Does this work in 2024? Guess I'll find out. I'm removing all of the logging (a ton of dev logging) which just adds to the performance impact unnecessarily since the mod is released and the logging is unnecessary for public consumption yeah? Please provide any updates to the mod in the future so that the logging is removed. It really potentially causes a significant impact to performance having to log all of that out all of the time.
Can I upload a version of this mod that uses parts of the code from this? It doesn't seem like this is being maintained anymore. I have been working on a version with a menu and have revamped almost the whole code and I would like to release it with Acknowledgement to you for the based on mod.
Thanks I'll wait to hear back from you. If I don't I'll just rip out the last little bits of code and release it and still give you the inspired by this MOD Kudos.
siath1970 was thinking of updating this mod but he seems to have disappeared too. Anyone want to update this because it's a fun little mod and is not working in 6.0.
Yes it works for my game (all DLC 6.xx). S ships all often, M ships (Traders, often)(Military, prety rare), L and XL, I dont found (dont known if it work)
It appears mainly in conflict zones and frequency is basically based on conflict intensity. So sometimes few ships in few minutes, sometimes no ships in a hour. Here is my log with abandoned ships found in last few hours. https://imgur.com/a/XovNzTY
For the most part it works, but it looks like it is ignoring military capital ships (they do not even bail their crews at times) They do not show up in the logs. You can still get military ships from factions like SCA and such and then you get the odd fighter here and there. Also Construction ships bail too. So I don't know if EGO soft changed how military ships are listed or something, but you still get ships that bail. Just do not expect the occasional Military XL ship or L ship, I have a ton of hours in and have never seen one, I even upped the chance from the 1% to 30% just to see and nothing.
*Edit, it is working just military ships are not bailing, watching the logs and turning the bail base chance up to 60, they very rarely even show up. Capital Military ships never show up, mainly only the large freighters and the constructors is all that will bail. Dunno what changed, but I couldn't figure it out. Been a while since I modded, so this cue thing is new to me (probably where the problem is), or ego did a code change.
Update 2, this mod still works correctly, the last update that Ego did broken loose files. You have to put the files in the DOC folder for it to work correctly.
Edit: This has been fixed please put the files in the main extension folders.
heya! you said above that it's working, do you know if using vortex to load the mods will work as fine as if manually installed? if not, can you tell me where is the folder? i'm using vortex to this day, i'm going to try but can't say if will work yet :'D
Awesome mod! Would it be possible to be able to give orders to our own AI pilots to capture a ship by making the pilot bail (talking small ships S and M that you can take without boarding)?
<!-- Bail if hull 0% and exploding --> ??<do_if value="$target.hullpercentage lt 0"> ?<debug_to_file name="'EnhancedBail'" directory="'EnhancedBail'" text="'Critical Damage Full Crew Bail Triggered ' + $target.knownname"/> ?<set_value name="$numcrewbailing" exact=" $target.people.count"/> </do_if>
Add this code in above <!-- Set a small chance for critical damage if the hull is less than 30% -->
Seems to take off the killing escape pods issue that i've been seeing with this mod, doesn't make the ship claimable but does stop the ship reporting as escape pods destroyed.
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Guess I'll find out.
I'm removing all of the logging (a ton of dev logging) which just adds to the performance impact unnecessarily since the mod is released and the logging is unnecessary for public consumption yeah? Please provide any updates to the mod in the future so that the logging is removed. It really potentially causes a significant impact to performance having to log all of that out all of the time.
I have been working on a version with a menu and have revamped almost the whole code and I would like to release it with Acknowledgement to you for the based on mod.
Thanks I'll wait to hear back from you. If I don't I'll just rip out the last little bits of code and release it and still give you the inspired by this MOD Kudos.
mod working good in 6.00 and all DLC for me.
Abandoned ships in v 6.0 are scarce.
Only Class S ships can be found abandoned, sometimes.
It appears mainly in conflict zones and frequency is basically based on conflict intensity. So sometimes few ships in few minutes, sometimes no ships in a hour.
Here is my log with abandoned ships found in last few hours.
https://imgur.com/a/XovNzTY
thanks
You can still get military ships from factions like SCA and such and then you get the odd fighter here and there. Also Construction ships bail too.
So I don't know if EGO soft changed how military ships are listed or something, but you still get ships that bail. Just do not expect the occasional Military XL ship or L ship, I have a ton of hours in and have never seen one, I even upped the chance from the 1% to 30% just to see and nothing.
*Edit, it is working just military ships are not bailing, watching the logs and turning the bail base chance up to 60, they very rarely even show up. Capital Military ships never show up, mainly only the large freighters and the constructors is all that will bail. Dunno what changed, but I couldn't figure it out. Been a while since I modded, so this cue thing is new to me (probably where the problem is), or ego did a code change.
Edit: This has been fixed please put the files in the main extension folders.
<!-- Bail if hull 0% and exploding -->
??<do_if value="$target.hullpercentage lt 0">
?<debug_to_file name="'EnhancedBail'" directory="'EnhancedBail'" text="'Critical Damage Full Crew Bail Triggered ' + $target.knownname"/>
?<set_value name="$numcrewbailing" exact=" $target.people.count"/>
</do_if>
Add this code in above
<!-- Set a small chance for critical damage if the hull is less than 30% -->
Seems to take off the killing escape pods issue that i've been seeing with this mod, doesn't make the ship claimable but does stop the ship reporting as escape pods destroyed.