I'm trying to make this mod usable with the Ship Variation Expansion mod by creating a patch. Specifically the Fenrir.
I thought that if I copied the code from the "ship_atf_l_destroyer_01.xml" file into the fenrir's ship xml file in the patch it would be fine, because the fenrir is a variant of the syn.
However even after adding SVE, SVE VRO, and this mod as dependencies to my patch, I couldn't get any new rooms to show up in the teleporter.
Ich arbeite gerade an einem Update für SVE, damit die Räume auch dort genutzt werden können. M und XL Schiffe habe ich schon fertig. Habe noch etwas Geduld. :)
I'm currently working on an update for SVE so that the rooms can also be used there. I have already finished M and XL ships. Have a little more patience. :)
In the Player HQ, two of the rooms in the default game allow for stashing inventory items -- the Science Laboratory and the Personal Office. Do any of the rooms added in this mod also allow that? I'd love to be able to visit a ship that has captain's quarters to store illegal wares that I've picked up, rather than always having to teleport back to the HQ to deposit them.
Leider ist es nicht möglich die Inventar-Gegenstände auf Schiffen zu lagern. Aber du kannst sie seit Version 3.7.2 des Mods auch auf anderen spielereigenen Stationen im Raum Stationsadministration ablegen.
Unfortunately, it is not possible to store inventory items on ships. However, since version 3.7.2 of the mod, you can also store them on other player-owned stations in the station administration room.
ich liebe diesen mod, das ist so hammer , endlich immersion! thx for this gorgeous mod, meine frage: kommen da auch npc*s rein? im alten mod kahmen manchmal auch npc*s in die bar oder meine crew war in den crew quarters ist das hier auch so?
are coming npc*s to the bar? are my crew sometimes in the crew quarters?
Das mit den NPCs ist so eine Sache. Ich werde mich dem mal annehmen. Kann aber noch etwas dauern. Abhilfe schafft vielleicht ein Mod von "kuertee" (NPC reaktions).
The thing with the NPCs is a tricky one. I'll look into it. It might take a while though. A mod by "kuertee" (NPC reactions) might help.
Wenn du die Kombination "SHIFT+D" benutzt und dann in den Transporter gehst duplizieren sich die Einträge für die Räume. Eine Lösungen wird es hoffentlich im nächsten Update geben.
If you use the combination "SHIFT+D" and then go into the transporter, the entries for the rooms will be duplicated. Hopefully there will be a solution in the next update.
I don't know why, but I have several ship rooms up to four times. I play with the 7.0 Beta. Some rooms have a different view which is nice, but I assume this is not intended.
Die Funktionsweise in der beta ist zwar gegeben aber ich habe noch nicht alles 100% getestet. ich werde es in einer späteren Beta untersuchen. Vielleicht kannst du mir aber etwas Helfen indem du mir im Bugreport schreibst wann und bei welcher situation diese Fehler mit den doppelten Räumen auftreten. Dafür wäre ich sehr dankbar.
It works in the beta but I haven't tested everything 100% yet. I'll explore it in a later beta. Maybe you can help me a bit by writing to me in the bug report when and in what situation these errors with the double rooms occur. I would be very grateful.
Ich weiß gar nicht wann das zum ersten Mal auftrat. Hängt das vielleicht mit dem gemeldeten Bug zusammen, den der andere User beschrieben hat? Ich habe das Schiff auch oft selbst geflogen und habe den STRG+D-Befehl genutzt.
I'm using this mod just for the player seat. Using an XL ship in a quite sector means I can stay OOS, and if the ship is attacked I have plenty of time to teleport out or watch some S ships pop. This also makes long term use of the Erlking useable possible otherwise due to the horrid bridge noises it has.
This is the mapping that I used when deciding what SVE type should go with existing MoreShipRooms types. Instead of creating a bunch of new entries with duplicate rooms, I just added the SVE ships to existing ones. Of course this is just a suggestion, feel free to change.
Danke für deine Bemühungen, um diesen Mod auch für SVE zu Verfügung zu stellen. Ich schätze deine Arbeit sehr. Werde diese mal testen, wenn es in der Originalversion nicht zu Fehlern führt könnte man es so belassen. Wenn nicht müsste man einen separateren Room-Mod für den SVE-Mod basteln. Du hast mir eine Menge Arbeit abgenommen was dem SVE-Mod angeht. Somit kann ich meine ganze Kraft in den XRSP stecken. Danke noch mal dafür.
Thank you for your efforts to make this mod available for SVE. I really appreciate your work.I'll test this out, if it doesn't lead to errors in the original version you could leave it like this. If not, you would have to make a separate room mod for the SVE mod. You have done a lot of work for me when it comes to the SVE mod. This means I can put all my energy into the XRSP. Thanks again for that.
I think the game should be able to ignore the SVE tags if they don't exist because they technically evaluate to NULL. But this is why it needs testing.
Also... ich habe mir mal die Schiffe des SVE-Mods im Detail angesehen und habe festgestellt das keines der Schiffe in seiner XML-Datei Räume sowie Ihre Positionen zugewiesen werden. Das bedeutet, diese Schiffe haben keine Räume, nicht einmal die von Egosoft verwendeten (Crewquatiere und Zellentrakt). Genau wie beim XR ShipPack. Es wird also noch eine Weile dauern bis es auch im SVE-Mod Räume gibt. Momentan arbeite ich am Update für das XR ShipPack-Mod, was nicht mehr lange auf sich warten lässt. Also habt noch etwas Geduld.
So... I looked at the ships of the SVE mod in detail and noticed that none of the ships were assigned rooms and their positions in their XML file. This means that these ships have no rooms, not even the ones used by Egosoft (crew quarters and prison). Just like the XR ShipPack. So it will be a while before there are rooms in the SVE mod. I'm currently working on the update for the XR ShipPack mod, which won't be long in coming. So be patient.
I don't think the rooms need to be in the XML, I think those are for static interiors. You can extract 01.cat and look in assets\units\size_l (or size_xl) and if you search all the XML with Notepad++ for crew, you won't find any room labeled crewquarters (see xml example below).
If you extract 08.cat and look at the definition of create_dynamic_interior in libraries\common.xsd you will see these paramteters:
<xs:attribute name="persistent" type="booleanexpression"> Is the interior persistent in low attention? (defaults to false) <xs:attribute name="renderoutside" type="boolean"> Is this interior also rendered when the player is outside of it? (defaults to false)
This would indicate to me that the interior is "fake" and not needed to be defined in the XML. If the room isn't generating, maybe it's this flag that needs to be set (though I can't see how)?
<xs:attribute name="canhavedynamicinterior" type="expression"> Can a dynamic interior be created on the object?
There is further explanation in libraries\scriptproperties.xml which might explain why dynamic interiors don't always work:
<property name="canhavedynamicinterior" result="True if this object can contain a dynamic interior. This requires a window connection, even for interiors without windows." type="boolean"/>
Here's an example of a dynamic interior from md\npc_instantiation.xml (word wrap is nexus forum's fault). You can see they check if the ship can have a dynamic interior.
<!--Create a crewquarters room on ships--> <cue name="CrewquartersInterior" instantiate="true"> <conditions> <check_any> <event_object_changed_attention group="$TrackedObjects" /> <event_object_signalled group="$TrackedObjects" param="'npc_instantiation__force'" /> </check_any> <check_value value="event.object.isclass.[class.ship_l, class.ship_xl] and event.object.attention ge attention.nearby and event.object.canhavedynamicinterior and not [faction.ownerless, faction.xenon, faction.khaak].indexof.{event.object.owner}" /> <count_rooms object="event.object" roomtype="roomtype.crewquarters" exact="0" /> </conditions> <actions> <set_value name="this.$Object" exact="event.object" />
Ich kenne diese Zeilen aus der "npc_instantiation.xml" aber diese Zeilen alleine reichen nicht um Räume auf Schiffen oder Stationen zu integrieren. Es muss mindestens eine Raumposition in der (Schiff).xml eingetragen sein. zum Beispiel: baku.xml
I know these lines from the "npc_instantiation.xml" but these lines alone are not enough to integrate rooms on ships or stations.At least one spatial position must be entered in the (ship).xml.for example: baku.xml<connection name="con_room_01" value="-1" tags="window dynamicroom"> <offset> <position x="0" y=".0" z="0"/> <rotation yaw="0" pitch="0" roll="0"/> </offset> </connection>
ohne diese Zeilen werden keine Räume dargestellt. ;)
Without these lines no rooms will be displayed. ;)
I don't see why, none of the base X4 ships from 01.cat have window or dynamicroom that but the mod works with them. For example, look at ship_arg_xl_carrier_01.xml
Ich war gerade am verzweifeln... :)) Aber ich habe es herausgefunden. Die 01.cat wird durch die 07.cat beim entpacken aller Cat-Dateien überschrieben und in dieser neuen Datei ship_xl_carrier_01.xml stehen die Räume ganz unten drin. Habe lange gesucht, könnte mir das sonnst nicht erklären wie es funktionieren soll.
I was just desperate... :)) But I figured it out. The 01.cat is overwritten by the 07.cat when unpacking all cat files and in this new file ship_xl_carrier_01.xml the rooms are at the bottom. I've been looking for a long time, otherwise I couldn't explain how it's supposed to work.
Good catch. So IMO the best way to do this is an optional download "patch" because there is already a VRO patch for SVE that adds a connection for an internal shield generator, but not everyone uses it.
I am using the edits to the base MoreRoomsForShips that I posted. This patch may have no effect until the base mod is updated
* IMPORTANT
This is a quick release to get people started. This patch needs to be updated for visuals. Using a default location of 0,0,0 for the dummy room causes the view through the window to look into the ship's geometry. I tested this on the Taipan and it looks bad. You can see through the model in some places (due to normals on the 3d mesh) and it looks ugly. We need to look into finding a proper position so the window looks outside properly. Perhaps using coordinates directly above the bridge since the room is not visible from outside the ship anyway.
Also, I only added one dummy room so the view out the window is the same for all rooms. I don't know if adding additional dummy rooms would be random or pointless. Anyway, these are only visual anomalies so if players don't mind not looking out the window for now, the patch works otherwise.
* NOTE
This is an observation about the base mod. I noticed a bit of lag when stepping off my S shuttle and onto my L Taipan when the rooms were created. The game froze for about 1 second. I wonder if there is a way to create the rooms once and then just toggle them "on" or "off" when the player enters / exits the ship.
Vielen Dank, ich bin sehr glücklich darüber das du mir bei den SVE-Mod hilfst. Du kannst, wenn du möchtest diesen MoreRoomsForShips_sve Sub-Mod ja selber hier auf Nexus veröffentlichen. Wir können dies aber auch zusammen machen. Ich schlage vor das wir uns eventuell über das "Messages Forum" persönlich schreiben.
Zu den SVE-Mod: Da dieser Mod einige Schiffe als Variationen aus dem Basis-Spiel verwendet, könnte man die Räume von den originalen Schiffen kopieren und für diese Erweiterung benutzen.
Thank you very much, I am very happy that you are helping me with the SVE mod. If you want, you can publish this MoreRoomsForShips_sve sub-mod yourself here on Nexus. But we can also do this together. I suggest that we possibly write to each other personally via the "Messages Forum".
About the SVE mod: Since this mod uses some ships as variations from the base game, you could copy the rooms from the original ships and use them for this expansion.
@MrBlair29 Was really glad to see the release 3.7.2. Unfortunately though I am having the same issue I had with the X4_Bar mod with the bar music repeating itself over other bar tracks, resulting in a mess of music tracks being played over one another. This issue was introduced with a game update back in 2021, up until then everything was working fine with it. For whatever reason the author of that mod stopped updating his mod, so it never got fixed. It was reported by multiple people, so it isn't an isolated issue on the user's side.
Any chance you could look into this, as it seems to have carried over with your music update. I am not sure if you just copied his was of doing it, but something changed with the way bar music is played back with one of the game updates from that year. I will have to find a way to disable it for now, or continue to use 3.7.1.
Ich persönlich habe dieses Problem nicht festgestellt. Es kam schon früher einige Male vor, das sich der Sound überschneidet aber es war wirklich sehr selten. Vielleicht liegt es an einem Mod der mit Sounddaten, Lautstärke, Hall-Effekten oder ähnliches herumspielt. Allerdings gibt es da auch eine Idee von mir. das vielleicht zu umgehen. Hier eine kleine Anleitung für alle die das betrifft:
die "ext_01.cat" des Mods mit dem Egosoft Tool (X Catalog Tool 1.11) in das gleiche Verzeichnis entpacken und die beiden ext_01.cat und ext:01.dat aus diesem löschen.
die "room_gen_bar_02.xml" aus dem Verzeichnis des Mods: ...assets\interiors\rooms\ mit einem Editor (Notepad++) öffnen.
I personally haven't encountered this problem. It had happened a few times before that the sound overlapped, but it was really very rare. Maybe it's due to a mod that is playing around with sound data, volume, reverb effects or something similar.However, there is also an idea of mine. maybe to get around that. Here is a little guide for everyone who is concerned:
Unpack the mod's "ext_01.cat" with the Egosoft tool (X Catalog Tool 1.11) into the same directory and delete the two ext_01.cat and ext:01.dat from this.
Open the "room_gen_bar_02.xml" from the mod's directory: ...assets\interiors\rooms\ with an editor (Notepad++).
That did help, it basically went from stopping two tracks playing over one another from the start, unfortunately the issue of another track starting to play before the first one is finished still persists. A new track starts playing after about a minute and a half or so, when before that 2021 update it a new bar track wouldn't start playing until the current one was finished.
This is a weird one for sure, one I have spent hours on trying to fix since the issue was introduced, and it is driving me nuts.
Im entpackten Spieleverzeichnis unter ....\assets\interiors\xref_parts\ gibt es eine XML-Datei die diese Reinenfolge beinhaltet. (interiors_bar_music_01.xml). Vielleicht hilft dier das weiter.
In the unpacked games directory under ....\assets\interiors\xref_parts\ there is an XML file that contains this pure sequence. (interiors_bar_music_01.xml). Maybe this will help.
Isn't the problem that base game 01.cat\assets\interirors\rooms\room_gen_bar_01.xml already contains a music source? It looks like the DIFF you posted is adding additional sources so I think the original needs to be removed.
Oh I have tried everything I can think of when it comes to this issue. I have tried looking over "room_gen_bar_01.xml", editing the "sound_library" bar chillout setting, and no matter what I do the issue persists, before the big 2021 update it worked fine just fine, always used the bar as my hub point when planning lots and such.
The issue only effects the bar, all the other music and sfx cues in-game work just fine. I really wish I knew what the developers did that causes this, as I would very much like to use the bar again as my hub point whilst listening to bar tracks.
To be as precise as I can is that before one track ends (at around the minute and a half to two minute mark) the game starts playing another track before the initial track has ended, causing them to play over another, then they start stacking the longer you stay in the bar. It's like the devs introduced a weird timer that triggers a new track to initiate every minute or two regardless of whether another bar track has finished or still playing.
Only other thing I can think of at this point is to setup my own sound_library cue, and edit the "room_gen_bar_01.xml" and "room_gen_bar_02.xml" to play that instead of the "bar_chillout" cue.
Ich kann dir da irgendwie auch nicht helfen, da ich das Problem nicht habe. Bei mir spielt nur ein Musik und die wiederholt sich immer wieder. Ich wusste vor deinem Problem nicht einmal das in der Bar auch andere Musik spielen sollte... Da sollte man sich vielleicht mal an Egosoft wenden. Aber wenn deine "sound_library.cue" fertig ist vielleicht könnte man sie in den Mod mit einbauen.
I can't help you with that because I don't have that problem. I only have one piece of music playing and it repeats itself over and over again. Before your problem, I didn't even know that other music should be playing in the bar... Maybe you should contact Egosoft. But when your "sound_library.cue" is ready, perhaps you could include it in the mod.
The issues started when it got changed to this line instead: "<part ref="interiors_bar_music_01.sound_for_interior_bar_music" name="sound_for_interior_bar_music"/>"
For some reason this method is causing the repeat effect (beats me as to why)
In short, you need to make it a "<sounds>" attachment to an already existing interior part connection, and not make it a connection of it's own. I have managed to revert the room_gen_bar_01, but I cannot do it for your "room_gen_bar_02" as I am unsure what the connections are in that one to add the "<sounds>" attachment.
I hope that made sense, it's a difficult one to explain.
Das merkwürdig ist, ich habe noch nie ein Mod installiert der irgendetwas mit Sounds und Effekte zu tun hat. Und ich habe seit dem ich das erste Mal die Bar betreten habe nie eine andere Musik als die erste in der Liste gehört.
The weird thing is, I've never installed a mod that has anything to do with sounds and effects. And since I first entered the bar, I've never heard any music other than the first one on the list.
Die "room_gen_bar_02.xml" befindet sich im Haupt-Ordner in der "cat_01" oder auch eventuell "cat_07" die cat_07 ist eine update der cat_01 ich weiß aber nicht ob alle Dateien aktualisiert wurden. Im Ordner ...\assets\interiors\rooms\
The "room_gen_bar_02.xml" is located in the main folder in the "cat_01" or possibly "cat_07". The cat_07 is an update of the cat_01 but I don't know if all files have been updated.In the folder...\assets\interiors\rooms\
When using your mod, yeah. Lounge/bar area right, it's one of my favorite rooms from your mod? The only room I have an issue getting to appear on the room selection list is the prison on stations, seems it doesn't want to appear on the list for some reason, but all of my focus is on the Lounge/bar area (room_gen_bar_02). If I can find that .xml I can attempt to attach to sound to a part of it's interior model setup.
Habe gerade nachgeschaut. die Datei "room_gen_bar_02.xml befindet sich in der "cat_05" Ich habe auf den Stationen den Zellentrakt bewusst weg gelassen da man nach der Piraten-Mission das Gefängnis-Modul bekommt und auf den Stationen ein eigenes größeres Gefängnis bauen kann. Wenn es einige wünschen kann ich es aber gerne wieder mit rein nehmen.
I just checked. the file "room_gen_bar_02.xml is located in the "cat_05". I deliberately left out the prison in the wards because after the pirate mission you get the prison module and can build your own larger prison in the wards. If some people want it, I can take it back with me.
Found it, Cat_05 it was, thanks. Strange thing is this technique isn't working like on "room_gen_bar_01", it seems no matter what connection I attach it to, the sound doesn't play. I don't see a reason why this shouldn't work, so once again I am at a loss.
As for the prison, would love to see you activate it for this mod (regardless of being able to unlock a version in the story mode), same for the Casino.
Ich werde da vielleicht eine extra Erweiterung machen. Damit die Spieler selber entscheiden können ob sie das Gefängnis und das Kasino in den Stationen haben möchten oder nicht.
Das mit der Bar ist mir auch ein Rätsel. Aber das ist mir auch schon bei anderen Dingen aufgefallen. Einmal funktioniert es und bei nächsten Mal, obwohl es das gleiche Prinzip ist, funktioniert es nicht.
I might make an extra expansion for that. So that the players can decide for themselves whether they want the prison and the casino in the stations or not.
The thing with the bar is also a mystery to me. But I've noticed that with other things too. One time it works and the next time, even though it's the same principle, it doesn't work.
Yeah, it's completely bizarre how Egosoft have done their sound setup. Only other thing I want to try is look over the game's "interiors_bar_music_01.sound_for_interior_bar_music" xref to see if I can change anything in that to stop the overlap effect, if I can find it that is.
Es wäre cool wenn man einfach eine Playliste erstellen könnte und diese dann in der Bar abspielen könnte. Ich habe leider noch jede Menge anderer Dinge für den Mod zum Tun. Sonnst würde ich mir der Sache auch mit annehmen
It would be cool if you could just create a playlist and then play it in the bar. Unfortunately I have a lot of other things to do for the mod. Otherwise I would take on the matter too.
Das mit den NPCs ist immer so eine Sache bei manchen Rassen, wie die Argonen gibt es mehr Bewegung als zum Beispiel bei den Split. Der Member "kuertee" hat ein Mod geschaffen bei dem es etwas mehr NPCs gibt. (kuertee_npc_reactions). Ist auf jeden Fall ein guter Mod.
The NPCs are always a thing with some races, like the argons there is more movement than for example with the split. The member "kuertee" has created a mod where there are a bit more NPCs. (kuertee_npc_reactions). Is definitely a good mod.
Adding NPCs is pretty easy, if you look at my recruitment mod I add one to the office. If the room has a "slot" then you can add an NPC to it. This brings up a couple issues though:
1. What race to use? We could try to determine which race the ship is from but if you're building an "all Argon" fleet, you probably wouldn't want a bunch of Teladi roming around your ship.
2. Will these NPCs conflict with the personnell limit? I don't know.
3. Since these are dynamic rooms, the NPC needs to be removed every time the room is removed. This creates more overhead.
I have suggested to MrBlair29 in private this same thing, it would be nice to have NPCs in the rooms. And he is right, the Argon seem to actually move around more than other races but even then, not as much. I have a ship with 144 service crew but have only seen one of them walk into the engine room. Maybe this will be a feature down the road, I know he's busy working on compatibility with other ships.
Ich hoffe ich schaffe es in der nächsten Woche fertig. Mir fehlen noch etwa 7 L-Schiffe. Es funktioniert erst nur für den XRShipPack-Mod. Wenn der XRSGE Realspace Galaxy-Mod die gleichen Schiffe benutzt lässt sich das dann schnell integrieren
I hope I can finish it in the next week. I'm still missing about 7 L ships. It only works for the XRShipPack mod. If the XRSGE Realspace Galaxy mod uses the same ships, it can be integrated quickly
212 comments
I thought that if I copied the code from the "ship_atf_l_destroyer_01.xml" file into the fenrir's ship xml file in the patch it would be fine, because the fenrir is a variant of the syn.
However even after adding SVE, SVE VRO, and this mod as dependencies to my patch, I couldn't get any new rooms to show up in the teleporter.
Do you have a solution?
I'm currently working on an update for SVE so that the rooms can also be used there. I have already finished M and XL ships. Have a little more patience. :)
Unfortunately, it is not possible to store inventory items on ships. However, since version 3.7.2 of the mod, you can also store them on other player-owned stations in the station administration room.
meine frage: kommen da auch npc*s rein? im alten mod kahmen manchmal auch npc*s in die bar oder meine crew war in den crew quarters ist das hier auch so?
are coming npc*s to the bar?
are my crew sometimes in the crew quarters?
thx for answer
The thing with the NPCs is a tricky one. I'll look into it. It might take a while though. A mod by "kuertee" (NPC reactions) might help.
If you use the combination "SHIFT+D" and then go into the transporter, the entries for the rooms will be duplicated. Hopefully there will be a solution in the next update.
It works in the beta but I haven't tested everything 100% yet. I'll explore it in a later beta. Maybe you can help me a bit by writing to me in the bug report when and in what situation these errors with the double rooms occur. I would be very grateful.
That may be possible. watch this a little more closely. I almost never use the Ctrl+D command myself.
Had some extra time so I added the SVE ship types (look under the Place_Ship cue).
MoreShipRooms.xml with SVE support (untested) (expires in 1 month)
This is the mapping that I used when deciding what SVE type should go with existing MoreShipRooms types. Instead of creating a bunch of new entries with duplicate rooms, I just added the SVE ships to existing ones. Of course this is just a suggestion, feel free to change.
MoreShipRooms -> SVE mapping (expires in 1 month)
Werde diese mal testen, wenn es in der Originalversion nicht zu Fehlern führt könnte man es so belassen. Wenn nicht müsste man einen separateren Room-Mod für den SVE-Mod basteln.
Du hast mir eine Menge Arbeit abgenommen was dem SVE-Mod angeht. Somit kann ich meine ganze Kraft in den XRSP stecken.
Danke noch mal dafür.
Thank you for your efforts to make this mod available for SVE. I really appreciate your work.I'll test this out, if it doesn't lead to errors in the original version you could leave it like this. If not, you would have to make a separate room mod for the SVE mod.
You have done a lot of work for me when it comes to the SVE mod. This means I can put all my energy into the XRSP.
Thanks again for that.
Momentan arbeite ich am Update für das XR ShipPack-Mod, was nicht mehr lange auf sich warten lässt.
Also habt noch etwas Geduld.
So... I looked at the ships of the SVE mod in detail and noticed that none of the ships were assigned rooms and their positions in their XML file. This means that these ships have no rooms, not even the ones used by Egosoft (crew quarters and prison). Just like the XR ShipPack. So it will be a while before there are rooms in the SVE mod.
I'm currently working on the update for the XR ShipPack mod, which won't be long in coming.
So be patient.
If you extract 08.cat and look at the definition of create_dynamic_interior in libraries\common.xsd you will see these paramteters:
<xs:attribute name="persistent" type="booleanexpression"> Is the interior persistent in low attention? (defaults to false)
<xs:attribute name="renderoutside" type="boolean"> Is this interior also rendered when the player is outside of it? (defaults to false)
This would indicate to me that the interior is "fake" and not needed to be defined in the XML. If the room isn't generating, maybe it's this flag that needs to be set (though I can't see how)?
<xs:attribute name="canhavedynamicinterior" type="expression"> Can a dynamic interior be created on the object?
There is further explanation in libraries\scriptproperties.xml which might explain why dynamic interiors don't always work:
<property name="canhavedynamicinterior" result="True if this object can contain a dynamic interior. This requires a window connection, even for interiors without windows." type="boolean"/>
Here's an example of a dynamic interior from md\npc_instantiation.xml (word wrap is nexus forum's fault). You can see they check if the ship can have a dynamic interior.
<!--Create a crewquarters room on ships-->
<cue name="CrewquartersInterior" instantiate="true">
<conditions>
<check_any>
<event_object_changed_attention group="$TrackedObjects" />
<event_object_signalled group="$TrackedObjects" param="'npc_instantiation__force'" />
</check_any>
<check_value value="event.object.isclass.[class.ship_l, class.ship_xl] and event.object.attention ge attention.nearby and event.object.canhavedynamicinterior and not [faction.ownerless, faction.xenon, faction.khaak].indexof.{event.object.owner}" />
<count_rooms object="event.object" roomtype="roomtype.crewquarters" exact="0" />
</conditions>
<actions>
<set_value name="this.$Object" exact="event.object" />
<set_value name="this.$Seed" exact="this.$Object.seed + lookup.roomtype.list.indexof.{roomtype.crewquarters}"/>
<set_value name="this.$MakerRaces" exact="this.$Object.makerraces"/>
<do_if value="this.$MakerRaces.count">
<set_value name="this.$Race" list="this.$MakerRaces" seed="this.$Seed"/>
</do_if>
<do_else>
<set_value name="this.$Race" exact="this.$Object.owner.primaryrace" />
</do_else>
<get_room_definition macro="this.$CorridorMacro" race="this.$Race" tags="tag.residentialcorridor" seed="this.$Seed" />
<do_if value="not this.$CorridorMacro">
<get_room_definition macro="this.$CorridorMacro" race="this.$Race" tags="tag.corridor" seed="this.$Seed" />
</do_if>
<get_room_definition macro="this.$RoomMacro" tags="tag.crewquarters" seed="this.$Seed" />
<!-- Create Interior -->
<create_dynamic_interior object="this.$Object" corridor="this.$CorridorMacro" room="this.$RoomMacro" name="'{20007,1251}'" interiorname="this.$Interior" corridorname="this.$Corridor" roomname="this.$Room" roomtype="roomtype.crewquarters" seed="this.$Seed" />
<do_if value="this.$Interior and this.$Corridor and this.$Room">
<debug_text text="'Crew quarters for ' + this.$Object.knownname + ' created'" chance="@$debugchance" />
</do_if>
</actions>
Es muss mindestens eine Raumposition in der (Schiff).xml eingetragen sein.
zum Beispiel: baku.xml
I know these lines from the "npc_instantiation.xml" but these lines alone are not enough to integrate rooms on ships or stations.At least one spatial position must be entered in the (ship).xml.for example: baku.xml
<connection name="con_room_01" value="-1" tags="window dynamicroom">
ohne diese Zeilen werden keine Räume dargestellt. ;)<offset>
<position x="0" y=".0" z="0"/>
<rotation yaw="0" pitch="0" roll="0"/>
</offset>
</connection>
Without these lines no rooms will be displayed. ;)
Aber ich habe es herausgefunden. Die 01.cat wird durch die 07.cat beim entpacken aller Cat-Dateien überschrieben und in dieser neuen Datei ship_xl_carrier_01.xml stehen die Räume ganz unten drin.
Habe lange gesucht, könnte mir das sonnst nicht erklären wie es funktionieren soll.
I was just desperate... :))
But I figured it out. The 01.cat is overwritten by the 07.cat when unpacking all cat files and in this new file ship_xl_carrier_01.xml the rooms are at the bottom.
I've been looking for a long time, otherwise I couldn't explain how it's supposed to work.
It would look something like:
Folder: MoreRoomsForShips_sve\extensions\ship_variation_expansion\assets\units\size_l
File (example): basilisk.xml
<?xml version="1.0"?>
<diff xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../../../../../xmllib/diff.xsd">
<add sel="//components/component/connections">
<connection name="con_moreshiprooms_dynamic_dummy_01" value="-1" tags="window dynamicroom">
<offset>
<position x="0" y="0" z="0" />
<quaternion qx="0" qy="0" qz="0" qw="0" />
</offset>
</connection>
</add>
</diff>
FIle: content.xml
<dependency id="ws_2229061492" optional="false" name="Ship Variation Expansion" />
I can help you with this if you want to focus on XR Ship Pack, which should also be a patch in case of VRO:
Folder: MoreRoomsForShips_xrshippack\extensions\XR_ShipPack\assets\units\size_l
* IMPORTANT
I am using the edits to the base MoreRoomsForShips that I posted. This patch may have no effect until the base mod is updated
* IMPORTANT
This is a quick release to get people started. This patch needs to be updated for visuals. Using a default location of 0,0,0 for the dummy room causes the view through the window to look into the ship's geometry. I tested this on the Taipan and it looks bad. You can see through the model in some places (due to normals on the 3d mesh) and it looks ugly. We need to look into finding a proper position so the window looks outside properly. Perhaps using coordinates directly above the bridge since the room is not visible from outside the ship anyway.
Also, I only added one dummy room so the view out the window is the same for all rooms. I don't know if adding additional dummy rooms would be random or pointless. Anyway, these are only visual anomalies so if players don't mind not looking out the window for now, the patch works otherwise.
* NOTE
This is an observation about the base mod. I noticed a bit of lag when stepping off my S shuttle and onto my L Taipan when the rooms were created. The game froze for about 1 second. I wonder if there is a way to create the rooms once and then just toggle them "on" or "off" when the player enters / exits the ship.
Zu den SVE-Mod: Da dieser Mod einige Schiffe als Variationen aus dem Basis-Spiel verwendet, könnte man die Räume von den originalen Schiffen kopieren und für diese Erweiterung benutzen.
Thank you very much, I am very happy that you are helping me with the SVE mod. If you want, you can publish this MoreRoomsForShips_sve sub-mod yourself here on Nexus. But we can also do this together. I suggest that we possibly write to each other personally via the "Messages Forum".
About the SVE mod: Since this mod uses some ships as variations from the base game, you could copy the rooms from the original ships and use them for this expansion.
Done, check your messages.
They will come. That is for sure
Any chance you could look into this, as it seems to have carried over with your music update. I am not sure if you just copied his was of doing it, but something changed with the way bar music is played back with one of the game updates from that year. I will have to find a way to disable it for now, or continue to use 3.7.1.
Allerdings gibt es da auch eine Idee von mir. das vielleicht zu umgehen. Hier eine kleine Anleitung für alle die das betrifft:
<?xml version="1.0" encoding="utf-8"?>
<diff>
<add sel="/components/component/connections">
<connection name="Connection09" hidden="true" tags="part ">
<offset>
<position x="-4.949611" y="3.402462" z="-6.265061"/>
</offset>
<parts>
<part ref="interiors_bar_music_01.sound_for_interior_bar_music" name="sound_for_interior_bar_music"/>
</parts>
</connection>
<!--<connection name="Connection10" hidden="true" tags="part ">
<offset>
<position x="3.208549" y="3.747798" z="-7.446075"/>
</offset>
<parts>
<part ref="interiors_bar_music_01.sound_for_interior_bar_music" name="sound_for_interior_bar_music001"/>
</parts>
</connection>-->
</add>
</diff>
I personally haven't encountered this problem. It had happened a few times before that the sound overlapped, but it was really very rare. Maybe it's due to a mod that is playing around with sound data, volume, reverb effects or something similar.However, there is also an idea of mine. maybe to get around that. Here is a little guide for everyone who is concerned:
<?xml version="1.0" encoding="utf-8"?>
<diff>
<add sel="/components/component/connections">
<connection name="Connection09" hidden="true" tags="part ">
<offset>
<position x="-4.949611" y="3.402462" z="-6.265061"/>
</offset>
<parts>
<part ref="interiors_bar_music_01.sound_for_interior_bar_music" name="sound_for_interior_bar_music"/>
</parts>
</connection>
<!--<connection name="Connection10" hidden="true" tags="part ">
<offset>
<position x="3.208549" y="3.747798" z="-7.446075"/>
</offset>
<parts>
<part ref="interiors_bar_music_01.sound_for_interior_bar_music" name="sound_for_interior_bar_music001"/>
</parts>
</connection>-->
</add>
</diff>
This is a weird one for sure, one I have spent hours on trying to fix since the issue was introduced, and it is driving me nuts.
In the unpacked games directory under ....\assets\interiors\xref_parts\ there is an XML file that contains this pure sequence. (interiors_bar_music_01.xml). Maybe this will help.
room_gen_bar_01.xml
<sounds>
<sound name="bar_sound_01" ref="bar_chillout_01">
<offset>
<position x="-7" y="6" z="-8.5"/>
</offset>
</sound>
<sound name="bar_chillout_02" ref="bar_chillout_01">
<offset>
<position x="7" y="6" z="-8.5"/>
</offset>
</sound>
</sounds>
The issue only effects the bar, all the other music and sfx cues in-game work just fine. I really wish I knew what the developers did that causes this, as I would very much like to use the bar again as my hub point whilst listening to bar tracks.
To be as precise as I can is that before one track ends (at around the minute and a half to two minute mark) the game starts playing another track before the initial track has ended, causing them to play over another, then they start stacking the longer you stay in the bar. It's like the devs introduced a weird timer that triggers a new track to initiate every minute or two regardless of whether another bar track has finished or still playing.
Only other thing I can think of at this point is to setup my own sound_library cue, and edit the "room_gen_bar_01.xml" and "room_gen_bar_02.xml" to play that instead of the "bar_chillout" cue.
Aber wenn deine "sound_library.cue" fertig ist vielleicht könnte man sie in den Mod mit einbauen.
I can't help you with that because I don't have that problem. I only have one piece of music playing and it repeats itself over and over again. Before your problem, I didn't even know that other music should be playing in the bar... Maybe you should contact Egosoft.
But when your "sound_library.cue" is ready, perhaps you could include it in the mod.
So after looking over the original room_gen_bar_01, the sound was attached to a part of the interior model, as opposed to being a connection itself.
For example, it looks like this:
<connection name="Connection006" tags="part ">
<offset/>
<parts>
<part name="part_main" wreck="part_main_wreck">
<lods>
<lod index="0">
<materials>
<material id="1" ref="p1.multimat"/>
<material id="2" ref="generic.generic_p1_fx"/>
<material id="3" ref="p1effects.p1_gradient_colour"/>
</materials>
</lod>
<lod index="1">
<materials>
<material id="1" ref="p1.multimat"/>
<material id="2" ref="generic.generic_p1_fx"/>
<material id="3" ref="p1effects.p1_gradient_colour"/>
</materials>
</lod>
<lod index="2">
<materials>
<material id="1" ref="p1.multimat"/>
</materials>
</lod>
</lods>
<size>
<max x="7.552295" y="4.009414" z="8.205332"/>
<center x="0.1678767" y="4.003711" z="-8.205326"/>
</size>
<sounds>
<sound name="bar_sound_01" ref="bar_chillout_01">
<offset>
<position x="-7" y="6" z="-8.5"/>
</offset>
</sound>
<sound name="bar_chillout_02" ref="bar_chillout_01">
<offset>
<position x="7" y="6" z="-8.5"/>
</offset>
</sound>
</sounds>
</part>
</parts>
The issues started when it got changed to this line instead:
"<part ref="interiors_bar_music_01.sound_for_interior_bar_music" name="sound_for_interior_bar_music"/>"
For some reason this method is causing the repeat effect (beats me as to why)
In short, you need to make it a "<sounds>" attachment to an already existing interior part connection, and not make it a connection of it's own. I have managed to revert the room_gen_bar_01, but I cannot do it for your "room_gen_bar_02" as I am unsure what the connections are in that one to add the "<sounds>" attachment.
I hope that made sense, it's a difficult one to explain.
I'll take a closer look at this once I'm done with the ship mod updates. It might take a while though.
The weird thing is, I've never installed a mod that has anything to do with sounds and effects. And since I first entered the bar, I've never heard any music other than the first one on the list.
Im Ordner ...\assets\interiors\rooms\
The "room_gen_bar_02.xml" is located in the main folder in the "cat_01" or possibly "cat_07". The cat_07 is an update of the cat_01 but I don't know if all files have been updated.In the folder...\assets\interiors\rooms\
Strange! Does the room appear in your game?
The only room I have an issue getting to appear on the room selection list is the prison on stations, seems it doesn't want to appear on the list for some reason, but all of my focus is on the Lounge/bar area (room_gen_bar_02). If I can find that .xml I can attempt to attach to sound to a part of it's interior model setup.
Ich habe auf den Stationen den Zellentrakt bewusst weg gelassen da man nach der Piraten-Mission das Gefängnis-Modul bekommt und auf den Stationen ein eigenes größeres Gefängnis bauen kann. Wenn es einige wünschen kann ich es aber gerne wieder mit rein nehmen.
I just checked. the file "room_gen_bar_02.xml is located in the "cat_05".
I deliberately left out the prison in the wards because after the pirate mission you get the prison module and can build your own larger prison in the wards. If some people want it, I can take it back with me.
As for the prison, would love to see you activate it for this mod (regardless of being able to unlock a version in the story mode), same for the Casino.
Das mit der Bar ist mir auch ein Rätsel. Aber das ist mir auch schon bei anderen Dingen aufgefallen. Einmal funktioniert es und bei nächsten Mal, obwohl es das gleiche Prinzip ist, funktioniert es nicht.
I might make an extra expansion for that. So that the players can decide for themselves whether they want the prison and the casino in the stations or not.
The thing with the bar is also a mystery to me. But I've noticed that with other things too. One time it works and the next time, even though it's the same principle, it doesn't work.
Yeah, it's completely bizarre how Egosoft have done their sound setup. Only other thing I want to try is look over the game's "interiors_bar_music_01.sound_for_interior_bar_music" xref to see if I can change anything in that to stop the overlap effect, if I can find it that is.
It would be cool if you could just create a playlist and then play it in the bar. Unfortunately I have a lot of other things to do for the mod. Otherwise I would take on the matter too.
Looking forward to seeing what updates you'll bring to the mod, as it is already in a really good place feature-wise.
Der Member "kuertee" hat ein Mod geschaffen bei dem es etwas mehr NPCs gibt. (kuertee_npc_reactions). Ist auf jeden Fall ein guter Mod.
The NPCs are always a thing with some races, like the argons there is more movement than for example with the split.
The member "kuertee" has created a mod where there are a bit more NPCs. (kuertee_npc_reactions). Is definitely a good mod.
1. What race to use? We could try to determine which race the ship is from but if you're building an "all Argon" fleet, you probably wouldn't want a bunch of Teladi roming around your ship.
2. Will these NPCs conflict with the personnell limit? I don't know.
3. Since these are dynamic rooms, the NPC needs to be removed every time the room is removed. This creates more overhead.
I have suggested to MrBlair29 in private this same thing, it would be nice to have NPCs in the rooms. And he is right, the Argon seem to actually move around more than other races but even then, not as much. I have a ship with 144 service crew but have only seen one of them walk into the engine room. Maybe this will be a feature down the road, I know he's busy working on compatibility with other ships.
These use the same models but I'm pretty sure they have their own names and files.
Wenn der XRSGE Realspace Galaxy-Mod die gleichen Schiffe benutzt lässt sich das dann schnell integrieren
I hope I can finish it in the next week. I'm still missing about 7 L ships. It only works for the XRShipPack mod.
If the XRSGE Realspace Galaxy mod uses the same ships, it can be integrated quickly