[GAMESTARTS] Transcend - Lost Colony (updated March 20, 2017)

The place to discuss scripting and game modifications for X Rebirth.

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

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans »

Hi Observe,

bug report, maybe.

I'm getting lots of these in my debuglog:

[General] *** Context:md.InitUniverse.CreateLawEnforcementNPCs<inst:833a62>: Failed to create representative of 'Argon Government' in sector ''Reckoning' (for police faction in zone ''Milestone'')
[General] *** Context:md.InitUniverse.CreateLawEnforcementNPCs<inst:833a62>: Failed to create representative of 'Argon Government' in sector ''Reckoning' (for police faction in zone ''Severity Balanced'')

lots and lots more of those. I haven't found any references of these zones being anywhere in vanilla, so I'm assuming that they're in Transcend. I still haven't progressed my plot to the point where any jump gates are opened, in case that helps.

Worried that it might be an indication that it's not safe to just install Transcend into an existing game after all? :cry:
Or would you know if they'll just settle down once the universe settles in?

I suspect that these might be yours as well?

[General] ======================================
[=ERROR=] Error in AI script trade.performtraderun on entity 0x3e9f0: TradeID 2075: trade 272 Newtonian V Crushers between LI Weapons Dealer Gigurum (Container) and PMC Crystal Supplier II failed with reasoncode 8192 (0x2000 - 0000000000000000010000000000000b)!
[General] ======================================

Not as many of those, but there are a couple.
TheDeliveryMan
Posts: 882
Joined: Sat, 10. Dec 11, 03:10
x4

Post by TheDeliveryMan »

w.evans wrote: [General] *** Context:md.InitUniverse.CreateLawEnforcementNPCs<inst:833a62>: Failed to create representative of 'Argon Government' in sector ''Reckoning' (for police faction in zone ''Milestone'')
[General] *** Context:md.InitUniverse.CreateLawEnforcementNPCs<inst:833a62>: Failed to create representative of 'Argon Government' in sector ''Reckoning' (for police faction in zone ''Severity Balanced'')
I've seen similar error messages while working on my private mod (a system owned by the Yaki Syndicate). The police faction needs to have at least one station in the sector to spawn the Police Chief.
w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans »

TheDeliveryMan wrote:the Yaki Syndicate
I miss them. Hope you release.
User avatar
Observe
Posts: 5332
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

w.evans wrote:I'm getting lots of these in my debuglog:

Code: Select all

[General] *** Context:md.InitUniverse.CreateLawEnforcementNPCs<inst:833a62>: Failed to create representative of 'Argon Government' in sector ''Reckoning' (for police faction in zone ''Milestone'')
[General] *** Context:md.InitUniverse.CreateLawEnforcementNPCs<inst:833a62>: Failed to create representative of 'Argon Government' in sector ''Reckoning' (for police faction in zone ''Severity Balanced'')
lots and lots more of those. I haven't found any references of these zones being anywhere in vanilla, so I'm assuming that they're in Transcend. I still haven't progressed my plot to the point where any jump gates are opened, in case that helps.

Worried that it might be an indication that it's not safe to just install Transcend into an existing game after all? :cry:
Or would you know if they'll just settle down once the universe settles in?
TheDeliveryMan wrote:I've seen similar error messages while working on my private mod (a system owned by the Yaki Syndicate). The police faction needs to have at least one station in the sector to spawn the Police Chief.
@TheDeliveryMan: Good catch on cause! Thanks.

@w.eveans: Thank you for reporting the errors! This is not a serious problem and won't affect the game. Fixing in next update. Don't worry, Transcend is safe to install. :)
w.evans wrote:I suspect that these might be yours as well?

Code: Select all

[General] ======================================
[=ERROR=] Error in AI script trade.performtraderun on entity 0x3e9f0: TradeID 2075: trade 272 Newtonian V Crushers between LI Weapons Dealer Gigurum (Container) and PMC Crystal Supplier II failed with reasoncode 8192 (0x2000 - 0000000000000000010000000000000b)!
[General] ======================================
Not as many of those, but there are a couple.


Those are not Transcend specific. Thanks.

Note: I am preparing an new update. Please let me know if you've noticed anything that needs changing. I'm not sure when I'll release the update, but it may be this week. Thanks.
DaveDee
Posts: 285
Joined: Sat, 18. Oct 14, 13:10
x4

Post by DaveDee »

all npc stations in in Transcend were generated without crew and wares. So,basically, they are all just decorations for me...
User avatar
Observe
Posts: 5332
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

DaveDee wrote:all npc stations in in Transcend were generated without crew and wares. So,basically, they are all just decorations for me...
I'll look into this. I don't quite understand how that's happening though. All stations 'should' have the standard complement. I'll double-check.

Thanks
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Observe wrote:Note: I am preparing an new update. Please let me know if you've noticed anything that needs changing. I'm not sure when I'll release the update, but it may be this week. Thanks.
I play in Transcend more than any other place in rebirth, and from my point of view nothing needs changing from what I am experiencing at the moment (started a new game recently) :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
User avatar
Observe
Posts: 5332
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

NZ-Wanderer wrote:I play in Transcend more than any other place in rebirth, and from my point of view nothing needs changing from what I am experiencing at the moment (started a new game recently) :)
Good to know! :)

Has anyone else had the problem described by DaveDee (all npc stations in in Transcend were generated without crew and wares)?

Thanks!
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Observe wrote:Has anyone else had the problem described by DaveDee (all npc stations in in Transcend were generated without crew and wares)?
Thanks!
As a test I flew to Time Ripple and took this screen shot of a NPC station

http://steamcommunity.com/sharedfiles/f ... =374306578
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
User avatar
Observe
Posts: 5332
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Thank you for confirmation NZ-Wanderer! :)
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

just a guess but what if a save is started without this mod and then the mod is added? i dont think the Vanilla Scripts cover this case and not sure if you have mdified them or written your own..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
DaveDee
Posts: 285
Joined: Sat, 18. Oct 14, 13:10
x4

Post by DaveDee »

yup, my game was started without this mod.
Stations are populated with hireble npcs, but there no operating crew.

i can send you my save file, if it will help
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

DaveDee wrote:Stations are populated with hireble npcs, but there no operating crew.
Hmm I better check again, I was just looking at hireable crew, will report back :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
User avatar
Observe
Posts: 5332
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Thanks guys! Please let me know.

Meanwhile, I'm finally taking time to write some 3D modeling tutorials. After that, I'll be out of action for a few weeks. Unless there is something urgent, I may not update this mod for a while. Otherwise, I may be able to sneak-in an update in the next few days.

Thanks.
Peter Hull
Posts: 100
Joined: Sun, 15. Feb 04, 22:55
x3tc

Post by Peter Hull »

NZ-Wanderer wrote:
DaveDee wrote:Stations are populated with hireble npcs, but there no operating crew.
This happened for me when using a save that had Transcend empire already, also lots of mass traffic problems with the changed factories in Tree of Life sector. Ultimately I opted for a fresh restart.
w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans »

If it helps, Exavier724 fixed that problem by, I believe, having the stations be built only upon game load, and contingent upon a further condition. (In the Hiigaran Crossroads mod, I believe, it is game load plus detection of player ship being in a particular cluster.) Take this with a ton of salt though. Those functions are way beyond my meagre grokking powers.

And, Observe, thanks for confirmation that it's safe to install in an existing save. I did just keep it in until I actually see something weird in Transcend. Haven't even gotten there yet!
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Observe wrote:Thanks guys! Please let me know.
Ok, just did another test...

Screenshot says it all :)

http://steamcommunity.com/sharedfiles/f ... =374609911

Although for some reason when I talk to that manager I can hire her. didn't think I could do that.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
User avatar
Observe
Posts: 5332
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Thank you! I will take a look and remedy.
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Observe wrote:Thank you! I will take a look and remedy.
By the way Observe, that was on a 3.10 (christmas BETA) Transcend game start (I haven't got any earlier saves to test with)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
User avatar
Observe
Posts: 5332
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

So just to clarify: This happens when using Transcend with a savegame from prior to installing the mod? In other words, using Transcend with old savegames.

Return to “X Rebirth - Scripts and Modding”