[MOD] Rise of the Ossian Raider v2.0 and ashipmod

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sco1981
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by sco1981 » Fri, 29. May 20, 21:36

raim729 wrote:
Fri, 29. May 20, 18:58
Pity, don't understand why new patches keep coming. And after that nothing works anymore.
I only get to read, with update 1.80 and nothing works.
Egosoft did update the X tools and i think every mod update after that mixed something with the dependancies.
Try to add to the content.xml of ror mod:

<dependency id="ego_dlc_split" optional="true" name="Split Vendetta" version="100"/>
<dependency id="ws_2082610651" optional="true" name="DeadAir Gate Overhaul"/>

If this dont help, then please write some more details about it.
Did you load a savegame or started a new game?
Are the sectors neutral or owned by OSR?

raim729
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by raim729 » Fri, 29. May 20, 22:55

I got it working with patch 1.80 Mod.
But unfortunately I don't know why, do the sectors of TTC and ORA overlap?
Look at the picture.
TTC Sector overlaps with Teladie Sector.
Can Savegame send?

https://www.file-upload.net/download-14 ... 1.jpg.html

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by sco1981 » Fri, 29. May 20, 23:10

raim729 wrote:
Fri, 29. May 20, 22:55
I got it working with patch 1.80 Mod.
But unfortunately I don't know why, do the sectors of TTC and ORA overlap?
Look at the picture.
TTC Sector overlaps with Teladie Sector.
Can Savegame send?

https://www.file-upload.net/download-14 ... 1.jpg.html
Overlapping sectors occur only without the compatiblity patch: deadairgateoverhaulror.
And you should using ror 1.82 because of some bugfixes.
If you did install the compatibility patch and 1.82, then please upload the savegame.

raim729
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by raim729 » Sat, 30. May 20, 07:50

I don't know what that was, about,
But now it works.
Thank you very much for quick answers.

DeadAirRT
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by DeadAirRT » Sat, 30. May 20, 15:43

raim729 wrote:
Sat, 30. May 20, 07:50
I don't know what that was, about,
But now it works.
Thank you very much for quick answers.
Glad you got it working

Sturmer
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Sturmer » Wed, 3. Jun 20, 22:12

Found a friendly Lynx Mk.1, no faction association, floating in space in Tharka's Cascade, full shields and 60% armor (and repairing), with no captain and cca 100 crew. Xenon ignore it, Split ignore it, it doesn't react to or engage anyone, I tried to make it hostile to cap it, but it won't get angry and I can't get it's shields down to even 98% lol.

Is it intentionally there? I have the invasions and Mk.1 battleships (the convo menu option) turned on.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by sco1981 » Wed, 3. Jun 20, 22:44

Sturmer wrote:
Wed, 3. Jun 20, 22:12
Found a friendly Lynx Mk.1, no faction association, floating in space in Tharka's Cascade, full shields and 60% armor (and repairing), with no captain and cca 100 crew. Xenon ignore it, Split ignore it, it doesn't react to or engage anyone, I tried to make it hostile to cap it, but it won't get angry and I can't get it's shields down to even 98% lol.

Is it intentionally there? I have the invasions and Mk.1 battleships (the convo menu option) turned on.
No, do you using the last version of the mod?
There was a bug at which some ships got no pilot, but it should be fixed now.
If you already use the latest version, then provide a savegame please so i can take a look.

Scoob
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Scoob » Thu, 16. Jul 20, 12:58

Hi,

I currently use VRO, the Economy / War mod as well as the XR Ship mod. Can RotR coexist with the XR Ship mod? I note that there is some overlap in the added ships, though I guess there would be two distinct ships - albeit the same model - if both mod were to run together? Also, can this mod be introduced to a game in progress, or is it a fresh start situation as I suspect?

Just want some more ships in my game :)

Scoob.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by sco1981 » Thu, 23. Jul 20, 23:35

Scoob wrote:
Thu, 16. Jul 20, 12:58
Hi,

I currently use VRO, the Economy / War mod as well as the XR Ship mod. Can RotR coexist with the XR Ship mod? I note that there is some overlap in the added ships, though I guess there would be two distinct ships - albeit the same model - if both mod were to run together? Also, can this mod be introduced to a game in progress, or is it a fresh start situation as I suspect?

Just want some more ships in my game :)

Scoob.
They should work together, no ships do overlap, just more ships like Taranis.
You can activate ROR at any time.

Scoob
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Scoob » Thu, 23. Jul 20, 23:44

Thanks for confirming :)

Scoob.

raim729
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by raim729 » Tue, 4. Aug 20, 17:51

Hello,

Got a question. Is there a way to increase Ora's forces?
Unfortunately they are destroyed too quickly because everyone has enemies.

Warnoise
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Warnoise » Thu, 6. Aug 20, 12:06

is this compatible with 3.3?

Scoob
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Scoob » Fri, 7. Aug 20, 00:48

Warnoise wrote:
Thu, 6. Aug 20, 12:06
is this compatible with 3.3?
I've been using it with 3.3, all seems well though I'm not far into this game.

Scoob.

Scoob
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Scoob » Sun, 9. Aug 20, 01:09

Hi,

I do have a slight issue with this mod, it appears that the East gate in Silent Witness XI isn't included in the Navigation route in certain situations. For example, I'm in Silent Witness XI and order my ship to fly to Triton. It does not go:

Silent Witness XI > Theia > Triton - which is the most direct route.

Rather it follows the route:

Silent Witness XI > Silent Witness I > Profit Center Alpha > Bright Promise > Theia > Triton - which is very much the long way around. It's like it doesn't "see" that Gate in SW XI.

Also, I've seen the odd ORA Ship, but I haven't seen where they're coming from - are they build by the TTC Wharf? I'm just running default settings at the moment, so perhaps I'm missing something? Do they have a home sector of their own?

Scoob.

Berni
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Berni » Wed, 12. Aug 20, 10:18

hey, thanks for this awesome mod^^ :)

but is there a way to disable "ashipmod_ai mod" and "ashipmod_flagship mod"?

i think these mods ruin my game because the factions are way too strong now^^ they wipe the floor with the poor xenon :o
(btw. i haven't seen a Xenon R in two days yet)

and there's "peace" everywhere, no more faction fighting :gruebel:

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by sco1981 » Thu, 13. Aug 20, 08:59

raim729 wrote:
Tue, 4. Aug 20, 17:51
Hello,

Got a question. Is there a way to increase Ora's forces?
Unfortunately they are destroyed too quickly because everyone has enemies.
Just talk to the NPC at the Omega station and increase the difficulty. :)
Scoob wrote:
Sun, 9. Aug 20, 01:09
Hi,

I do have a slight issue with this mod, it appears that the East gate in Silent Witness XI isn't included in the Navigation route in certain situations. For example, I'm in Silent Witness XI and order my ship to fly to Triton. It does not go:

Silent Witness XI > Theia > Triton - which is the most direct route.

Rather it follows the route:

Silent Witness XI > Silent Witness I > Profit Center Alpha > Bright Promise > Theia > Triton - which is very much the long way around. It's like it doesn't "see" that Gate in SW XI.

Also, I've seen the odd ORA Ship, but I haven't seen where they're coming from - are they build by the TTC Wharf? I'm just running default settings at the moment, so perhaps I'm missing something? Do they have a home sector of their own?

Scoob.
This behavoir exist in vanilla games too, the pathway ai is not very good. There are a lot forum posts about it.
ORA has 2 main sectors where their ships are building and coming from.
Berni wrote:
Wed, 12. Aug 20, 10:18
hey, thanks for this awesome mod^^ :)

but is there a way to disable "ashipmod_ai mod" and "ashipmod_flagship mod"?

i think these mods ruin my game because the factions are way too strong now^^ they wipe the floor with the poor xenon :o
(btw. i haven't seen a Xenon R in two days yet)

and there's "peace" everywhere, no more faction fighting :gruebel:
You still have ashipmod mods activated? You can deactivate these. If you disable the "ashipmod" main mod, then the ships disappear, but there would be some orphaned entries in your savegame. Best way is to disable _ai and _flagship mods and destroy these old ships first.

Scoob
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Scoob » Thu, 13. Aug 20, 11:58

sco1981 wrote:
Thu, 13. Aug 20, 08:59

This behavoir exist in vanilla games too, the pathway ai is not very good. There are a lot forum posts about it.
ORA has 2 main sectors where their ships are building and coming from.
Yes, there are issues in various parts of the Vanilla universe. However, I'm talking specifically about sectors added with this mod. I don't know how things work code-wise, whether there's any sort of navigation stuff baked into the map / sectors themselves. All I know is that ship can freak out at certain gates. Basically, that was my query, does someone adding new Sectors have to add additional navigational data elsewhere?

Could you pop into spoilers where these sectors are? I've found Theia and Triton, the former being neutral with no stations and the latter being the Terran home sector, but that's it. Oddly, ORA ships seem to spawn in Triton, so I wondered if ORA bought ships from the Terrans - like FAF do from FRF.

My day-old universe is already seeing the Split ZYA and FRF factions being invaded by the Xenon. They will lose several sectors soon and FRF space will be cut off. I need to get exploring now if there are more sectors to find. I use VRO (and other mods) which makes things quite a bit harder :)

Scoob.

Scoob
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Scoob » Fri, 14. Aug 20, 01:40

Hi,

I started a fresh game this evening. Did a Patrol mission (Peace and Stability) for the TTC Faction in Triton, completed the mission and got a -5 rep hit. These missions work fine for other factions.

To be clear, my log shows:

Reputation lost: -5 Terran Trader Corp

Reason: Mission Completed.

I'll test these missions with other factions as I progress, but I've never had a rep loss after taking one before.

Scoob.

MHDriver
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by MHDriver » Sun, 13. Sep 20, 12:39

Scoob wrote:
Fri, 14. Aug 20, 01:40
Hi,

I started a fresh game this evening. Did a Patrol mission (Peace and Stability) for the TTC Faction in Triton, completed the mission and got a -5 rep hit. These missions work fine for other factions.

To be clear, my log shows:

Reputation lost: -5 Terran Trader Corp

Reason: Mission Completed.

I'll test these missions with other factions as I progress, but I've never had a rep loss after taking one before.

Scoob.
Yeah something is up with TTC Rep. I killed a FAF Split raider in Triton and took a -12 rep hit from TTC. Does not make sense. Also did a mission for TTC that ended up with a negative rep strike..

Scoob
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Scoob » Sun, 13. Sep 20, 15:27

MHDriver wrote:
Sun, 13. Sep 20, 12:39
Yeah something is up with TTC Rep. I killed a FAF Split raider in Triton and took a -12 rep hit from TTC. Does not make sense. Also did a mission for TTC that ended up with a negative rep strike..
[/quote]

Something certainly isn't right, I should be at 20+ rep with them by now, but many of my "good" actions just lower it. It's a bit hit and miss. I gain rep for trading, but lose it for completing a mission for them. They do appear to be on good terms with most Factions, so I guess killing a FAF ship is considered a hostile act in their space.

Also, while I see plenty of TTC ship and they have their own sector of course, seeing OSA (the enemy faction IIRC) ships is very very rare. I just get the odd mining ship. Also, destroying OSA ships in TTC space gives a rep loss too. I don't know if this is intended or linked to the above bug. I had hoped there would be enemy sectors with an OSA Shipyard etc. Perhaps I'm missing something.

I would remove the mod, as I'm not sure it's working quite right, but of course that'd break my game in progress.

Scoob.

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