v4.1 for me. Is there any chance that this mod will have the drones also pickup floating loot and haul it back to your ship, refering to the loot that the loot magnet picks up. figured it might grab stuff that is out of range of the loot magnet, and bring it back to your ship like what the urvs do on capital ships in cargo collect mode, would make collecting loot from lock boxes and missles and engine parts as well of course you would have to break the locks first on the lock boxes.
Hi, I wanted to uninstall this mod cause my game is a little to scriptheavy and don't run smooth at this state. The thing is that uninstalling isn't possible cause the dealermenus and the skunks heavy beam and repair laser will brake by doing this.
My question to you is, what values do I have to edit inside your mod to deactivate the spawnprocess?
By the way, I do not collect the items anymore cause it's much too cheaty and after a few runs you are a billionaire, maybe an edit by user and deleteing the rare and unusual items from the droplist would help at this point cause I didn't find a value for setting the chance of getting them.
Did u uninstall like it was described in the uninstall section? U need to set the mod into update/deinstall state before removing it, otherwise removing it can cause trouble.
Hey! I was just wondering if you could post an example of how to add wares to avoid, like Relic and Rare Engines, as I've tried, but I think I'm putting the "," and "_" in the wrong places. Thanks, and great mod!
Update State: Set the game and mod in update state? false/true Also set to true if you want to deinstall the mod, start and save the game and remove the mod afterwards. (Disable if you just updated, but enable once if you change settings in this config file) --> <set_value name="global.$JSIA_waresToAvoid" exact="[ware.inv_ammomass, ware.inv_ammorail, ware.inv_salvage_drone, ware.inv_scrapmetal, ware.inv_observation_gem, ware.inv_computronium, ware.inv_ancient_drone]"/>
Sadly i didn't have the time back then to keep this mod updated, however i updated to 4.0 just now.
I tried this before but didn't feel like dumping too much time on it, since i was otherwise busy. I'll keep it in mind and see if i can't come up with something.
I can't find the options to tun off auto-launch of drones since 3.0. Maybe change it to a scanner mode called "Salvage mode"? My drones are getting slaughtered as soon as I jump into a sector with a salvage location because my capitol ship hasn't arrived yet to clean up the sector.
I think you should go to ExploreAndSalvage\md and open file ES_Config.xml with Wordpad programm and look for this <!-- Set the distance upon drones should be launched: --> <set_value name="global.$ES_droneLaunchDistance" exact="20km"/>
Thanks for mod mate. Is it possible to remove or decrease 100 times the chance of drop of things like Rare Engine parts or Rare shields parts? I am a millionaire after 10 minutes. It breaks the interest. Edit: It actually broke my interest already. Was trying to look inside the code - didnt find.
23 comments
edit:
gave it another shot after a month, the errors are being spammed only on first launch with mod. When using drones to do the process, no problems or errors, but manually salvaging with skunk weapon grants no items, and fills log with errors. in X:Rebirth 4.30 VR mod seems to work almost as intended WHEN ONLY USING DRONES. Sidebarextender mod is needed to show 3 control options ( Auto launch drones, toggle illegal wares to collect, toggle logbook info). As it (Sidebarmenu) doesnt work well with X:RVR, I had to recode .lua script to be using core game files (removed dependency on Sidebarmenu). Enjoying it now....
edit2 :
looked into code and resolved all issues, if any1 interested - read below
1 for sidebar menu to work without dependency to other mods create a ui.xml file in this mod folder with following text:
<addon name="exploreandsalvage" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../core/coreaddon.xsd">
<environment type="fullscreen">
<file name="ui/mainmenu_exploreandsalvage.lua" />
<dependency name="ego_mainmenu" />
</environment>
</addon>
then create a folder named "ui" and a file inside that folder "mainmenu_exploreandsalvage.xml" with following:
local menuAddon = {
entry1 = {
section = "gMain_ES_DroneAutoLaunch",
icon = "mm_ic_comm_crewforplayer",
name = "Toggle Sal. Drone Auto-Launch",
sectionparam = {
0, 0
},
info = "En/Disables Sal. Drone Auto-Launch"
},
entry2 = {
section = "gMain_ES_DroneIllegalWares",
icon = "mm_ic_comm_crewforplayer",
name = "Toggle Sal. Drone Waretype",
sectionparam = {
0, 0
},
info = "En/Disables Sal. Drones to collect illegal wares"
},
entry3 = {
section = "gMain_ES_DroneCargoLog",
icon = "mm_ic_comm_crewforplayer",
name = "Toggle Sal. Drone Cargo Info",
sectionparam = {
0, 0
},
info = "En/Disables Logbook entries showing collected loot"
},
}
local function createSetupexploreandsalvage(menu)
local playership = GetPlayerPrimaryShipID()
local playerroom = GetPlayerRoom()
local incockpit = IsComponentClass(playerroom, "cockpit")
if (incockpit) then
for _, subMenu in ipairs(menu.setup.top) do
if subMenu.icon == "mm_ic_trading" then
table.insert(subMenu.list, menuAddon.entry1)
table.insert(subMenu.list, menuAddon.entry2)
table.insert(subMenu.list, menuAddon.entry3)
end
end
end
end
local function createSetupWrapper()
menuAddon.origCreateSetup()
createSetupexploreandsalvage(menuAddon.menu)
end
local function init()
if Menus then
for _, menu in ipairs(Menus) do
if menu.name == "MainMenu" then
menuAddon.menu = menu
menuAddon.origCreateSetup = menu.createSetup
menu.createSetup = createSetupWrapper
break
end
end
end
end
init()
"mm_ic_trading in text above means i put salvage controls into trading directory in sidebar menu (cause it was least filled in my game) - change to your liking, if you know how.
2 So, menus are working now, lets go to fixing errors:
locate file md\Explore_And_Salvage.xmland change ALL entries
md.$MiningSupplierLists to param.itemtraderlists.miningsupplierlists
md.$ShipTechLists to param.itemtraderlists.shiptechlists
md.$EquipmentLists to param.itemtraderlists.equipmentlists
md.$FoodMerchantLists to param.itemtraderlists.foodmerchantlists
md.$SpaceFarmerLists to param.itemtraderlists.spacefarmerlists
md.$JunkDealerLists to param.itemtraderlists.junkdealerlists
md.$HumanResourcesLists to param.itemtraderlists.humanresourceslists
md.$ShadyGuyLists to param.itemtraderlists.shadyguylists
md.$ArmsDealerLists also exists in this file but is unused, so can be safely left untouched
New game has to be started in order for mod to function correctly.
Or you can try manually removing all entries/lists this mod wrote into your savefile, and then load your savegame.
Hopefully I didnt forget to mention any other necessary changes.
it had turet, however turrets are great but can get you in trouble in x rebirth, when the turret misses the enemy target, and hits the friendly station instead, things can get messy fast, and your rep can drop realy fast especially when your fleet starts engaging the staion as well.
too bad there isnt a mod that will make your shots be ignored by the station from frindly fire accdents if your actively engaged against a enemy fighter. or if the destruction of the enemy within the time frame perhaps within 5 mins would eliminate all aggression penaltys vs the station. and your rep restored it would be nice but i could see how some people might use that to their advantage so that they can kill a station component and get no penaltys.
The thing is that uninstalling isn't possible cause the dealermenus and the skunks heavy beam and repair laser will brake by doing this.
My question to you is, what values do I have to edit inside your mod to deactivate the spawnprocess?
By the way, I do not collect the items anymore cause it's much too cheaty and after a few runs you are a billionaire, maybe an edit by user and deleteing the rare and unusual items from the droplist would help at this point cause I didn't find a value for setting the chance of getting them.
##############################
############CONFIG############
Update State:
Set the game and mod in update state? false/true
Also set to true if you want to deinstall the mod, start and save the game and remove the mod afterwards.
(Disable if you just updated, but enable once if you change settings in this config file)
-->
<set_value name="global.$JSIA_waresToAvoid" exact="[ware.inv_ammomass,
ware.inv_ammorail,
ware.inv_salvage_drone,
ware.inv_scrapmetal,
ware.inv_observation_gem,
ware.inv_computronium,
ware.inv_ancient_drone]"/>
<!--
##############################-->
I tried this before but didn't feel like dumping too much time on it, since i was otherwise busy. I'll keep it in mind and see if i can't come up with something.
ExploreAndSalvage\md and open file ES_Config.xml with Wordpad programm and look for this
<!--
Set the distance upon drones should be launched:
-->
<set_value name="global.$ES_droneLaunchDistance" exact="20km"/>
change number for your like
I am a millionaire after 10 minutes. It breaks the interest.
Edit: It actually broke my interest already.
Was trying to look inside the code - didnt find.