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NPCs get trained in relevant skills only, and its usually quickest in their main skill - except for specialist, those get trained all of their skills.
@beaver1981: Sure thing. Wish you luck with your mod, thers lots of work to be done with vanilla aiscripts!
It would be fully dependent on your mod.
I used more crew, capship bridge, show skills so they should be (at least were a couple months back) safe.
Orange cursor doesnt look like a big change, neither does the repair laser..
Maybe u used other mods on this save that you removed since?
Also some people complained about a similar issue, but they spawned the crew using a cheat mod. I told them to try a vanilla hired employee but they never wrote back.
show skills
orange mouse cursor
hull repair laser
hull x3 skunk
more crew
capital ship bridge
it worked fine with these...after installing the autocrew and autotrain is when i had that issue...i could not give any command to those ships yet they had a priviously command when i look on the captain side of things...but they would do nothing...and i couldn't give them nothing...what do you think it was?...it would be great to have the crew automatically upgrade to the next level...
i will try again for the sake of wanting those...
No way to fix this on my end, unfortunately.
Ill try to see if miners can be handled better.
@stndbye well i think they do learn when they do general movement but when mining they don't really move.
And i wanted to check if by trading that also include by exemple mining ship deliver their storage to their station.
If i get wares with tradeship and one of my station from Enter-6-1 is that considered trade and with the cmd from ship commander to transfert ware not ? Or both not because they do not use credit ?
The code from this mod should be added to YAT as well to allow employee trainings during work.
But there is a question left: Is it possible, that your mod struggles with Yet another trader? All my "normal" Pilots in fighting Ships gaining XP while eskorting my transport ships. The transporter crews do not, while auto trading.
I will try this now with one transport ship for a while with manual trading orders.
Sorry for the bad english, i hope i could describe what my problem is.
Kindly regards.
I would also upload that on ego forum in case noone has done it.
And just to be sure, they don't take experience when mining ?
That was not in the list.
If you find anything then you have a mod compatibility issue. The line(s) will have a script name at the end, from that you can more or less figure out what action will not trigger skill increase as intended.
BUT this change is better integrated into CWIR, as there is no way to ensure proper load order of the mods (CWIR should be first, so by the time my mod loads it has something to modify for sure).
Unfortunately you can only set optional dependencies (= ES's concept of load order) between workshop mods.
If this wasn't the case i would have already added the CWIR compatibility script, but it seems there is no way to handle that properly as long as there is no workshop version.
If its for AutoCrew, the NPC that vanished had nothing to do with any of my mods as you fired AutoCrew's before. Plus that mod only acts when you acquire a ship, so not much i can do here.
Maybe try it without the cheatmod, and hire an NPC vanilla way.
I have seen a bug as follows. Installed mod AUTOTRAIN and AUTOCREW, I capture any ship and after that change engineer it for the more experienced (fire that was automatically assigned, and I give the orders to the engineer from the Board to work on another ship). The engineer starts to work, but as soon as I fly over the sector with this ship - the engineer disappears.
Engineer I hired through mod from Aladinalex - CheatMenu. Together with the author of this mod we checked this bug on a clean save game. The problem was repeated.
Please provide a clear description of the issue, and clear repro steps - otherwise i cant help you.
Sadly there is no workaround for this via modding.
imo, it would be good to have more info especially to new players, who happened just to sub this mod without the other, then they will encountered this issue
so a head-up info about this in the description may help those
Once Steam created a <modname>_backup folder with a clone of another mod for ex in my extensions folder, then i got the red mark.
I think it happens if you have 2 folders with a content.xml that have the same IDs in them.
I'd ask ES about this on their forum, its definitely a behaviour that no mod can affect/override.
These actions (dependency check and related things) happen before the mod is allowed to do anything.
Btw in the past there were some bugs related to subscribe/unsubscribe - this might not even be related to dependencies.
but i don't get this on next sub and restart
and i noticed autocrew extension kind of downloaded, with just the content.xml, but i never sub it
If you have a missing dependency then XR will not even enable the mod in question - but will never subscribe you to any other mod by itself.
Its either an ES bug or you messed up something.
It's not related to my mods.
Since the 'optional' attribute is true this line only overrides load order of the mods. It does not make anything required.
Note that just deleting any folder from extensions will not unsub you from any mod - if subscribed, and updates are enabled for the mod, XR will download it again on next launch and enable it.
the dependency finding is done later to peek into ur stuff
i believe ppl 1st time sub this will have issue, need to restart the game 2nd time
That code you quoted does not do what you assume.
<dependency id="ws_604564648" optional="true" name="AutoCrew"></dependency>
this make it to need to subscribe autocrew as well, it can't run standalone without autocrew
Both mods can be used separately.
so i can't just run this stand-alone?
Indeed i got way too generous there, skillup rate is now 5 times less (as originally intended).
Logic works like this if its of any interest: a full repair of hull, shields, and turrets yields about 30% chance for an increase.
This mainly concerns warships used personally - engineers on patrols, or trader ships will get some skillups during everyday duties.
Let me know if further balancing is needed.