Getting Errors in uidata.xml when starting game version 6.2 with this mod. ["message"]="Error: No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_if/do_if/do_else/set_value/@exact' in patch file 'extensions\\lt_piloting_pilots\\md\\npc_state_machines.xml'. Skipping node.", ["message"]="Error: No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_if/do_else/do_else/set_value/@exact' in patch file 'extensions\\lt_piloting_pilots\\md\\npc_state_machines.xml'. Skipping node.", ["message"]="Error: No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_else/do_if/set_value/@exact' in patch file 'extensions\\lt_piloting_pilots\\md\\npc_state_machines.xml'. Skipping node.", ["message"]="Error: No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_else/do_else/set_value/@exact' in patch file 'extensions\\lt_piloting_pilots\\md\\npc_state_machines.xml'. Skipping node.",
This is going on since Public Beta 3.20 Beta 2 Tho I think this is some other mod trying to look it up and failing
[=ERROR=] 0.00 No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_if/do_if/do_else/set_value/@exact' in patch file 'extensions\lt_piloting_pilots\md\npc_state_machines.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_if/do_else/do_else/set_value/@exact' in patch file 'extensions\lt_piloting_pilots\md\npc_state_machines.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_else/do_if/set_value/@exact' in patch file 'extensions\lt_piloting_pilots\md\npc_state_machines.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_else/do_else/set_value/@exact' in patch file 'extensions\lt_piloting_pilots\md\npc_state_machines.xml'. Skipping node.
Are the animations supposed to happend only ones in a while or are they common/constant? I installed the mod and it happends quite rarely and sometimes it looks like they are being interruped. (It is not a fresh start but on an existind save, also sorry for grammar/spelling mistakes)
Hey man, i remember your name from your x-rebirth mods! I loved these kinds of mods, they bring much needed immersion to the game. Thank you so much for sharing them with the community!
I'd be more interested if they are gonna fix at any point the crew clipping through the windshield every now and then once they've sat down in their seats.
It happens often enough to be annoying. I'm not entirely sure what causes this, it could very well be caused by the custom ships w/ overlapping bridge nodes or something (although i'm fairly sure i've also seen this happen when the game was released, onto a vanilla "carrier" bridge), but the point is that it shouldn't happen in the first place. Because the entire feature is a buggy, gimmicky clusterfck that's just there for the sake of feature creep. I honestly don't know why did it worked so much better in Rebirth and in this game it's so janky and glitchy.
But then again, they didn't have AI crew that sat down nice and quiet into their seats on a capital ship because the capital ship in question DIDN'T EVEN HAVE AN INTERIOR to speak of, and the crew was just a bunch of numbers... how silly of me to forget that.
9 comments
["message"]="Error: No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_if/do_if/do_else/set_value/@exact' in patch file 'extensions\\lt_piloting_pilots\\md\\npc_state_machines.xml'. Skipping node.",
["message"]="Error: No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_if/do_else/do_else/set_value/@exact' in patch file 'extensions\\lt_piloting_pilots\\md\\npc_state_machines.xml'. Skipping node.",
["message"]="Error: No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_else/do_if/set_value/@exact' in patch file 'extensions\\lt_piloting_pilots\\md\\npc_state_machines.xml'. Skipping node.",
["message"]="Error: No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_else/do_else/set_value/@exact' in patch file 'extensions\\lt_piloting_pilots\\md\\npc_state_machines.xml'. Skipping node.",
The mod looks like a great idea too!
[=ERROR=] 0.00 No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_if/do_if/do_else/set_value/@exact' in patch file 'extensions\lt_piloting_pilots\md\npc_state_machines.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_if/do_else/do_else/set_value/@exact' in patch file 'extensions\lt_piloting_pilots\md\npc_state_machines.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_else/do_if/set_value/@exact' in patch file 'extensions\lt_piloting_pilots\md\npc_state_machines.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//cue[@name='ENTER_ai_pilot_at_post_undock']/actions/do_if/do_else/do_else/set_value/@exact' in patch file 'extensions\lt_piloting_pilots\md\npc_state_machines.xml'. Skipping node.
I installed the mod and it happends quite rarely and sometimes it looks like they are being interruped. (It is not a fresh start but on an existind save, also sorry for grammar/spelling mistakes)
It happens often enough to be annoying. I'm not entirely sure what causes this, it could very well be caused by the custom ships w/ overlapping bridge nodes or something (although i'm fairly sure i've also seen this happen when the game was released, onto a vanilla "carrier" bridge), but the point is that it shouldn't happen in the first place. Because the entire feature is a buggy, gimmicky clusterfck that's just there for the sake of feature creep. I honestly don't know why did it worked so much better in Rebirth and in this game it's so janky and glitchy.
But then again, they didn't have AI crew that sat down nice and quiet into their seats on a capital ship because the capital ship in question DIDN'T EVEN HAVE AN INTERIOR to speak of, and the crew was just a bunch of numbers... how silly of me to forget that.