[MOD] Debug menu enabler

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dcajner2
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Post by dcajner2 » Thu, 21. Nov 13, 14:50

not working with 1.15 version and incompatible save game
If you can't beat them... try again ;-)

Saheike
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Version 1.15

Post by Saheike » Thu, 21. Nov 13, 16:18

ok, thx, thought I am too stupid for it.

:oops:
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thserpa
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Post by thserpa » Sat, 23. Nov 13, 20:27

Very good mod. Waiting for more debug commands. :lol:

jwt22
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Post by jwt22 » Sat, 23. Nov 13, 23:20

Washu73 wrote:This mod is flagged as containing a virus by my virus scanner.
I am hoping it is a false positive, but I need confirmation.

its a false positive i have it on my game :D
I never feared death or dying
I only fear never trying

jwt22
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Re: [MOD] Debug menu enabler

Post by jwt22 » Sat, 23. Nov 13, 23:23

Saheike wrote:
r4m0n wrote:Noticed there was a Debug menu in the game, so started up modding by enabling it :-)

To install mods:
Create a folder named "extensions" on the game folder, then extract the mods inside, each on its own folder (mods mod should come with their own folder in the distribution packages already).

Download here: http://www.mumech.com/uploads/mumech_debugmode.zip

The Debug menu starts at the Main menu(open with Return key usually)->Universe->DEBUG
Didn´t find DEBUG under Universe. Must I write it manually or must I enable a scripteditor 1st ? Or is it coloured black on black ?
did you make a folder first then unzip there
I never feared death or dying
I only fear never trying

Saheike
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Post by Saheike » Sun, 24. Nov 13, 07:31

Yepp, did it and under WinXP it works fine but not under Windows 8.1. No way to enable it there. Must try it under both systems to find out which has the better performance.

:oops:
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madmax225
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Post by madmax225 » Wed, 27. Nov 13, 10:05

please explain for a newbie how and where do u type enter or activate script editor

Saheike
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Post by Saheike » Wed, 27. Nov 13, 11:25

madmax225 wrote:please explain for a newbie how and where do u type enter or activate script editor
There is no script editor needed or available because you can edit it all in a texteditor.

:oops:
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goku213
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Post by goku213 » Sat, 30. Nov 13, 12:38

u need to set a key to open up debug and script editor

tallo03
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Post by tallo03 » Sat, 30. Nov 13, 20:46

Great Job!

But:

What does the Option "old Maps"? I have tested it, but i can't see anychanges?


& hope there will come more options, like repair, faction respect etc.

THANKS!

Twoj1
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Post by Twoj1 » Mon, 16. Dec 13, 03:05

Thanks for the mod. It works on ver. 1.19

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Frumph
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Post by Frumph » Thu, 19. Dec 13, 01:09

Broken in 1.21 beta patch =(

- specifically the 'perfect trader' options, giving 1mil works still

spartanheyho
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Post by spartanheyho » Fri, 20. Dec 13, 05:09

I can confirm this. Apparently, the commands work fine but the menu_lists and such stored in the non-xml files have been changed it seems like according to my debug log, upon selecting the commands, it attempts to load up the menus but receives null values meaning nothing is where it should be or has been removed.

hephaistos01245
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Post by hephaistos01245 » Sun, 22. Dec 13, 21:49

Hello,

if you want use debug mode with 1.21 patch. Could you test it:

Code: Select all

	<replace sel="/mdscript[@name='MainMenu']/cues/cue[@name='SectionHandler_Universe']">
		<cue name="SectionHandler_Universe" instantiate="true" namespace="this">
		  <conditions>
			<check_any>
			  <event_conversation_next_section sectionprefix="gMainUniverse_" />
			  <event_conversation_returned_to_section sectionprefix="gMainUniverse_" />
			</check_any>
		  </conditions>
		  <actions>
			<debug_text text="'Next section: ' + event.param" />
			<do_if value="event.param == 'gMainUniverse_main'">
			  <add_conversation_view view="facenormal" />
			  <add_player_choice_sub    text="{1002,1251}"    position="top_left"     section="gMainNav_main" comment="Navigation"/>
			  <add_player_choice_sub    text="{1002,1252}"    position="left"         section="gEncyclopedia_main" comment="Encyclopedia"/>
			  <add_player_choice_sub    text="'DEBUG'"        position="right"        section="gDebug_main" />
			  <add_player_choice_return text="{1002,20}"      position="bottom_right" comment="(Back)"/>
			</do_if>
		  </actions>
		</cue>
	</replace>
.

On my side, it's OK.

spartanheyho
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Post by spartanheyho » Mon, 23. Dec 13, 00:52

And all options work for you with the latest patch (1.22 beta patch)? Options such as perfect traders, buying engines and shields etc.?

EDIT: I can confirm that it doesn't work and judging by the code you posted nothing was changed from the original extension, all you did was replace the entire cue which is unnecessary. The issue here is that some of the files in which these commands call upon were changed or removed, hence the blank screens when calling the perfect traders that sell engines or drones etc. With that said, everything ELSE (for the most part) still seems to work fine with this mod, just not vendors.

Saheike
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Patch 1.22

Post by Saheike » Mon, 23. Dec 13, 11:27

I can confirm that it doesn´t work in 1.22. Thought first that it was my fault but now I know it is the patch 1.22. Strange things happen when I try to start the perfect Trader.

Edit: Would be nice if it is fixed fast because I need this mod urgently.

:oops:
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...

Wesley Franken
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I agree with Saheike

Post by Wesley Franken » Thu, 2. Jan 14, 12:41

I must say, I'm a die hard fan of the X games. But X Rebirth has been launched far too quickly.
The performance is poor and the menu isn't that easy as Egosoft mentioned.
I would like to eject carco, is it even possible?

So I agree with Saheike because X Rebirth is in a Beta version.

swatti
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Post by swatti » Sat, 4. Jan 14, 17:24

Unless the original modder is still working on X:R some1 please take over and fix the perfect trader. This mod is too important to leave out.

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