<anem>BOARDER_SHROID</anem>
That's a typo in the autoBlueprints file.
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<event name="SHROOB_STATION">
<text>On the flipside of the rock, you find a large station hiding from view! A screeching cackle booms over your Comms systems and all throughout the ship. Your shields have been compromised!</text>
<environment type="asteroid"></environment>
<status target="player" system="shields" limit="2"></status>
<ship load="SHROOB_AI_STATION" hostile="true">
<destroyed load="SHROID_JOINS"></destroyed>
<deadCrew>
<text>As your crew somehow slash to pieces the last of the non-physical AI avatars, you hear something communicating with your Comms system. A message... it's... a happy birthday greeting?</text>
<choice>
<text>Accept the gift.</text>
<autoReward level="HIGH">standard</autoReward>
<event>
<text>"Yes? You liked my gift? Good, good!" a screeching voice says. "Now. You realise I had to take away from the key structures of my ship to be able to gift you this amount of scrap, don't you? Timbeeer!"</text>
<choice hidden="true">
<text>Uh-oh. Better get your crew out of there.</text>
<event load="SHROID_JOINS"></event>
</choice>
</event>
</choice>
</deadCrew>
</ship>
</event>
No, that isn't how you make a ship. I know, because I attempted that before. Try this:
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<event name="SHROOB_STATION">
<text>On the flipside of the rock, you find a large station hiding from view! A screeching cackle booms over your Comms systems and all throughout the ship. Your shields have been compromised!</text>
<status target="player" system="shields" limit="2"></status>
<ship load="SHROOB_AI_STATION" hostile="true"/>
</event>
<ship name="SHROOB_AI_STATION" auto_blueprint="SHROOB_STATIONS">
<destroyed load="SHROID_JOINS"></destroyed>
<deadCrew>
<text>As your crew somehow slash to pieces the last of the non-physical AI avatars, you hear something communicating with your Comms system. A message... it's... a happy birthday greeting?</text>
<choice>
<text>Accept the gift.</text>
<event>
<text>"Yes? You liked my gift? Good, good!" a screeching voice says. "Now. You realise I had to take away from the key structures of my ship to be able to gift you this amount of scrap, don't you? Timbeeer!"</text>
<autoReward level="HIGH">standard</autoReward>
<choice hidden="true">
<text>Uh-oh. Better get your crew out of there.</text>
<event load="SHROID_JOINS"></event>
</choice>
</event>
</choice>
</deadCrew>
</ship>
I removed the asteroid environment, because you are already in an asteroid field. I don't know if the game would just ignore it, or double up the asteroid field. I moved the autoReward because it was in the wrong spot. It belongs in an event tag, not the choice tag.
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<event name="SHROOB_SALVAGE">
<text>The wreckage of what looks to be a perfectly circular ship floats by in the distance. Distinct markings cover its hull, but there seems no visible point of entry.</text>
<choice req="BOARDER_SHROID" hidden="true">
<text>Send in the Infiltrator Shroid!</text>
<event>
<text>Stealthily, the Infiltrator scurries across the ship's surface. You blink and-- it's gone! After moments of staring blankly at your sensors, a light blinks. The Shroid makes contact. It's in!</text>
<event>
<text>Suddenly, the feed to your droid is cut off. The wreckage comes to life. Your scanners read systems powering on and your Comms screen shows the shadowy figure of a creature with deep red eyes and terrifying claws staring at you.</text>
<choice hidden="true">
<text>Hail them.</text>
<event>
<text>The creature on the other side simply laughs at you with a terrifying, high-pitched shriek. The Comms shut down and your systems register the other ship's weapons going hot!</text>
</event>
</choice>
<choice hidden="true">
<text>Power weapons!</text>
<event>
<text>You don't have time for inter-galactic dollhouse. Kill the fools!</text>
</event>
</choice>
<choice hidden="true">
<text>Speak through the Infiltrator Shroid.</text>
<event>
<text>Your faithful droid moves up to the shadow. Its sly smug washes from its face in an instant. It seems to... recognise the droid.</text>
<choice hidden="true">
<text>Hail them.</text>
<event load="SHROOB_FIRSTCONTACT"></event>
</choice>
</event>
</choice>
</event>
</event>
</choice>
</event>
You have a double event in here, which doesn't work. You need to insert a choice between them.
You don't have an alternative choice for if you lack the BOARDER_SHROID. You also didn't load a ship for fighting, which I assume is the SHROOB_SHIPS.
You'll also need a new ship for your SHROOB_WRECK because those ce_husk layouts do not work anymore. They are from a pre-AE era.
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Shrooblord wrote:I've tried having only my own mod installed.
I assume you mean with CE, since you are using CE assets in the autoBlueprints file.
Even with this working, you don't have any way for these events to show up. You haven't told the game how to call your SHROOB_WRECK eventList.