X: Rebirth

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iforgotmysocks

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iforgotmysocks

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23 comments

  1. jseph1234
    jseph1234
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    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 :)
  2. Demoness4
    Demoness4
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    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:
    Spoiler:  
    Show

    <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:
    Spoiler:  
    Show

    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
    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.
    1. jseph1234
      jseph1234
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      Nice Work!!
  3. nightowl74
    nightowl74
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    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!
    1. Cheetahhawk
      Cheetahhawk
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      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.
  4. Cheetahhawk
    Cheetahhawk
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    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.
  5. deleted869987
    deleted869987
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    Just wanted to remind you about your socks.
    1. iforgotmysocks
      iforgotmysocks
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      That's... very thoughful... i guess.
  6. Fazer1000
    Fazer1000
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    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.
    1. iforgotmysocks
      iforgotmysocks
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      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.
  7. LeoLove76
    LeoLove76
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    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!

    ##############################
    ############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]"/>


    <!--
    ##############################-->
    1. iforgotmysocks
      iforgotmysocks
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      Sorry about that, the new items screwed loottables. It's fixed now and the option to exclude items has been introduced.
  8. bhaallus
    bhaallus
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    i like your mod are you alway actif on this project ? can you install auto loot with drone ( drone go take item in space )
    1. iforgotmysocks
      iforgotmysocks
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      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.
  9. rkrisher
    rkrisher
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    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.
    1. quazaque
      quazaque
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      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"/>



      change number for your like
  10. quazaque
    quazaque
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    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.