[Mod] XR Ship Pack (28 ships now)

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

atrayas
Posts: 19
Joined: Thu, 24. Mar 16, 12:35
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by atrayas » Wed, 1. Apr 20, 18:06

Superb, thank you! I'm glad that we caught this early. I will test the new version today and report back. :)

Edit: All works well. Thanks!
Last edited by atrayas on Fri, 3. Apr 20, 00:21, edited 1 time in total.

sco1981
Posts: 266
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by sco1981 » Wed, 1. Apr 20, 21:47

Hey,
does anyone got the crash on exit (game looks like it is closed, but the process is still alive) too?
After i disabled your mod, process of x4.exe got closed every time.
I want to play a bit with your ship mod and ROR mod, dont have any other mods and wonder what is the cause. :gruebel:

Max Bain
Posts: 820
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Wed, 1. Apr 20, 23:08

sco1981 wrote:
Wed, 1. Apr 20, 21:47
Hey,
does anyone got the crash on exit (game looks like it is closed, but the process is still alive) too?
After i disabled your mod, process of x4.exe got closed every time.
I want to play a bit with your ship mod and ROR mod, dont have any other mods and wonder what is the cause. :gruebel:
I dont have these problems.
I often had these problems while I am modding and have bugs but before I release a version I always check this. Maybe it has something todo with the ID thing I told you?
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

sco1981
Posts: 266
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by sco1981 » Thu, 2. Apr 20, 08:24

Max Bain wrote:
Wed, 1. Apr 20, 23:08
sco1981 wrote:
Wed, 1. Apr 20, 21:47
Hey,
does anyone got the crash on exit (game looks like it is closed, but the process is still alive) too?
After i disabled your mod, process of x4.exe got closed every time.
I want to play a bit with your ship mod and ROR mod, dont have any other mods and wonder what is the cause. :gruebel:
I dont have these problems.
I often had these problems while I am modding and have bugs but before I release a version I always check this. Maybe it has something todo with the ID thing I told you?
Which ID thing you mean?

Max Bain
Posts: 820
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 2. Apr 20, 08:30

sco1981 wrote:
Thu, 2. Apr 20, 08:24
Max Bain wrote:
Wed, 1. Apr 20, 23:08
sco1981 wrote:
Wed, 1. Apr 20, 21:47
Hey,
does anyone got the crash on exit (game looks like it is closed, but the process is still alive) too?
After i disabled your mod, process of x4.exe got closed every time.
I want to play a bit with your ship mod and ROR mod, dont have any other mods and wonder what is the cause. :gruebel:
I dont have these problems.
I often had these problems while I am modding and have bugs but before I release a version I always check this. Maybe it has something todo with the ID thing I told you?
Which ID thing you mean?
Oh sorry, I mixed you with Shuulo because I was somehow reading VRO instead of ROR.

But again I dont have these issues and I am playing with a lot of other mods... can you maybe test if it happens if you ONLY activate XR Ship mod?
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

sco1981
Posts: 266
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by sco1981 » Thu, 2. Apr 20, 08:44

Max Bain wrote:
Thu, 2. Apr 20, 08:30
sco1981 wrote:
Thu, 2. Apr 20, 08:24
Max Bain wrote:
Wed, 1. Apr 20, 23:08


I dont have these problems.
I often had these problems while I am modding and have bugs but before I release a version I always check this. Maybe it has something todo with the ID thing I told you?
Which ID thing you mean?
Oh sorry, I mixed you with Shuulo because I was somehow reading VRO instead of ROR.

But again I dont have these issues and I am playing with a lot of other mods... can you maybe test if it happens if you ONLY activate XR Ship mod?
Does happen with ROR and my mod only. If i run my mod only or your mod only, it doesnt happen. :cry:
Like i said in the past, i want to play with your ship mod too. :D :P

Btw, your mod got some shipgroup-, geometry- and shipgenerator errors, but this shouldnt be the cause for the problem.

Max Bain
Posts: 820
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 2. Apr 20, 08:48

sco1981 wrote:
Thu, 2. Apr 20, 08:44
Max Bain wrote:
Thu, 2. Apr 20, 08:30
sco1981 wrote:
Thu, 2. Apr 20, 08:24


Which ID thing you mean?
Oh sorry, I mixed you with Shuulo because I was somehow reading VRO instead of ROR.

But again I dont have these issues and I am playing with a lot of other mods... can you maybe test if it happens if you ONLY activate XR Ship mod?
Does happen with ROR and my mod only. If i run my mod only or your mod only, it doesnt happen. :cry:
Like i said in the past, i want to play with your ship mod too. :D :P

Btw, your mod got some shipgroup- and Geometry errors, but this shouldnt be the causefor the problem.
The SHipgroup errors are indeed a fix to be compatible with VRO mod because we both use the same shipgrops. So to make my jobs still possible I have to remove VRO created ship groups first but because you dont use VRO it writes an error. You can ignore it. The geometry errors you can ignore too. I am not able to fix them but they are no bugs.

Maybe we use some identical IDs somewhere? I know that in the past I changed all my IDs of the 3 ships I took from you and in the end I did them from scratch anyway, but maybe we still have the same ID somewhere else?
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

sco1981
Posts: 266
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by sco1981 » Thu, 2. Apr 20, 09:02

Max Bain wrote:
Thu, 2. Apr 20, 08:48
sco1981 wrote:
Thu, 2. Apr 20, 08:44
Max Bain wrote:
Thu, 2. Apr 20, 08:30


Oh sorry, I mixed you with Shuulo because I was somehow reading VRO instead of ROR.

But again I dont have these issues and I am playing with a lot of other mods... can you maybe test if it happens if you ONLY activate XR Ship mod?
Does happen with ROR and my mod only. If i run my mod only or your mod only, it doesnt happen. :cry:
Like i said in the past, i want to play with your ship mod too. :D :P

Btw, your mod got some shipgroup- and Geometry errors, but this shouldnt be the causefor the problem.
The SHipgroup errors are indeed a fix to be compatible with VRO mod because we both use the same shipgrops. So to make my jobs still possible I have to remove VRO created ship groups first but because you dont use VRO it writes an error. You can ignore it. The geometry errors you can ignore too. I am not able to fix them but they are no bugs.

Maybe we use some identical IDs somewhere? I know that in the past I changed all my IDs of the 3 ships I took from you and in the end I did them from scratch anyway, but maybe we still have the same ID somewhere else?
Yeah possible or something additional, maybe the taranis bridge, some effects or something which has the same name/id. :gruebel:
Debug.log tells nothing about it.

Max Bain
Posts: 820
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 2. Apr 20, 09:07

You can try to remove some ships and see if it works. I would start with Araw, Taranis, Sucellus and Split ship and see if it works. Then you can add one by one until you know which ship it is. If it still doesnot work after removing all 4 ships then I have absolutely no clue :(.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

MHDriver
Posts: 303
Joined: Wed, 27. Feb 19, 20:39
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Tue, 7. Apr 20, 02:21

This is a great Mod but is there a way to turn off the large fleet spawns all over the map? Creates mayhem in my save games.

Max Bain
Posts: 820
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Tue, 7. Apr 20, 08:45

MHDriver wrote:
Tue, 7. Apr 20, 02:21
This is a great Mod but is there a way to turn off the large fleet spawns all over the map? Creates mayhem in my save games.
Which version are you using? I already removed alot of fleet spawns. I cant lower them even more else you wont see the AI use the new battleships at all.
Per race there will be spawned just 4-5 groups of battleships (just one bs each in each group) and some escorts. All new groups will be built after some time. So no spawns at all after the game start.

If you dont want the Ai use any battleships, just remove the jobs.xml file from the library folder.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

MHDriver
Posts: 303
Joined: Wed, 27. Feb 19, 20:39
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Tue, 7. Apr 20, 09:20

Max Bain wrote:
Tue, 7. Apr 20, 08:45
MHDriver wrote:
Tue, 7. Apr 20, 02:21
This is a great Mod but is there a way to turn off the large fleet spawns all over the map? Creates mayhem in my save games.
Which version are you using? I already removed alot of fleet spawns. I cant lower them even more else you wont see the AI use the new battleships at all.
Per race there will be spawned just 4-5 groups of battleships (just one bs each in each group) and some escorts. All new groups will be built after some time. So no spawns at all after the game start.

If you dont want the Ai use any battleships, just remove the jobs.xml file from the library folder.
I am using version 1.12. I will give it try again after removing the jobs.xml file and see if it is better for my gameplay thanks.

Max Bain
Posts: 820
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Tue, 7. Apr 20, 13:29

MHDriver wrote:
Tue, 7. Apr 20, 09:20
Max Bain wrote:
Tue, 7. Apr 20, 08:45
MHDriver wrote:
Tue, 7. Apr 20, 02:21
This is a great Mod but is there a way to turn off the large fleet spawns all over the map? Creates mayhem in my save games.
Which version are you using? I already removed alot of fleet spawns. I cant lower them even more else you wont see the AI use the new battleships at all.
Per race there will be spawned just 4-5 groups of battleships (just one bs each in each group) and some escorts. All new groups will be built after some time. So no spawns at all after the game start.

If you dont want the Ai use any battleships, just remove the jobs.xml file from the library folder.
I am using version 1.12. I will give it try again after removing the jobs.xml file and see if it is better for my gameplay thanks.
There is also a bug in vanilla actually that will duplicate stations and ships it seems. Maybe this is the reason.
I wouldn't remove the jobs file. It really should not spawn a lot of ships.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

MHDriver
Posts: 303
Joined: Wed, 27. Feb 19, 20:39
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Tue, 7. Apr 20, 18:55

Max Bain wrote:
Tue, 7. Apr 20, 13:29
MHDriver wrote:
Tue, 7. Apr 20, 09:20
Max Bain wrote:
Tue, 7. Apr 20, 08:45

Which version are you using? I already removed alot of fleet spawns. I cant lower them even more else you wont see the AI use the new battleships at all.
Per race there will be spawned just 4-5 groups of battleships (just one bs each in each group) and some escorts. All new groups will be built after some time. So no spawns at all after the game start.

If you dont want the Ai use any battleships, just remove the jobs.xml file from the library folder.
I am using version 1.12. I will give it try again after removing the jobs.xml file and see if it is better for my gameplay thanks.
There is also a bug in vanilla actually that will duplicate stations and ships it seems. Maybe this is the reason.
I wouldn't remove the jobs file. It really should not spawn a lot of ships.
Ok, will cancel that plan.

XTC0R
Posts: 334
Joined: Sat, 1. Dec 18, 20:58
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by XTC0R » Sun, 12. Apr 20, 01:01

Hi,

thanks for bringing this great ships into X4!

But I have also found something strange...
I started a new game as split and saw in Ianamus Zura a Comet (NSK-979) ship idling with the command: "Escort unkown ship" Also all subordinates are idling too (0m/s) and a K is going havoc in the sector.
Is the ship waiting for an other ship from jobs.xml to be build?
There is an other Comet (OKI-401) in the sector with command: "Escort battleship Scylla". But this it's not part of a fleet.

Is the idling Comet waiting for a Scylla to be build? But there is no shipyard in the sector.

https://steamuserimages-a.akamaihd.net/ ... C717DBE91/
https://steamuserimages-a.akamaihd.net/ ... 09BE595F4/

EDIT: It resolved after some minutes. Indeed Comet (NSK-979) waited for a Scylla. Now they formed a new fleet with the Scylla as Commander and moving again.

Post Reply

Return to “X4: Foundations - Scripts and Modding”