Thanks for the mod, I too was using True Capture (vanilla) previously.
I do have a potential issue to report though, which I thought was a vanilla issue, but I'm not so sure. Often, my own ships will cause one of the new flyable Xenon ships to bail, such as the F, SE, PE, B. When they bail, I can claim them in person (repair laser) just fine, however, sending a Marine - aka remote claiming via right-click "Claim" - does nothing. The Boarding Pod arrives, vanishes, and ownership is not transferred. Vs. regular ships, using a Marine to claim works perfectly, it's only the new Xenon ships it doesn't work with.
So, I can claim these ships myself in the Space Suit using the repair laser to zap the signal leak. However, I cannot right-click Claim from my own ship, or an AI-piloted one.
Note: I did have issues remote claiming the new Xenon ships during the 7.x Beta, but it was hit or miss. My game was 100% vanilla during the beta. So, I assumed this issue was related to that. However, it's apparently been fixed in vanilla - other say they're remote-claiming these ships with Marines just fine. Also of note is that when these specific ships bail, the player does not need to assign a Pilot, just the act of repairing the signal leak gives them a virtual pilot - reboots the Xenon AI under Player control if you will.
Any ideas? It may well be unrelated to your mod, but thought it worth asking.
Yeah I know very late... I took a break from X4 for a few months, sorry.
Anyway, I have tested your problems and whole mod recently, so far everything was fine, I managed to capture PE by sending marine from player-piloted ship, from another ship, In-Sector as well as Out-Of-Sector. Sorry, not sure what went wrong in your case.
I play X4 on Linux via the game manager Lutris. It has a protocol display. The game keeps freezing and the log shows me the following error message. Does anyone have any idea what this means?
No matching node for path '//set_value[@name="$damageminpercent"]' in patch file 'extensions\BetterCapture\md\notifications.xml'. Skipping node. ====================================== ====================================== No matching node for path '//do_if[@value='$scuttle and $target.exists']/@value' in patch file 'extensions\BetterCapture\md\notifications.xml'. Skipping node.
Hi, Since I am not a good modder, take what I say with a grain of salt: - I am on windows 10, 7.1 beta 3, just debugged after capturing Boa and game did not throw any matching node errors, everything worked fine for me. - No matching node PROBABLY ( I may be totally wrong, sorry) means the game cannot find value 'damageminpercent' in game files/engine, so mod script says to the game 'give me an ice cream from the freezer' but game asks 'what is a freezer' and no action is done. - I made this mod because True Capture from ssvx did not work for me since 7.0. True Capture used different script lines to make it work, possibly If you are on 6.2 or previous, game cannot find 'damageminpercent' and 'scuttle [...]' commands so it throws errors. Think of it this way. In 7.0, and in this mod, 'damageminpercent' is a 'freezer', but in 6.2 and/or previous 'freezer' was called 'refrigerator' so it cannot find this line. However since my scripting knowledge ain't good, I may be really wrong. - it is unlikely that this mod would cause freezing of the game, it would rather simply not work, while throwing errors, but things on linux may differ
So: - If you're on 6.2 or lower, try using True Capture or Better Piracy (I used Better Piracy to make this mod, lines of code are the same, there is just more of them in Better Piracy by Alberto Rota, and Nexusmods or Steam version have not been updated for some time so it may work for you), both mods are linked in the description - if you are on 7.0 or 7.1 beta, try -check if you are not using Better Piracy or True Capture simultanousely with this mod which may be a problem, -disabling this mod to check if it freezes, -disabling other mods you use with this one enabled to check if it freezes, -if you are using vortex or other mod manager, try to install this mod manually
If none of this works, it may be due to Linux or Lutris, in which case unfortunately I cannot help You.
Ok - one question: is this only about the damage caused when a pilot leaves his ship? Not about the damage caused by your own navy when they take over an abandoned ship (i.e. the job of flying there, scanning for a signal leak and then the takeover)?
But just a note on the mod: it is more common to create a separate folder for the mod in the mod settings - and then place the selection buttons etc. there. In your case it's practically in the "root menu". If everyone did that, it would soon look a mess :P
Hi there, Your own claiming marines do NOT cause any further damage to ship they takeover. I forgot to mention about it, description updated. About settings in root menu - I know it would be a mess, thankfully this mod gives only 2 settings options, original mod I based it upon is way 'different' in this regard xD Since I am no modder I cant guarantee I will make it work, but in a few hours I will take a look at other mods structure that do it right and will try to update it anyway. Thanks for feedback!
Thank you! That's exactly what I need. Unfortunately 2 days too late - my Odachi is lying without weapons as ... uh ... luxury yacht (or something) on dock and is unfortunately worthless. But at least that saves my future captures ... Xenon ships without weapons aren't exactly a hit either
About the menu: yes - it's really no fun working your way through it. I know that well enough I can take a look at it right now (even if I'm pretty rusty)
Oh: and I've just seen that you've made an update Tip: use the update function in NexusMod under "Files" and don't replace it completely. Otherwise it will not update Vortex but install a new mod (which logically bite each other). And maybe you're on your way to becoming a new mod author (it usually starts with small changes). Then another tip: it's always nice to keep a history of what the last update changed. Either on the description page or directly under "Logs/Changelog".
Hey, Yeah so menu code is a bit out of my league - I took a look at some other mods, tried to copy structure but I was still missing something, two hours, two tries, menu just disappeared completely. It was like
-captain, I've got good news and a bad news about our superweapon -what's the bad one? -it doesn't work -ooh... And the good one? -we build it! -FINALLY! ATTACK!
Anyway, since this mod adds only 2 rows (well 3 with title) I think its fine, personally I dont mind it at all. If You want, feel free to update and upload it or send it to me, however given little gains I think it's not worth Your time.
And thank You for tips on updating, just did this, upload new version and set as main vortex file, hope it works well now. Actually I forgot to test it with bailing combat ships that carry weapons, not only turrets, will do it just in a moment. Should be fine though.
Ok, a bit trickier, it has to be completely rebuilt. And I've been out of the subject for a really long time. And whoever did this once was a master of minimalism :P Unfortunately, I don't have the time right now. No matter - it's just as well.
Yeah that's allright, its okay as it is. Do not worry until another update rolls in and breaks some stuff. Todd was right - it just works :D I have tested it with combat bailing ships - works fine - weapons, turrets and deployables stay on board. New kuertee's UI Extensions didnt break it as well. Thanks again for feedback, tips and sharing passion for one of the greatest games of all time
And I'm still very happy with the little mod :) I find it completely exaggerated anyway that a marine throws ALL weapons (out of 8 in the last case) overboard seemingly without restraint when taking over an ownerless ship. What is this guy doing? There wasn't even anyone on board! Cheeky :P
12 comments
Thanks for the mod, I too was using True Capture (vanilla) previously.
I do have a potential issue to report though, which I thought was a vanilla issue, but I'm not so sure. Often, my own ships will cause one of the new flyable Xenon ships to bail, such as the F, SE, PE, B. When they bail, I can claim them in person (repair laser) just fine, however, sending a Marine - aka remote claiming via right-click "Claim" - does nothing. The Boarding Pod arrives, vanishes, and ownership is not transferred. Vs. regular ships, using a Marine to claim works perfectly, it's only the new Xenon ships it doesn't work with.
So, I can claim these ships myself in the Space Suit using the repair laser to zap the signal leak. However, I cannot right-click Claim from my own ship, or an AI-piloted one.
Note: I did have issues remote claiming the new Xenon ships during the 7.x Beta, but it was hit or miss. My game was 100% vanilla during the beta. So, I assumed this issue was related to that. However, it's apparently been fixed in vanilla - other say they're remote-claiming these ships with Marines just fine. Also of note is that when these specific ships bail, the player does not need to assign a Pilot, just the act of repairing the signal leak gives them a virtual pilot - reboots the Xenon AI under Player control if you will.
Any ideas? It may well be unrelated to your mod, but thought it worth asking.
I took a break from X4 for a few months, sorry.
Anyway, I have tested your problems and whole mod recently, so far everything was fine, I managed to capture PE by sending marine from player-piloted ship, from another ship, In-Sector as well as Out-Of-Sector.
Sorry, not sure what went wrong in your case.
Still, I need to do some more testing.
Thanks for the mod!
No matching node for path '//set_value[@name="$damageminpercent"]' in patch file 'extensions\BetterCapture\md\notifications.xml'. Skipping node.
======================================
======================================
No matching node for path '//do_if[@value='$scuttle and $target.exists']/@value' in patch file 'extensions\BetterCapture\md\notifications.xml'. Skipping node.
Since I am not a good modder, take what I say with a grain of salt:
- I am on windows 10, 7.1 beta 3, just debugged after capturing Boa and game did not throw any matching node errors, everything worked fine for
me.
- No matching node PROBABLY ( I may be totally wrong, sorry) means the game cannot find value 'damageminpercent' in game files/engine, so mod script says to the game 'give me an ice cream from the freezer' but game asks 'what is a freezer' and no action is done.
- I made this mod because True Capture from ssvx did not work for me since 7.0. True Capture used different script lines to make it work, possibly If you are on 6.2 or previous, game cannot find 'damageminpercent' and 'scuttle [...]' commands so it throws errors.
Think of it this way. In 7.0, and in this mod, 'damageminpercent' is a 'freezer', but in 6.2 and/or previous 'freezer' was called 'refrigerator' so it cannot find this line. However since my scripting knowledge ain't good, I may be really wrong.
- it is unlikely that this mod would cause freezing of the game, it would rather simply not work, while throwing errors, but things on linux may differ
So:
- If you're on 6.2 or lower, try using True Capture or Better Piracy (I used Better Piracy to make this mod, lines of code are the same, there is just more of them in Better Piracy by Alberto Rota, and Nexusmods or Steam version have not been updated for some time so it may work for you), both mods are linked in the description
- if you are on 7.0 or 7.1 beta, try
-check if you are not using Better Piracy or True Capture simultanousely with this mod which may be a problem,
-disabling this mod to check if it freezes,
-disabling other mods you use with this one enabled to check if it freezes,
-if you are using vortex or other mod manager, try to install this mod manually
If none of this works, it may be due to Linux or Lutris, in which case unfortunately I cannot help You.
Cheers and good luck!
But just a note on the mod: it is more common to create a separate folder for the mod in the mod settings - and then place the selection buttons etc. there. In your case it's practically in the "root menu". If everyone did that, it would soon look a mess :P
Your own claiming marines do NOT cause any further damage to ship they takeover. I forgot to mention about it, description updated.
About settings in root menu - I know it would be a mess, thankfully this mod gives only 2 settings options, original mod I based it upon is way 'different' in this regard xD Since I am no modder I cant guarantee I will make it work, but in a few hours I will take a look at other mods structure that do it right and will try to update it anyway.
Thanks for feedback!
About the menu: yes - it's really no fun working your way through it. I know that well enough I can take a look at it right now (even if I'm pretty rusty)
Oh: and I've just seen that you've made an update
Yeah so menu code is a bit out of my league - I took a look at some other mods, tried to copy structure but I was still missing something, two hours, two tries, menu just disappeared completely. It was like
Anyway, since this mod adds only 2 rows (well 3 with title) I think its fine, personally I dont mind it at all. If You want, feel free to update and upload it or send it to me, however given little gains I think it's not worth Your time.
And thank You for tips on updating, just did this, upload new version and set as main vortex file, hope it works well now.
Actually I forgot to test it with bailing combat ships that carry weapons, not only turrets, will do it just in a moment. Should be fine though.
I have tested it with combat bailing ships - works fine - weapons, turrets and deployables stay on board. New kuertee's UI Extensions didnt break it as well.
Thanks again for feedback, tips and sharing passion for one of the greatest games of all time