[MOD]DeadAir Mods

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Scoob
Posts: 10017
Joined: Thu, 27. Feb 03, 22:28
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Re: [MOD]DeadAir Mods

Post by Scoob » Sat, 31. Oct 20, 19:24

Hi again,

Another query - just checking if something it's working quite right...

This mod gives SCA a full presence with sectors, ship construction and economy, which is great. However, their faction standing is still fixed at -5 and cannot be improved. I've taken a number of missions for them but get no standing increase. Is this deliberate or an oversight? I know it's fully possible to unlock SCA faction standing as other mods do it - I've used a Pirate game start that works just fine with unlocked SCA standing.

Perhaps I need another mod to unlock it in this case? Or I can just edit my save to make relations dynamic IIRC.

Scoob.

gbreuil1
Posts: 2
Joined: Sat, 7. Mar 20, 23:43
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Re: [MOD]DeadAir Mods

Post by gbreuil1 » Mon, 2. Nov 20, 19:26

https://imgur.com/ToEyyJO

As you can see, i will lose in few hours xD
So i can hope...this is a unattended development of events or 'working as attended'
I think it's the faction enhancer war module but not sure, or maybe the game start is already with 100 XL Xenon ships but this is...unbalanced.
I use many mods like VRO/ROR/XR ships/gem FX and only with this one i lost 40 FPS, maybe if i can modify the xml i could prevent that massive production, and gain some FPS but i don't know anything about XML code.

Scoob
Posts: 10017
Joined: Thu, 27. Feb 03, 22:28
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Re: [MOD]DeadAir Mods

Post by Scoob » Wed, 4. Nov 20, 20:52

Hi,

I've found a navigation bug with the DeadAir map layout.

I ordered my Nomad to fly from Freedom's Reach to Turquoise Sea IX. This should path the ship directly through the gate directly to this sector - basically the gate at the (roughly) 7pm position in Freedom's Reach. However, my ship simply will not travel through this gate, even if given an Explore command. It can ONLY be manually flown through. For whatever reason my ship insists on travelling through Zyarth's Fall, which is the gate at the 6pm position.

I've observed zero NPC traffic flying into this Gate, so it appears to impact all navigation, not just orders given to player ships. Note: I have no Blacklists that might prevent travel through this gate. Note 2: I'm aware that similar bugs are present in the Vanilla game - namely around the Split Factions borders with Xenon space, causing player ships to suicide travelling through Core Xenon sectors incorrectly. However, with this mod having a different layout, I guess it's unrelated in this case?

I understand DeadAir isn't supporting this mod any more, however, perhaps someone else knows / understands the cause of this navigation issue?

Scoob.

Polofix
Posts: 179
Joined: Thu, 6. Dec 18, 18:05

Re: [MOD]DeadAirDynamicWars

Post by Polofix » Tue, 10. Nov 20, 17:37

DeadAirDynamicWars


Hello,
unfortunately the entry 'faction information ' (esc - extension options) does not exist. Therefore I cannot show a list of the faction relation or the ship list.
The MOD 'SN_MOD_Support_ Api' (V1.80) is installed.

How can I get the faction information?

The mod 'Civilian Fleets' shows me entries in the menu 'esc - extension options'.
So I assume that Sir Nukes Api works.

I have also tried it on a clean X4 installation to avoid mod incompatibilities. But the same. In the menu 'esc - extension options'
it says 'No menues registered'.

Please help.

Scoob
Posts: 10017
Joined: Thu, 27. Feb 03, 22:28
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Re: [MOD]DeadAir Mods

Post by Scoob » Wed, 11. Nov 20, 00:18

Hi again,

Does anyone know if DeadAir has something that runs every 15 - 20 minutes? My game is running fairly well for the most part, but every 15 - 20 minutes the FPS will drop to single figures for a few seconds before recovering fully.

Note: While I do run multiple Mods, I recently started a fresh game with DeadAir being the only new addition - I did not get this 15 -20 Minute FPS drop previously. I'm not using any of the addin modules, just the base DeadAir Map.

Scoob.

Polofix
Posts: 179
Joined: Thu, 6. Dec 18, 18:05

Re: [MOD]DeadAirDynamicWars

Post by Polofix » Wed, 11. Nov 20, 14:19

Polofix wrote:
Tue, 10. Nov 20, 17:37
DeadAirDynamicWars


Hello,
unfortunately the entry 'faction information ' (esc - extension options) does not exist. Therefore I cannot show a list of the faction relation or the ship list.
The MOD 'SN_MOD_Support_ Api' (V1.80) is installed.

How can I get the faction information?

The mod 'Civilian Fleets' shows me entries in the menu 'esc - extension options'.
So I assume that Sir Nukes Api works.

I have also tried it on a clean X4 installation to avoid mod incompatibilities. But the same. In the menu 'esc - extension options'
it says 'No menues registered'.

Please help.
Problem solved !

I didn't know that there has to be a Load/Save/Load savegame cycle for the 'Sir Nukes Mod Support Api' to work properly after a new Mod installation.
You have to know that. And I spend hours trying it out. :cry:

Scoob
Posts: 10017
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD]DeadAirDynamicWars

Post by Scoob » Wed, 11. Nov 20, 16:04

Polofix wrote:
Wed, 11. Nov 20, 14:19
Problem solved !

I didn't know that there has to be a Load/Save/Load savegame cycle for the 'Sir Nukes Mod Support Api' to work properly after a new Mod installation.
You have to know that. And I spend hours trying it out. :cry:
Glad you sorted it. I did check, but I don't have the extra modules enabled, so just saw the basic config options and not what you were looking for. Good to know about the Save / Reload requirement to get things working properly.

Scoob.

Polofix
Posts: 179
Joined: Thu, 6. Dec 18, 18:05

Re: [MOD]DeadAirDynamicWars

Post by Polofix » Thu, 12. Nov 20, 07:55

DeadAirDynamicWars

Hello,
another problem. The number of ships at military and economic strength is completely wrong. Unfortunately only the ships that are not docked are counted. All ships should be counted and listed.
I noticed this because I didn't have any Player s-ships and m-ships in the list. But I have many. The ships were docked. As soon as I started the ships, they also appeared in the list.

I can't tell yet if the AI ships are also calculated incorrectly. I have not tested that yet. But I assume that it is so. The calculation is probably the same.

It's a pity that DeadAir has said goodbye to X4 and this mod is not updated anymore.
I think this feature is really great, because you finally get a good overview of all factions. Unfortunately this bug distorts the picture completely.

julian_stargazer
Posts: 12
Joined: Tue, 17. Nov 20, 16:47
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Re: [MOD]DeadAir Mods

Post by julian_stargazer » Wed, 18. Nov 20, 10:30


"XR ship pack causes tons of extra ships. On the order of up to several thousand because of a poor diff. You can check in the thread where I gave him solutions on how to fix it."

"As to XR ship pack, If you have the loose files, I'd be glad to send you a *fixed* version of the diffs that wont cause excessive ships."

Hello DeadAirRT,

sorry for the necro, but do you or anyone happen to have this files?
I found your suggestions to XR ship pack modder, however I am not sure how to verify if the current version of his/her mod, has this implemented or how to implement it myself.

regarding performance issues, I have a modest PC i7 860 12Gb RX 580 8Gb, and I've been testing your Beta branch version from Github.
I was very surprised with the initial performance, way better than when I used version 3.08 that started to crawl after a few minutes.

I expect for the performance to drop eventually, especially given my hardware, but I am trying to figure out things to scrap to get me going before an upgrade. (looking at you ryzen 5000 series)

Thank you for your contribution.

edit:

It seems the latest versions of XR ship pack + XR ship pack vro do not spawn crazy amounts of xenon. Yay

After testing the mod for a while, I noticed massive slowdowns due to - what I believe at least - war mechanics/system defense.

Therefore I chose to apply the following "fixes" for my system:

- Disabled war defence fleets
- Reduced mass_traffic for civilians

This was achieved by editing the jobs.xml file found at /deadairgateoverhaul/libraries/

- changed masstraffic_<race>_civilian from default 25 value to 10

default values for reference:

Code: Select all

masstraffic_argon_civilian // 25
masstraffic_teladi_civilian // 25
masstraffic_paranid_civilian // 25
masstraffic_split_civilian // 25
edited value for reference:

Code: Select all

  <job id="masstraffic_argon_civilian">
    <task task="masstraffic.generic"/>
    <location class="sector" factionrace="argon" matchextension="false"/>
    <quota sector="10"/>
    <masstraffic ref="masstraffic_argon_civilian"/>
  </job>
- commented defense and war fleets:

Code: Select all

<?ignore

<!-- BEGIN XEN WAR --><!-- BEGIN XEN WAR --><!-- BEGIN XEN WAR --><!-- BEGIN XEN WAR --><!-- BEGIN XEN WAR --><!-- BEGIN XEN WAR --><!-- BEGIN XEN WAR --><!-- BEGIN XEN WAR -->
  <job id="xenon_xl_patrol_highsec_carrier" name="{20204,3801}" disabled="false" comment="">
    <modifiers commandeerable="true"/>
    <orders>
      <order order="Patrol" default="true">
        <param name="range" value="class.sector"/>
      </order>
    </orders>
    <category faction="xenon" tags="[factionlogic, military, carrier]" size="ship_xl"/>
    <quota galaxy="16" sector="1"/><!--xenon_xl_patrol_highsec_carrier-->
    <location class="galaxy" macro="xu_ep2_universe_macro" faction="[xenon]" relation="self" comparison="exact" matchextension="false">
		<security min="1.0" />
	</location>
    <environment buildatshipyard="true"/>
    <ship>
      <select faction="xenon" tags="[military, carrier]" size="ship_xl"/>
      <owner exact="xenon" overridenpc="true"/>
    </ship>
    <subordinates>
      <subordinate job="xenon_xl_escort_destroyer_double"/>
	  <subordinate job="xenon_m_escort_quad"/>
	  <subordinate job="xenon_s_escort_hex"/>
    </subordinates>
  </job>

(...)

<!-- BUC SUPREMACY FLEET -->
  <job id="buccaneers_carrier_supremacy_fleet" name="{20204,6201}" comment="">
    <modifiers rebuild="true" commandeerable="false"/>
    <orders>
      <order order="DAProtectShipyard" default="true" />
    </orders>
    <category faction="buccaneers" tags="[military, carrier, deadair, supremacyfleet]" size="ship_xl"/>
    <quota maxgalaxy="1" galaxy="1" cluster="1" sector="1"/><!--supremacy_fleet-->
    <location class="galaxy" macro="xu_ep2_universe_macro" faction="[buccaneers]" relation="self" comparison="exact" matchextension="false">
		<security min="1.0" />
	</location>
    <environment buildatshipyard="true"/>
    <ship>
      <select faction="buccaneers" tags="[military, carrier]" size="ship_xl"/>
      <loadout>
        <level exact="1.0"/>
		<variation min="0.0" max="0.4"/>
      </loadout>
      <owner exact="buccaneers" overridenpc="true"/>
    </ship>
    <subordinates>
      <subordinate job="buccaneers_l_escort_double"/>
	  <subordinate job="buccaneers_l_escort_double"/>
	  <subordinate job="buccaneers_l_escort_single"/>
	  <subordinate job="buccaneers_m_escort_quad"/>
	  <subordinate job="buccaneers_m_escort_quad"/>
	  <subordinate job="buccaneers_m_escort_quad"/>
	  <subordinate job="buccaneers_s_escort_hex"/>
	  <subordinate job="buccaneers_s_escort_hex"/>
	  <subordinate job="buccaneers_s_escort_hex"/>
    </subordinates>
  </job>
<!-- END BUC WAR --><!-- END BUC WAR --><!-- END BUC WAR --><!-- END BUC WAR --><!-- END BUC WAR --><!-- END BUC WAR --><!-- END BUC WAR --><!-- END BUC WAR -->
</add>

?>

If anyone has any further tips or recommendations, I am all ears :D
Thank you!

lordofpie7000
Posts: 117
Joined: Fri, 5. Jun 09, 05:45
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Re: [MOD]DeadAirDynamicWars

Post by lordofpie7000 » Fri, 1. Jan 21, 19:52

Polofix wrote:
Thu, 12. Nov 20, 07:55
DeadAirDynamicWars

Hello,
another problem. The number of ships at military and economic strength is completely wrong. Unfortunately only the ships that are not docked are counted. All ships should be counted and listed.
I noticed this because I didn't have any Player s-ships and m-ships in the list. But I have many. The ships were docked. As soon as I started the ships, they also appeared in the list.

I can't tell yet if the AI ships are also calculated incorrectly. I have not tested that yet. But I assume that it is so. The calculation is probably the same.

It's a pity that DeadAir has said goodbye to X4 and this mod is not updated anymore.
I think this feature is really great, because you finally get a good overview of all factions. Unfortunately this bug distorts the picture completely.
Th best we could hope for is that someone builds an alternative, or picks up the mod itself.

Xaron01
Posts: 2
Joined: Sun, 27. Dec 20, 20:19
x4

Re: [MOD]DeadAir Mods

Post by Xaron01 » Sun, 3. Jan 21, 18:44

Hey. Can't complete the mission of finding the Split Vendetta gate in the Tarka's Cascade, can you tell me where you can find the gate to complete the mission? :evil: :mrgreen:
Last edited by Xaron01 on Sat, 6. Feb 21, 08:21, edited 2 times in total.

DeadAirRT
Posts: 1021
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Thu, 14. Jan 21, 01:51

lordofpie7000 wrote:
Fri, 30. Oct 20, 00:54
Thank you for all that you did for X4 and the amazing mod you made! I would not have gotten back into X4 without it. I wish you the best in whatever you do next, and once again thank you for the awesome mod.
Thank you!
Scoob wrote:
Sat, 31. Oct 20, 11:23
*snip*
I never found the performance issues. I think it had something to do with the inaccessible station stuff or faction logic accumulating too much data over time.

You might have something locking SCA reputation, as I have it unlocked in multiple of my mods.
gbreuil1 wrote:
Mon, 2. Nov 20, 19:26
*snip*
That is 100 xenon capitals over 8 different fronts. You'll be fine :)
Polofix wrote:
Thu, 12. Nov 20, 07:55
*snip*
Good to know that docked aren't accounted for. Might be part of the problem for performance (especially the buggy resupply ships from my observations)
julian_stargazer wrote:
Wed, 18. Nov 20, 10:30
*snip*
I honestly don't remember where the file was. I think my github version forcefully made it not an issue anymore but I don't really remember.

Edit: Yes, I am alive and might be in the neighborhood around 4.0 stable.

o-papaya-o
Posts: 42
Joined: Sun, 29. Mar 09, 11:53
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Re: [MOD]DeadAir Mods

Post by o-papaya-o » Thu, 14. Jan 21, 15:13

Hi DeadAiRT it's nice to know that you always have an eye on the game. i can't wait for you to keep the mods up to date. i want to say that your work is really great.
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

Oxemaron
Posts: 2
Joined: Fri, 15. Jan 21, 13:31

Re: [MOD]DeadAir Mods

Post by Oxemaron » Fri, 15. Jan 21, 13:45

DeadAirRT wrote:
Thu, 14. Jan 21, 01:51
lordofpie7000 wrote:
Fri, 30. Oct 20, 00:54

Edit: Yes, I am alive and might be in the neighborhood around 4.0 stable.
Hi! Can you help please? Some sectors have no background and everything is dark https://d.radikal.ru/d22/2101/23/640f0f2f634c.png
Last edited by Terre on Thu, 28. Jan 21, 09:30, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Fri, 15. Jan 21, 17:14

Oxemaron wrote:
Fri, 15. Jan 21, 13:45
*snip*
When sectors have no background, it means that the folder name is incorrect. Double check that the folder name matches the filepath in index/components.xml

Oxemaron
Posts: 2
Joined: Fri, 15. Jan 21, 13:31

Re: [MOD]DeadAir Mods

Post by Oxemaron » Fri, 15. Jan 21, 20:55

DeadAirRT wrote:
Fri, 15. Jan 21, 17:14
Oxemaron wrote:
Fri, 15. Jan 21, 13:45
*snip*
When sectors have no background, it means that the folder name is incorrect. Double check that the folder name matches the filepath in index/components.xml
Thank you! Everything works now!

DeadAirRT
Posts: 1021
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Thu, 21. Jan 21, 00:54

Uploaded a patch to tater on github, should fix it for the 4.0 beta.

Scoob
Posts: 10017
Joined: Thu, 27. Feb 03, 22:28
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Re: [MOD]DeadAir Mods

Post by Scoob » Thu, 21. Jan 21, 19:08

DeadAirRT wrote:
Thu, 21. Jan 21, 00:54
Uploaded a patch to tater on github, should fix it for the 4.0 beta.
Thanks for the update. Interestingly, my basic Tater Traders seemed to be working OK in the 4.0 beta, but I'll of course apply the update.

Note: regarding my earlier post, I only seem to get that odd fps drop when using the Deadair Map mod, never when on the normal map, so I assumed it was somehow related to something part of the new Map, as the rest of my mods remain unchanged. I've been playing the regular map recently.

Scoob.

shovelmonkey
Posts: 152
Joined: Wed, 29. Feb 12, 17:34
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Re: [MOD]DeadAir Mods

Post by shovelmonkey » Thu, 21. Jan 21, 19:41

DeadAirRT wrote:
Thu, 21. Jan 21, 00:54
Uploaded a patch to tater on github, should fix it for the 4.0 beta.
Glad to see you have returned, even if it's only part time. I just started playing again after a long break myself and the game isn't the same without your mods being functional!
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

djrygar
Posts: 1841
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD]DeadAir Mods

Post by djrygar » Fri, 22. Jan 21, 22:21

Scoob wrote:
Thu, 21. Jan 21, 19:08
Thanks for the update. Interestingly, my basic Tater Traders seemed to be working OK in the 4.0 beta, but I'll of course apply the update.
Yep, this is single best mod for x4 next to vro. I am kinda worried what will happen when 4.0 comes out. Universe map will be probably broken ;/
Big universe is more important to me than terrans, so I will probably not buy dlc.

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