[MOD] Variety and Rebalance Overhaul (VRO)

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Fri, 8. Nov 19, 11:17

Kyle Baxter wrote:
Thu, 7. Nov 19, 21:43
Hi,

I've been using this Mod alongside Faction War/Economy Enhancer for some days now, started my Universe fresh with 2.6 and it seems like my Kha'ak faction is broken. There is a system with a Kha'ak station in it that spawns raiding fleets, but they don't move and i can't attack them. It looks like only the raiding fleet with small S ships called Raiding Party Forage are affected, M and above looks ok. When i try to shoot it with my main weapon the volleys go through. It seems like my weapon is unable to track the ship. Also my turrets or my other ships won't attack them. So, in the main thread it is mentioned that VRO overwrites changes, because is is lower in the mod load order. So my thought is that maybe VRO is causing this. I tried disabling all extensions for testing purpose, but the ships are still broken. I've got now a system full with those small ships that i can't attack. What could cause this? Maybe it is a conflict with the War Module of Faction Enhancer? Did something change in 2.6 with the Kha'ak?
Hi, I have the same issue with raiding parties but i dont think VRO causing this. VRO only changes macro file, basically HP and speed and thats it. No components or anything else was changed to cause projectiles go through. I believe this is the vanilla (bad collision) or faction fix issue (if it changes their behavior).

Kyle Baxter
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Kyle Baxter » Fri, 8. Nov 19, 14:42

My thought was that maybe VRO caused this, because VRO does change weapons, engines, shields and also hull. Maybe this raider type uses a engine part that VRO changes and the Forage ship type spawns because of that without a engine and does not move. But this was just a guess. I could only think about this two Mods that change things on a larger scale. I mean i use TaterTrader and stuff like that. But i highly doubt that a script like that messes with the Kha'ak.

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Fri, 8. Nov 19, 15:11

Kyle Baxter wrote:
Fri, 8. Nov 19, 14:42
My thought was that maybe VRO caused this, because VRO does change weapons, engines, shields and also hull. Maybe this raider type uses a engine part that VRO changes and the Forage ship type spawns because of that without a engine and does not move. But this was just a guess. I could only think about this two Mods that change things on a larger scale. I mean i use TaterTrader and stuff like that. But i highly doubt that a script like that messes with the Kha'ak.
VRO does not change Khaak engines at all. From my perspective Khaak implementation is kind of a placeholder so decided to not change much for them, just basic staff like mass of hull so speed is higher to match the speed of other ships in game for them not to look stupid.
Though ill re-check today evening just in case.

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Fri, 8. Nov 19, 23:39

Kyle Baxter wrote:
Fri, 8. Nov 19, 14:42
My thought was that maybe VRO caused this, because VRO does change weapons, engines, shields and also hull. Maybe this raider type uses a engine part that VRO changes and the Forage ship type spawns because of that without a engine and does not move. But this was just a guess. I could only think about this two Mods that change things on a larger scale. I mean i use TaterTrader and stuff like that. But i highly doubt that a script like that messes with the Kha'ak.
Hi, I actually found the culprit for this, it was really VRO, somehow, connection in Forager ship for cockpit was commented out, maybe in my numerous testings of different things.
Ill release an update asap, it inflicted on Forager ship.

Kyle Baxter
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Kyle Baxter » Fri, 8. Nov 19, 23:44

Great! I've been really enjoying your mod so far, thanks btw. :) Will the update fix the Foragers that are already there?

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Sat, 9. Nov 19, 01:16

Kyle Baxter wrote:
Fri, 8. Nov 19, 23:44
Great! I've been really enjoying your mod so far, thanks btw. :) Will the update fix the Foragers that are already there?
Unfortunately no, they must be destroyed manually.
BTW, this was not something that can cause projectiles to fly through, if you will notice this again then its a vanilla problem with the mesh, I cant do anything about it.

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Sat, 9. Nov 19, 01:27

Version 1.96

Changes:
- Teladi Phoenix turrets were moved to better location. To update player Phoenixes plese do the following:
1. Sell current L turrets from the ship on shipyard/EQ dock
2. Let the ship undock
3. Buy L turrets again, they now should be on correct new locations
- Khaak stations are now destructible
- ARG, TEL, PAR now can have up to 2 carrier groups. Carrier groups now have more fighters (in vanilla its 6-10 fighters per carrier :? )

Balance:
- small adjustment of firepower for all L turrets to make them a bit more balanced against each other
- Khaak fighters a bit lowered health
- plasma bomb rebalanced a bit, was OP in players hands

Fixes:
- fixed few effect that could cause fps drop
- Khaak Forager was lacking cockpit so was not able to move or do any order. fix will influence only newly spawned ships

Rastuasi
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Rastuasi » Sat, 9. Nov 19, 18:34

Got another freeze on Linux, this time I wasn't firing a weapon, just idling on a dock. I know on my unmodded game I've spent 3 real days idle with no issues, but once this is installed, it froze after a few hours. Any thoughts on what I can provide to help debug?

Edit: upon restarting computer and game, I'm noticing the ram climbing about .1 GB per 15 minutes of idling. Will test over more hours on both unmodded and modded.

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Sat, 9. Nov 19, 19:02

Rastuasi wrote:
Sat, 9. Nov 19, 18:34
Got another freeze on Linux, this time I wasn't firing a weapon, just idling on a dock. I know on my unmodded game I've spent 3 real days idle with no issues, but once this is installed, it froze after a few hours. Any thoughts on what I can provide to help debug?

Edit: upon restarting computer and game, I'm noticing the ram climbing about .1 GB per 15 minutes of idling. Will test over more hours on both unmodded and modded.
Hm, I guess the culprit is the Linux version, I have no idea what is the difference in how they work and have no idea what to suggest.

Rastuasi
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Rastuasi » Sat, 9. Nov 19, 19:07

Shuulo wrote:
Sat, 9. Nov 19, 19:02
Rastuasi wrote:
Sat, 9. Nov 19, 18:34
Got another freeze on Linux, this time I wasn't firing a weapon, just idling on a dock. I know on my unmodded game I've spent 3 real days idle with no issues, but once this is installed, it froze after a few hours. Any thoughts on what I can provide to help debug?

Edit: upon restarting computer and game, I'm noticing the ram climbing about .1 GB per 15 minutes of idling. Will test over more hours on both unmodded and modded.
Hm, I guess the culprit is the Linux version, I have no idea what is the difference in how they work and have no idea what to suggest.
Are there log files I could provide?

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Sat, 9. Nov 19, 20:07

Rastuasi wrote:
Sat, 9. Nov 19, 19:07

Are there log files I could provide?
You can use the following launch option (set in in properties in steam): -debug all -logfile x4debug.log -scriptlogfiles
This will create debug file in your X4 documents folder. Though, to be honest, it may not capture what is causing the problem, as it would otherwise do so for Windows install, and I didn't get any such complaints as of yet.
If your game freezes due to RAM problem, it may be just a problem with how Linux install handles some assets, if that is true there is nothing i can do unless you can send the dump file (if game generates one) to Egosoft.

Are you using any other mod btw?

Rastuasi
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Rastuasi » Sat, 9. Nov 19, 22:07

Shuulo wrote:
Sat, 9. Nov 19, 20:07
Rastuasi wrote:
Sat, 9. Nov 19, 19:07

Are there log files I could provide?
You can use the following launch option (set in in properties in steam): -debug all -logfile x4debug.log -scriptlogfiles
This will create debug file in your X4 documents folder. Though, to be honest, it may not capture what is causing the problem, as it would otherwise do so for Windows install, and I didn't get any such complaints as of yet.
If your game freezes due to RAM problem, it may be just a problem with how Linux install handles some assets, if that is true there is nothing i can do unless you can send the dump file (if game generates one) to Egosoft.

Are you using any other mod btw?
Not fully sure it's a RAM issue, I have 64GB, but I did see it continuing to rise, albeit slowing down around 7.2GB. Unmodded stops at 5GB for same idle time. I'll try outputting and see what it might say if I can get a freeze again.

Angsaar
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Angsaar » Sat, 23. Nov 19, 08:24

Hey Shuu, did the surface element shield hit effect always work for you? Been a while since I tried it, I either don't recall it working before (it's somewhat subtle) or it started working again at some point.

Edit: I finally found out why the smoke was looking so gray too, I forgot to check how X4 changed it's shader. :roll:

Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Shuulo » Sat, 23. Nov 19, 15:22

Angsaar wrote:
Sat, 23. Nov 19, 08:24
Hey Shuu, did the surface element shield hit effect always work for you? Been a while since I tried it, I either don't recall it working before (it's somewhat subtle) or it started working again at some point.

Edit: I finally found out why the smoke was looking so gray too, I forgot to check how X4 changed it's shader. :roll:
It works occasionaly, but i didnt paid enough attention to be sure.

phrozen1
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by phrozen1 » Sun, 8. Dec 19, 03:13

I'm playing with 3.0 Beta at the moment and it's literally a shocking contrast.
Your mod makes it so much more fun and i can't stop thinking, this is how the combat should work in the first place.
So keep up the great work, looking forward to play X4:SV with your mod ;)
And i hope X4 vanilla combat gets a total overhaul at some point because it's a joke ;)

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