Has anyone figure out how to change the price for repairs? I opened up the file mobilerepairservice.xml and it is a whole lot of code I can't even begin to unpack. There are so many values repeated I don't know how to lower the price given what I'm seeing. any thoughts?
I thank You for your very useful mod. I suggest the following improvements in menu if possible: - docking with the specified ship upon completion of work Thanks for your work.
As of 04/26/2022 This DOES WORK for me. And I have lots of mods running. And I have all dlc. I am running mods both from nexus mods and the steam workshop. What you do is 1) you take away a units orders and assignments. Once he has no orders you can give him a job as a repairman 2) Talk to your repair man through the coms. you select repair or repair man or whatever it was. 3) He will then have an assigment like "advanced trader" where you can change the sector he is assigned to work in. I don't know if you can tell them to follow you . I have had a guy in a fleet with the repair job still assigned I'm just not sure if he will do it when the fleet is idle. I had a fleet with a carrier as its leader and it seemed to jack up everyones orders. They all wanted to dock on him for resupply. Possibly due to the player_restock_subordinates mod
If you dont see the option to give this order to subordinates you most likely need the mod that lets you add mod communications to the communication wheel. TRY Mod Support APIs Extended Conversation Menu https://www.nexusmods.com/x4foundations/mods/382
Seems to work well in 5.10 HF3 as a default order. But DLC factions are missing like Terran and Yaki. Also, factions added by other mods don't appear in the list. So if for example you're using DeadAir's faction mods and are at war with one of them, your ship will happily repair them because they can't be ignored.
Personally I think it would be better if the repair cost hull parts instead of Cr. You could use a small trading ship as repair service and have some fighters escort it.
For whatever reason the mod author decided to not allow you to select class.ship_s as the ship to "follow". But the mod still works fairly well with 5.10 HF3 if you download the steam version...
The main issue I have is the repair ship is given a default order of "patrol" which often means it is on the other side of the sector when you get attacked. It can take a long time to get to you if there is an asteroid field in the way because the AI likes to slow down for any obstacle that gets in its path.
I tried changing it to a follow command and while it does stay closer to my ships, it seems to have the same problem as other ships that are "following" in that they don't move until you get too far away.
The mod is not working. I don't know if is missing a file, mrsat.xml doesn't exist. Basically the job doesn't appear (my pilots don't have that option) in my game. I tested just with this mod instaled.
Download version from steam, and fallow GOG modding community ways to make them work for x4 and any other game (f***ing workshop)... This version is outdated!
I thank You for your very useful mod. I have the last X4 Split 3.30. Unfortunally there is something wrong, because the repair ships scattered in various sectors sometime work fine (mainly when I start the game), sometime stuck where they are. In particular in most cases my damaged ships are not repaired in no way after a lot of time even if I place the damaged ship under the nose of the repair one . Sometime the repair ship prefers NPC ships instead of the player's one, that are ignored completely forever. I tried to change pilot, remove all orders and start again etc. without any result. I suggest the following improvements in menu if possible: 1) "reset repair function" 2) "prefer player ships" (option) 3) "select the ship to repair" Thanks for your work.
Self reply: after some tests I found that the captured ships (mainly S and M) with destroyed shield (i.e. at zero) will not be never repaired because they cannot self-repair the shield. So they never will fulfil to the (strange) requirement of minimum 20% shield.
mobilerepairservice.xml Find: <do_if value="(not $ship.iswreck) and ($ship.isoperational) and ($ship.pilot.exists) and ($ship.hullpercentage lt 100) and ($ship.shieldpercentage gt 20)"> Change To: <do_if value="(not $ship.iswreck) and ($ship.isoperational) and ($ship.pilot.exists) and ($ship.hullpercentage lt 100)"> There is another line mentioning shields...but try this first, if it won't work check: <find_object_component name="$damagedcomponents" object="$target" class="[class.engine, class.weapon, class.shieldgenerator]" checkoperational="false" multiple="true"/> And change To: <find_object_component name="$damagedcomponents" object="$target" class="[class.engine, class.weapon]" checkoperational="false" multiple="true"/> Although i advice to do it last after test, didn't wrote this script, but this part might actually ignore those modules. Test needed.
Download version from steam, and fallow GOG modding community ways to make them work for x4 and any other game (f***ing workshop)... This version is outdated!
37 comments
Thanks.
- docking with the specified ship upon completion of work
Thanks for your work.
Anyway, thank you for your mod, useful as is.
Adds Boron, Terran, Pirate DLCs to Mobile Repair Service · GitHub
What you do is
1) you take away a units orders and assignments. Once he has no orders you can give him a job as a repairman
2) Talk to your repair man through the coms. you select repair or repair man or whatever it was.
3) He will then have an assigment like "advanced trader" where you can change the sector he is assigned to work in. I don't know if you can tell them to follow you . I have had a guy in a fleet with the repair job still assigned I'm just not sure if he will do it when the fleet is idle. I had a fleet with a carrier as its leader and it seemed to jack up everyones orders. They all wanted to dock on him for resupply. Possibly due to the player_restock_subordinates mod
If you dont see the option to give this order to subordinates you most likely need the mod that lets you add mod communications to the communication wheel.
TRY
Mod Support APIs
Extended Conversation Menu https://www.nexusmods.com/x4foundations/mods/382
Personally I think it would be better if the repair cost hull parts instead of Cr. You could use a small trading ship as repair service and have some fighters escort it.
For whatever reason the mod author decided to not allow you to select class.ship_s as the ship to "follow". But the mod still works fairly well with 5.10 HF3 if you download the steam version...
The main issue I have is the repair ship is given a default order of "patrol" which often means it is on the other side of the sector when you get attacked. It can take a long time to get to you if there is an asteroid field in the way because the AI likes to slow down for any obstacle that gets in its path.
I tried changing it to a follow command and while it does stay closer to my ships, it seems to have the same problem as other ships that are "following" in that they don't move until you get too far away.
version is outdated!
1) "reset repair function"
2) "prefer player ships" (option)
3) "select the ship to repair"
Thanks for your work.
Find:
<do_if value="(not $ship.iswreck) and ($ship.isoperational) and ($ship.pilot.exists) and ($ship.hullpercentage lt 100) and ($ship.shieldpercentage gt 20)">
Change To:
<do_if value="(not $ship.iswreck) and ($ship.isoperational) and ($ship.pilot.exists) and ($ship.hullpercentage lt 100)">
There is another line mentioning shields...but try this first, if it won't work check:
<find_object_component name="$damagedcomponents" object="$target" class="[class.engine, class.weapon, class.shieldgenerator]" checkoperational="false" multiple="true"/>
And change To:
<find_object_component name="$damagedcomponents" object="$target" class="[class.engine, class.weapon]" checkoperational="false" multiple="true"/>
Although i advice to do it last after test, didn't wrote this script, but this part might actually ignore those modules. Test needed.
Download version from steam, and fallow GOG modding community ways to make them work for x4 and any other game (f***ing workshop)... This version is outdated!