[MOD] Variety and Rebalance Overhaul (VRO) 4.x
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Can someone thank the 3 ppl he mentioned there in the reddit. That is really appreciated especially in shuulo's situation.
I7 9900k 4GHz
RTX 3080TI
32GB Corsair
Win10 64bit
But now on a freaking fast SSD aber immernoch ziemlich lahm beim laden
RTX 3080TI
32GB Corsair
Win10 64bit
But now on a freaking fast SSD aber immernoch ziemlich lahm beim laden
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Hate to ask considering the circumstances, but I'm having a problem with VRO on 5.0 and I'm at my wits end.
Namely, For most ships I can't access shield groups in the ship equipment mod interface. Causes the UI to crash.
Only error I've found in the debug log that isn't .sig errors is
Some ships do work however. Two examples I have is the "Odysseus E" (Doesn't work with ship modding) and the "Helios E" (Does work)
Tested with most other mods disabled, on a new save still doesn't work.
Only other mods where Rise of Orissan Raider, XR Ship pack (Ships from these mods suffer the same problems) and a ship testing game start.
More just asking here if others have this problem, I'm not thinking equipment mods are commonly used.
Namely, For most ships I can't access shield groups in the ship equipment mod interface. Causes the UI to crash.
Only error I've found in the debug log that isn't .sig errors is
Spoiler
Show
[General] 3533.78 ======================================
[=ERROR=] 3533.78 Error while executing onEvent script for event: onClick.
Errormessage: P:\SVN\temp\menu_ship_configuration.lua:5829: attempt to concatenate a nil value
[General] 3533.78 ======================================
[=ERROR=] 3533.78 Error while executing onEvent script for event: onClick.
Errormessage: P:\SVN\temp\menu_ship_configuration.lua:5829: attempt to concatenate a nil value
[General] 3533.78 ======================================
Tested with most other mods disabled, on a new save still doesn't work.
Only other mods where Rise of Orissan Raider, XR Ship pack (Ships from these mods suffer the same problems) and a ship testing game start.
More just asking here if others have this problem, I'm not thinking equipment mods are commonly used.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Yes, it's a known issue. Seems to only effect some ships though. You can Escape out of the menu and just avoid shield mods for the time being.Aranov wrote: ↑Mon, 21. Mar 22, 13:20Hate to ask considering the circumstances, but I'm having a problem with VRO on 5.0 and I'm at my wits end.
Namely, For most ships I can't access shield groups in the ship equipment mod interface. Causes the UI to crash.
Only error I've found in the debug log that isn't .sig errors is
Some ships do work however. Two examples I have is the "Odysseus E" (Doesn't work with ship modding) and the "Helios E" (Does work)SpoilerShow[General] 3533.78 ======================================
[=ERROR=] 3533.78 Error while executing onEvent script for event: onClick.
Errormessage: P:\SVN\temp\menu_ship_configuration.lua:5829: attempt to concatenate a nil value
[General] 3533.78 ======================================
Tested with most other mods disabled, on a new save still doesn't work.
Only other mods where Rise of Orissan Raider, XR Ship pack (Ships from these mods suffer the same problems) and a ship testing game start.
More just asking here if others have this problem, I'm not thinking equipment mods are commonly used.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
If i can get more info on this, i can get a fix to shuulofriznit1 wrote: ↑Mon, 21. Mar 22, 22:37Yes, it's a known issue. Seems to only effect some ships though. You can Escape out of the menu and just avoid shield mods for the time being.Aranov wrote: ↑Mon, 21. Mar 22, 13:20Hate to ask considering the circumstances, but I'm having a problem with VRO on 5.0 and I'm at my wits end.
Namely, For most ships I can't access shield groups in the ship equipment mod interface. Causes the UI to crash.
Only error I've found in the debug log that isn't .sig errors is
Some ships do work however. Two examples I have is the "Odysseus E" (Doesn't work with ship modding) and the "Helios E" (Does work)SpoilerShow[General] 3533.78 ======================================
[=ERROR=] 3533.78 Error while executing onEvent script for event: onClick.
Errormessage: P:\SVN\temp\menu_ship_configuration.lua:5829: attempt to concatenate a nil value
[General] 3533.78 ======================================
Tested with most other mods disabled, on a new save still doesn't work.
Only other mods where Rise of Orissan Raider, XR Ship pack (Ships from these mods suffer the same problems) and a ship testing game start.
More just asking here if others have this problem, I'm not thinking equipment mods are commonly used.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
I'm guessing it's related to this error. Repro: go to modification console for XL e.g. asgard and select shields.
Code: Select all
Error while executing onEvent script for event: onClick.
Errormessage: P:\SVN\temp\menu_ship_configuration.lua:5829: attempt to concatenate a nil value into console
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Yes very much. Basically it might be an inconsistency between some small parts of code so knowing what i need to compare before hand would expedite the process if my first thought ends up correct.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Posting the same thing I put in bug reports on the discord:
May have a breakthrough! and it may be Egosoft's god damn fault.
For those with this issue, check if the ishield shows in the equip mod menu for the ships that work. if not, that to me means ALL ishields are "breaking" the mod menu.
The reason some ships work is their ishield is not setup right, thus, doesn't show in the mod menu.
How did Ego cause this? I added group="group_ishield" to the ishield connections on the test ships and everything worked fine for equip mods.
It seems the can be only ONE ungrouped shield type per ship, other wise equip mod menu breaks. And ofc this "fix" breaks the shipyard equip menu, meaning you can't add ishields or turrets.
EDIT: tested adding a group to the vanilla ungrouped shields. ONLY if the ishields are grouped do they work.
Edit 2: Loaded up my 4.20 no steam install, few corrections. ishields did not show on the modding screen back then. The Helios E for example is correct in its function. For some reason, the equip mod ui wants to now show the ishields for some ships, such as the Triton, which breaks said ui as it seems only one ungrouped shield type can be used by that ui.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Okay, here a few examples from my current (5.0) game:
working:
- Boann | Sulaco | Katana | Gorgon
not working:
- Nomad | Millenium | Mammoth | Syn | Rattlesnake | Makhaira
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
How to beat xenon I in this mod?
Xenon sent like 3 xenon It's and 3 xenon Q and holy shit they melt anything that comes withing 20km.
The I here is extremely powerful, I am now at a loss at how to deal with this invasion that somehow managed to cross like half of the Galaxy to my newly acquired sector
Also, it's just my opinion but I think destroyer weapons should outrange xenon L pulse and laser Obliterator turrets.
Xenon sent like 3 xenon It's and 3 xenon Q and holy shit they melt anything that comes withing 20km.
The I here is extremely powerful, I am now at a loss at how to deal with this invasion that somehow managed to cross like half of the Galaxy to my newly acquired sector
Also, it's just my opinion but I think destroyer weapons should outrange xenon L pulse and laser Obliterator turrets.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Try this weapon pack and use the plasma artillery!
It is well balanced around VRO and i never would play X4 without it anymore^^
viewtopic.php?t=421266
It is well balanced around VRO and i never would play X4 without it anymore^^
viewtopic.php?t=421266
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Thanks man I'll try it out and hopefully xenon I stop soloing a whole sector by itself
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Hello, I'm sorry but I'm a little confused about VRO installation and mods that are dependent on it.
I apologize if I posted it in a wrong mod topic.
I intend to use 'VRO' and 'XR Shippack for VRO' with DeadAir mods.
Which version of VRO should I use then?
When I install this one:
When I install version from official VRO discord there's no such error but maybe there's some serious incompatibility with DeadAir mods I'm not aware of?
I really don't know, this is my very first modding attempt for X4 and the last thing I want is finding out after hundred hours that my
savegame is corrupted and I can't play anymore.
This is my mod list.
I apologize if I posted it in a wrong mod topic.
I intend to use 'VRO' and 'XR Shippack for VRO' with DeadAir mods.
Which version of VRO should I use then?
When I install this one:
I get error message in Extensions menu:DeadAirRT wrote: ↑Fri, 25. Mar 22, 01:13My 5.0/ToA version of VRO is available now
https://github.com/DeadAirRT/VRO
When I install version from official VRO discord there's no such error but maybe there's some serious incompatibility with DeadAir mods I'm not aware of?
I really don't know, this is my very first modding attempt for X4 and the last thing I want is finding out after hundred hours that my
savegame is corrupted and I can't play anymore.
This is my mod list.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
So things are a little complicated right now. Egosoft recently introduced a code change that made most ships with ishield cause UI glitches.
This is on top of shuulo having to evacuate due to the war.
Right now, my version has fixes for the UI glitch and works 100% but there is one major catch, it requires the authors of ship mods to update their mods or it may cause issues.
If you are fine with not being able to add equipment mods to ships, use the VRO version from shuulo's discord (folder will be called vro_toa when you unpack, rename it to VRO).
If you use my fixed version and If you use a shipmod that isn't updated for the fix, they may not use shields.
The "incompatibility" you are talking about is because the mods that are set to load after VRO, use VRO as the mod id. It can be fixed by updating their content file, or changing the ID in vro-lite content file to VRO.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
my 2 cent.
i play without vro atm. dosent feel right to use it while noone knows if he and his family is save and well atm.
i play without vro atm. dosent feel right to use it while noone knows if he and his family is save and well atm.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Hello DeadAirRT, where can i get your version with the (shield-mod)UI fix?
Thank you
-
- Posts: 24
- Joined: Sat, 22. Feb 14, 07:03
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
So, if by your version you mean the one posted on Shuulo's discord (vro_toa.zip) I am guessing it won't work with mods like "Equipment modifications redone"? I am confusedDeadAirRT wrote: ↑Thu, 31. Mar 22, 03:31Right now, my version has fixes for the UI glitch and works 100% but there is one major catch, it requires the authors of ship mods to update their mods or it may cause issues.
If you are fine with not being able to add equipment mods to ships, use the VRO version from shuulo's discord (folder will be called vro_toa when you unpack, rename it to VRO).
If you use my fixed version and If you use a shipmod that isn't updated for the fix, they may not use shields.
The "incompatibility" you are talking about is because the mods that are set to load after VRO, use VRO as the mod id. It can be fixed by updating their content file, or changing the ID in vro-lite content file to VRO.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
https://github.com/DeadAirRT/VRO
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Don't know anything about that mod and no, i do not mean that version.Apostolis78 wrote: ↑Fri, 1. Apr 22, 19:24So, if by your version you mean the one posted on Shuulo's discord (vro_toa.zip) I am guessing it won't work with mods like "Equipment modifications redone"? I am confusedDeadAirRT wrote: ↑Thu, 31. Mar 22, 03:31Right now, my version has fixes for the UI glitch and works 100% but there is one major catch, it requires the authors of ship mods to update their mods or it may cause issues.
If you are fine with not being able to add equipment mods to ships, use the VRO version from shuulo's discord (folder will be called vro_toa when you unpack, rename it to VRO).
If you use my fixed version and If you use a shipmod that isn't updated for the fix, they may not use shields.
The "incompatibility" you are talking about is because the mods that are set to load after VRO, use VRO as the mod id. It can be fixed by updating their content file, or changing the ID in vro-lite content file to VRO.
Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x
Pardon me, I've read about potential issues with VRO (5.0 + ToA version) and ship modifications, preventing ship mods from being applied. I initially didn't worry about this as I don't use ship mods traditionally. However, I've just hit a certain point in a certain new plot-line that requires me to research and apply a mod to an engine. My understanding is that my current mods might cause me issues here, though I'm not entirely sure what goes wrong.
For the record I use the new version of VRO for ToA (from Shuulo's Discord), along with the XR Ship Pack and the Ship Variety Expansion mod (both with their respective VRO patch applied) to add more ships. I'm not entirely sure what I need to do in order to be able to apply the plot-required Engine mod successfully, whether it impacts all ships that are VRO'd or just certain ones. I recall reading that ALL mods that add / change ships need a certain fix applied in order to work, but as I've largely not paid attention - due to not using ship mods normally - I'm a little uncertain what needs to be done.
If anyone can provide guidance it'd be most welcome. If the answer is "wait until VRO is updated" then that's of course 100% fine, I'll just put this particular mission on hold for the time being.
Cheers.
For the record I use the new version of VRO for ToA (from Shuulo's Discord), along with the XR Ship Pack and the Ship Variety Expansion mod (both with their respective VRO patch applied) to add more ships. I'm not entirely sure what I need to do in order to be able to apply the plot-required Engine mod successfully, whether it impacts all ships that are VRO'd or just certain ones. I recall reading that ALL mods that add / change ships need a certain fix applied in order to work, but as I've largely not paid attention - due to not using ship mods normally - I'm a little uncertain what needs to be done.
If anyone can provide guidance it'd be most welcome. If the answer is "wait until VRO is updated" then that's of course 100% fine, I'll just put this particular mission on hold for the time being.
Cheers.