Release EDDI Scripts and EDDI enabled VA Commands Thread

My apologies if this has been asked before, but I can't find it if it has:

What does the swapoutcheck function, called from Market Information Check actually do? I've seen a number of people ask how to disable it, but before I do that I'd like to know it's value.
I was told by EDDI yesterday that I could millions by swapping out my modules. What does actually mean? How would I go about saving these millions of credits? If I sell a module, I get the local price for it, and if I buy it back, I pay the same.

Before I disable this function, can anyone tell me?

Thanks!
 
When you sell your ship you loose 10% but when you sell modules you get the price you paid for it when you purchased it. So when you want to sell your ship first sell the modules separately or you loose 10% on them too.

But at some systems you can get a discount on modules. So let's say you have an a-rated FSD and paid 50 million for it.
You get to a station with a 20% discount. Eddi tells you that you can save 10 million.
To do this you sell the FSD (you must install a cheaper one because you can't fly without)
You get paid 50 million.
Once you sold it you have to wait for about 10 minutes because if you go back to the store right away you get the "buy-back" option and you'ld have too pay 50 million again but after about 10 minutes it's no longer in the "buy-back" option and you can buy a new a-rated FSD for 40 million (50 - 20% discount).

I haven't done this myself for a long time so it may have changed but this is how it used too work.
One thing to note though is that if you have a engineered module you might loose the modifications on that module if you replace it. Not entirely sure about that so keep it in mind that might happen.
 
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Hi Joshua,
Thank you for parsing my appallingly written post, and answering my question! That all makes sense, and I'll give that a go before disabling in EDDI..
 
After about 1 + mins if you still in the system, have NOT jump then EDDI starts saying more about the system When EDDI responds now there's no timer delay EDDI speaking is usually in competition with other Voices giving information all talking over the top of each other, so no information is heard.!
Hmm, I'm not sure what you have going on on your system, but EDDI can only speak one thing at a time. If anything else gets triggered, then it is simply queued up and is spoken after the first one has finished. There is no way EDDI can speak over itself with multiple voices, and it won't let you run multiple copies of itself either.

The only thing I can think of is that maybe you have VoiceAttack running and whatever custom profile you have on that is doing the speaking over EDDI. The default EDDI profile also doesn't let it speak over itself, so if you have multiple voices going on, it must be some other software that's causing it.

Are you running any of the HCS VoicePacks by any chance? It's more likely that they will be talking while idle in the system.
 
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Hi Joshua,
Thank you for parsing my appallingly written post, and answering my question! That all makes sense, and I'll give that a go before disabling in EDDI..
Quick tip on saving money: Always buy ships and modules from any Li Yong-Rui controlled/exploited systems. They will be the cheapest you can get anywhere, then EDDI will never tell you that you can swap stuff out! :D
 
Quick tip on saving money: Always buy ships and modules from any Li Yong-Rui controlled/exploited systems. They will be the cheapest you can get anywhere, then EDDI will never tell you that you can swap stuff out! :D
Heh. That's where I am now.

One other question - is there a way to stop EDDI talking, if it goes on a long ramble?
 
Heh. That's where I am now.

One other question - is there a way to stop EDDI talking, if it goes on a long ramble?
As far as I'm aware, the only way to stop it, once it's started a long ramble, is to force close EDDI (and VA if you're using it). If there is another way, then I'd like to know too. I know you can use VA to tell EDDI to 'shut up', but I think EDDI will still finish what it started and has queued up.

As I'm out on the Distant World 2 expedition, I've set the options in the Body Report scripts to pretty much minimum, to speed things up a lot in that part of my EDDI personality.
 
As far as I'm aware, the only way to stop it, once it's started a long ramble, is to force close EDDI (and VA if you're using it). If there is another way, then I'd like to know too. I know you can use VA to tell EDDI to 'shut up', but I think EDDI will still finish what it started and has queued up.

As I'm out on the Distant World 2 expedition, I've set the options in the Body Report scripts to pretty much minimum, to speed things up a lot in that part of my EDDI personality.
That's the primary reason for the recent revisions to the `Body scanned` family of scripts - we needed to cut the scripts down to be less verbose now that we can rapid scan with the new FSS scanner (and now that more info is available via Elite's UI).
 
Hi,

Thanks for a great tool.

Is there any way to filter the chat when eddi is reading the messages from the chat window e.g just listen to say squadron or system etc.


Cheers

J
 
When you sell your ship you loose 10% but when you sell modules you get the price you paid for it when you purchased it. So when you want to sell your ship first sell the modules separately or you loose 10% on them too.

But at some systems you can get a discount on modules. So let's say you have an a-rated FSD and paid 50 million for it.
You get to a station with a 20% discount. Eddi tells you that you can save 10 million.
To do this you sell the FSD (you must install a cheaper one because you can't fly without)
You get paid 50 million.
Once you sold it you have to wait for about 10 minutes because if you go back to the store right away you get the "buy-back" option and you'ld have too pay 50 million again but after about 10 minutes it's no longer in the "buy-back" option and you can buy a new a-rated FSD for 40 million (50 - 20% discount).

I haven't done this myself for a long time so it may have changed but this is how it used too work.
One thing to note though is that if you have a engineered module you might loose the modifications on that module if you replace it. Not entirely sure about that so keep it in mind that might happen.
These days there is a trick to avoid having to wait 10 mins. Store the original FSD instead of selling it. The game will put in a stock E-rated one. Then replace that with the discounted A-rated module. Finally, sell the stored module.

And yes, you will definitely lose any engineering modifications.
 
Hi,

Thanks for a great tool.

Is there any way to filter the chat when eddi is reading the messages from the chat window e.g just listen to say squadron or system etc.


Cheers

J
Here's my version of the Message Received script. It allows you to configure just who you hear messages from.

Code:
{_ Context }
{SetState('eddi_context_last_subject', 'message')}
{SetState('eddi_context_last_action', 'receive')}
{SetState('eddi_context_message_name', event.from)}
{SetState('eddi_context_message_content', event.message)}

{_ Setup channel list to speak. Only messages received on these channels will be spoken _}
{_ Options: direct, friend, local, multicrew, npc, player, squadron, starsystem, voicechat, wing _}
{set channellist to ["direct", "friend", "multicrew", "npc", "player", "squadron", "voicechat", "wing"]}

{_ Setup sender list to speak. Only messages FROM these will be spoken _}
{_ Messages from Players will always be spoken _}
{_ Options: Ambushed pilot, Bounty hunter, Capital ship, Cargo hunter _}
{_ Civilian pilot, Commander, Cruise liner, Escort, Exploration convoy _}
{_ Hitman, Messenger, Military, Miner, NPC, Passenger hunter, Passenger liner _}
{_ Pirate, Police, Propagandist, Protester, Refugee, Rival power's agent _}
{_ Search and rescue, Starship One, Station, Wedding convoy, Wing mate _}
{set senderlist to ["Bounty hunter", "Military", "Pirate", "Police"]}


{if event.player = true:
    {if event.message = "o7":
        {event.from} salutes
        {if event.channel = "player":
            you
        }.
    |else:
        {event.source} {event.from} sends: {event.message}.
    }
|elif find(channellist, event.channel) > -1 && find(senderlist, event.source) > -1:
    From {event.from}: {Transmit(event.message)}
}
 
Here's my version of the Message Received script. It allows you to configure just who you hear messages from.

Code:
{_ Context }
{SetState('eddi_context_last_subject', 'message')}
{SetState('eddi_context_last_action', 'receive')}
{SetState('eddi_context_message_name', event.from)}
{SetState('eddi_context_message_content', event.message)}

{_ Setup channel list to speak. Only messages received on these channels will be spoken _}
{_ Options: direct, friend, local, multicrew, npc, player, squadron, starsystem, voicechat, wing _}
{set channellist to ["direct", "friend", "multicrew", "npc", "player", "squadron", "voicechat", "wing"]}

{_ Setup sender list to speak. Only messages FROM these will be spoken _}
{_ Messages from Players will always be spoken _}
{_ Options: Ambushed pilot, Bounty hunter, Capital ship, Cargo hunter _}
{_ Civilian pilot, Commander, Cruise liner, Escort, Exploration convoy _}
{_ Hitman, Messenger, Military, Miner, NPC, Passenger hunter, Passenger liner _}
{_ Pirate, Police, Propagandist, Protester, Refugee, Rival power's agent _}
{_ Search and rescue, Starship One, Station, Wedding convoy, Wing mate _}
{set senderlist to ["Bounty hunter", "Military", "Pirate", "Police"]}


{if event.player = true:
    {if event.message = "o7":
        {event.from} salutes
        {if event.channel = "player":
            you
        }.
    |else:
        {event.source} {event.from} sends: {event.message}.
    }
|elif find(channellist, event.channel) > -1 && find(senderlist, event.source) > -1:
    From {event.from}: {Transmit(event.message)}
}

Thanks for this I'll have a play and see if i can get it to do what I'd like it to, which is not hear messages from players on a specific channel.
 
These days there is a trick to avoid having to wait 10 mins. Store the original FSD instead of selling it. The game will put in a stock E-rated one. Then replace that with the discounted A-rated module. Finally, sell the stored module.

And yes, you will definitely lose any engineering modifications.
Hmm I tried that approach and ended up with exactly the same amount of money.
 
Thanks for this I'll have a play and see if i can get it to do what I'd like it to, which is not hear messages from players on a specific channel.
Ah ok. Then try this updated version. You should be able to configure the options to more easily achieve what you want with this one.

Code:
{_ Context }
{SetState('eddi_context_last_subject', 'message')}
{SetState('eddi_context_last_action', 'receive')}
{SetState('eddi_context_message_name', event.from)}
{SetState('eddi_context_message_content', event.message)}

{_ Setup channel list to speak. Only messages received on these channels will be spoken _}
{_ Options: direct, friend, local, multicrew, npc, player, squadron, starsystem, voicechat, wing _}
{set channellist to ["direct", "friend", "multicrew", "npc", "player", "squadron", "voicechat", "wing"]}

{_ Setup sender list to speak. Only messages FROM these will be spoken _}
{_ Messages from Players will always be spoken _}
{_ Options: Ambushed pilot, Bounty hunter, Capital ship, Cargo hunter _}
{_ Civilian pilot, Commander, Cruise liner, Escort, Exploration convoy _}
{_ Hitman, Messenger, Military, Miner, NPC, Passenger hunter, Passenger liner _}
{_ Pirate, Police, Propagandist, Protester, Refugee, Rival power's agent _}
{_ Search and rescue, Starship One, Station, Wedding convoy, Wing mate _}
{set senderlist to ["Bounty hunter", "Commander", "Military", "Pirate", "Police"]}


{if find(channellist, event.channel) > -1 && find(senderlist, event.source) > -1:

    {if event.player = true:
        {if event.message = "o7":
            {event.from} salutes
            {if event.channel = "player":
                you
            }.
        |else:
            {event.source} {event.from} sends: {event.message}.
        }
    |else:
        From {event.from}: {Transmit(event.message)}
    }
}
 
Hey up fellow humans, I was wondering earlier today when I was doing some exploring is there a way to get EDDI to announce when there is geological, biological, etc in the body scanned script?

I've also noticed that when i jump into a system with alot of stars in EDDI gets bogged down announcing all the stars. Possible to make the Star scan have preferences so we can set it to only announce certain types of star types? like only announce black holes, white dwarfs etc. hell even the body scan to only announce certain bodies.
 
Hey up fellow humans, I was wondering earlier today when I was doing some exploring is there a way to get EDDI to announce when there is geological, biological, etc in the body scanned script?

I've also noticed that when i jump into a system with alot of stars in EDDI gets bogged down announcing all the stars. Possible to make the Star scan have preferences so we can set it to only announce certain types of star types? like only announce black holes, white dwarfs etc. hell even the body scan to only announce certain bodies.
Hi BumbleB,

You could try this version of the Star Scanned script, as a way to cut down on star reports. Add those stars you want to hear about into the array. Note this is based on the default script.
Code:
{_ Context }
{SetState('eddi_context_last_subject', 'star')}
{SetState('eddi_context_last_action', 'scan')}
{SetState('eddi_context_star_system', system.name)}
{SetState('eddi_context_star_star', event.name)}
{SetState('eddi_context_last_scan_estimated_value', event.estimatedvalue)}

{_ Set the following array to those stars you wish to hear about }
{_ Options are :- O, B, A, F, G, K, M, L, T, Y, TTS, AEBE, WC, WN, WO, WNC, W, CS, CHd, CJ, MS, S, D, DA, DAB, N, H, X, }
{_ SuperMassiveBlackHole, A_BlueWhiteSuperGiant, F_WhiteSuperGiant, M_RedSuperGiant, }
{_ M_RedGiant, K_OrangeGiant, RoguePlanet, Nebula, StellarRemnant }

{set reportStar to ["SuperMassiveBlackHole", "A_BlueWhiteSuperGiant", "F_WhiteSuperGiant", "M_RedSuperGiant",
                    "M_RedGiant", "K_OrangeGiant", "RoguePlanet", "Nebula", "StellarRemnant"]}

{if find(reportStar, event.stellarclass) > -1:
    {if ship.Role.edname = "Exploration" || ship.Role.edname = "Multipurpose":
        {F("Star report")}
    }
}

If you're just using the default scripts, I believe the latest version of the Star Report already cuts out common main sequence stars, only reporting unusual and uncommon ones.

o7

-=] Darkcyde [=-
 
Hi BumbleB,

You could try this version of the Star Scanned script, as a way to cut down on star reports. Add those stars you want to hear about into the array. Note this is based on the default script.
Code:
{_ Context }
{SetState('eddi_context_last_subject', 'star')}
{SetState('eddi_context_last_action', 'scan')}
{SetState('eddi_context_star_system', system.name)}
{SetState('eddi_context_star_star', event.name)}
{SetState('eddi_context_last_scan_estimated_value', event.estimatedvalue)}

{_ Set the following array to those stars you wish to hear about }
{_ Options are :- O, B, A, F, G, K, M, L, T, Y, TTS, AEBE, WC, WN, WO, WNC, W, CS, CHd, CJ, MS, S, D, DA, DAB, N, H, X, }
{_ SuperMassiveBlackHole, A_BlueWhiteSuperGiant, F_WhiteSuperGiant, M_RedSuperGiant, }
{_ M_RedGiant, K_OrangeGiant, RoguePlanet, Nebula, StellarRemnant }

{set reportStar to ["SuperMassiveBlackHole", "A_BlueWhiteSuperGiant", "F_WhiteSuperGiant", "M_RedSuperGiant",
                    "M_RedGiant", "K_OrangeGiant", "RoguePlanet", "Nebula", "StellarRemnant"]}

{if find(reportStar, event.stellarclass) > -1:
    {if ship.Role.edname = "Exploration" || ship.Role.edname = "Multipurpose":
        {F("Star report")}
    }
}

If you're just using the default scripts, I believe the latest version of the Star Report already cuts out common main sequence stars, only reporting unusual and uncommon ones.

o7

-=] Darkcyde [=-

Thanks for that I will try it out when I'm next on. Pretty much all my scripts are based on your personality, so its all good.
 
Hey up fellow humans, I was wondering earlier today when I was doing some exploring is there a way to get EDDI to announce when there is geological, biological, etc in the body scanned script?

I've also noticed that when i jump into a system with alot of stars in EDDI gets bogged down announcing all the stars. Possible to make the Star scan have preferences so we can set it to only announce certain types of star types? like only announce black holes, white dwarfs etc. hell even the body scan to only announce certain bodies.
Surface POI (geological, biological, etc.) are not currently written to the player journal, unfortunately.
We cut down on the verbosity of scan events with our recent updates, but we do still need to think about deeper cuts and reorganizations. The new FSS scanner is very quick!
 
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Surface POI (geological, biological, etc.) are not currently written to the player journal, unfortunately.
We cut down on the verbosity of scan events with our recent updates, but I think we do still need to think about deeper cuts. The new FSS scanner is very quick!
Exactly doing FSS with mouse is SUPER quick, I got it down pretty damn good now and EDDI still chatting after I've jumped out etc. I hope at some point the surface POI will be included in the journal in some form. That would be cool for it to alert me when there is something to actually go to the surface to see.
 
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