[QUESTION][AND PARTIAL FIX] Which Generic Missions Still Not Closing Out MD Cues?

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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

Space Traveller
Posts: 35
Joined: Sat, 28. Sep 13, 13:30
x3tc

Post by Space Traveller » Sat, 20. Feb 16, 14:43

I found the thread, it's right here

What can I say, this is almost ridiculous! It works exactly as described, switching the files and saving INSTANTLY brings back the "day 0 performance". And I'm talking from a jump of ~15 fps to 50-60 fps. Afterwards the original file may even be restored. (which will very likely start to poison the game again over time) This may not be an ideal solution, but one i can actually cope with. One which actually gives me the opportunity to play some more X3!

I can only recommend everyone to try this! I've looked for days for a solution, and this seems to be it!

It's only a bit sad to see how much "script maintenance" and hours of research by the player seems to be required to keep the game actually playable. (At least i experienced it that way) I really see the ball at egosoft here to release a final patch/workaround to keep this bug from happening in the first place.

But of course, you can also swing the "There is no support for modified games, deal with it!"-sledgehammer again and again...yet for me, this is only denying an obvious bug, which definitely has it's roots in the vanilla game. I'm just saying that as a loyal, yet lately a bit saddened egosoft customer. :S

fireanddream
Posts: 384
Joined: Sun, 13. Dec 15, 07:15
xr

Post by fireanddream » Mon, 22. Feb 16, 04:40

Yeah but maybe we shouldn't bash the dev so much... I mean, it is a 5-year old game, with its sequel released, any dev team except maybe blizzard's would just flat out give up on supporting.

But hey, at least we get a good forum and community hotfixes, of course you're screwed if you stay vanilla, ain't nobody got time for those achievements.

freddie13
Posts: 5
Joined: Mon, 29. Feb 16, 16:16

Post by freddie13 » Wed, 16. Mar 16, 08:59

is there any way to completely disable all generic mission?

User avatar
Aldebaran_Prime
Posts: 1386
Joined: Sat, 20. Feb 10, 17:47
x4

Post by Aldebaran_Prime » Tue, 22. Mar 16, 20:44

Xenon_Slayer wrote:Hi all,

I have looked into these issues with Generic Missions and have some fixes. We'll hopefully get these out at some point but I can't guarantee it at the moment.

Affected missions were the Scan Asteroids and Escort Ship missions.

Owen
Hi all, is there a possibilty to get this "some fixes"?
Also a lot of the players in the German AP forum have this problem - and we all need often to reset those hanging cues often...

User avatar
RoverTX
Posts: 1436
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX » Thu, 14. Apr 16, 07:00

I am still without any log lived saves, but was hoping someone out there with an affected save could do me a favor and go into he mission director system in the game and write down all the L2 abandoned cues under L3M01, and which of the L2 ques have any L0 cues active.

User avatar
Spectre01
Posts: 453
Joined: Tue, 23. Dec 08, 10:15
xr

Post by Spectre01 » Mon, 2. May 16, 18:43

So... any update on this bug?

Elucca
Posts: 1155
Joined: Tue, 30. Oct 07, 18:46
x3tc

Post by Elucca » Wed, 8. Jun 16, 18:31

Space Traveller wrote:I found the thread, it's right here

What can I say, this is almost ridiculous! It works exactly as described, switching the files and saving INSTANTLY brings back the "day 0 performance". And I'm talking from a jump of ~15 fps to 50-60 fps. Afterwards the original file may even be restored. (which will very likely start to poison the game again over time) This may not be an ideal solution, but one i can actually cope with. One which actually gives me the opportunity to play some more X3!

I can only recommend everyone to try this! I've looked for days for a solution, and this seems to be it!
Whoa.

Came back to check on this after some months and I'm really surprised to find a workaround. What this file actually does is a bit beyond me however. Is there any downside to just keeping it there, or would you recommend only putting it there (and opening the game, and saving) when the framerate gets too low again?

I realize the game is old and Egosoft is under no obligation to support it, but considering the bug is quite crippling and the community has done an amazing job in identifying and localizing it, I would really appreciate if we saw a real fix for his. A friend was just now turned away from the game due to this, since the prospect of a long term sandbox with an expiration date is not very attractive.

User avatar
Blue A10
Posts: 41
Joined: Sun, 15. Nov 15, 09:17
x4

Post by Blue A10 » Thu, 9. Jun 16, 15:18

I apologize in advance because this is a large-ish post incoming, and it might not exactly contribute to discussion at hand directly, but I thought it could help and I like explaining things. I'm not really sure why I made it this big, it's not really a big deal in itself, but whatever.


It's been a while since I've played AP and have since just moved on to LU which seems to have ironed out most of the performance troubles. However, when looking for solutions to this issue I did find a modified "3.01 Generic Missions.xml" in my dropbox I sent to my friend while we were both playing through AP with TC Plots on, which helped with long-term performance some. Still never reached TC levels of performance, but there's a lot more going on in AP.

Here's the whole file (this one for Vanilla AP 3.0/3.1 only, NOT TC Plots for AP) if someone wants to try it out.

https://www.dropbox.com/s/kitwg363ehuvf ... s.xml?dl=0

Just download and place in your addon/director folder, but see further below for considerations/effects, particularly the TL;DR section for the condensed version of this post and the instructions.

Here's what's different and why.

Mission Chance Weighting Section

Code: Select all

<!--KEEP THESE HEADERS UPDATED WHEN ADDING MISSIONS / ALTERING WEIGHTINGS-->
<!--TXXX trade missions - chance 440-->
<set_value name="this.L2M104A" exact="1" chance="{player.sector.quota.TXXX}*100"/>
<set_value name="this.L2M104B" exact="1" chance="{player.sector.quota.TXXX}*100"/>
<set_value name="this.L2M104C" exact="1" chance="{player.sector.quota.TXXX}*40"/>
<set_value name="this.L2M116" exact="1" chance="{player.sector.quota.TXXX}*100"/>
<set_value name="this.L2M130" exact="1" chance="{player.sector.quota.TXXX}*100"/>
<!--XFXX fight missions - chance 700-->
<set_value name="this.L2M101" exact="1" chance="{player.sector.quota.XFXX}*100"/>
<set_value name="this.L2M108" exact="1" chance="{player.sector.quota.XFXX}*100"/>
<set_value name="this.L2M119" exact="1" chance="{player.sector.quota.XFXX}*65*0" comment="Escort Convoy. Disabled due to alleged performance issues."/>
<set_value name="this.L2M127" exact="1" chance="{player.sector.quota.XFXX}*70"/>
<!--<set_value name="this.L2M128" exact="1" chance="{player.sector.quota.XFXX}*80"/>-->
<set_value name="this.L2M134" exact="1" chance="{player.sector.quota.XFXX}*70"/>
<set_value name="this.L2M135" exact="1" chance="{player.sector.quota.XFXX}*65"/>
<!--<set_value name="this.L2M146" exact="1" chance="{player.sector.quota.XFXX}*100"/>-->
<set_value name="this.L2M183" exact="1" chance="{player.sector.quota.XFXX}*100*0" comment="Dual Convoy. Disabled due to potential performance issues."/>
<!--XXBX build missions - chance 100-->
<set_value name="this.L2M122" exact="1" chance="{player.sector.quota.XXBX}*80"/>
<!--XXXT think missions - chance 500-->
<set_value name="this.L2M103" exact="1" chance="{player.sector.quota.XXXT}*100"/>
<set_value name="this.L2M105" exact="1" chance="{player.sector.quota.XXXT}*100"/>
<set_value name="this.L2M113" exact="1" chance="{player.sector.quota.XXXT}*100"/>
<set_value name="this.L2M129" exact="1" chance="{player.sector.quota.XXXT}*100"/>
<set_value name="this.L2M133" exact="1" chance="{player.sector.quota.XXXT}*100"/>
<set_value name="this.L2M145" exact="1" chance="{player.sector.quota.XXXT}*100*0" comment="Scan Asteroids. Disabled due to alleged performance issues."/>
<set_value name="this.L2M180" exact="1" chance="{player.sector.quota.XXXT}*100" comment ="Repair Station"/>
<set_value name="this.L2M181" exact="1" chance="{player.sector.quota.XXXT}*100" comment ="Multiple Transport"/>
<set_value name="this.L2M182" exact="1" chance="{player.sector.quota.XXXT}*100" comment ="Tour Of A Lifetime"/>
<!--TXXX, buying offers - chance 400 - 500-->
<set_value name="this.L2M136" exact="1" chance="{player.sector.quota.XXXT}*100"/>
<set_value name="this.L2M144" exact="1" chance="{player.sector.quota.XXXT}*100"/>
<set_value name="this.L2M147" exact="1" chance="{player.sector.quota.XXXT}*100"/>
<!--<set_value name="this.L2M150" exact="1" chance="{player.sector.quota.TXXX}*100"/> Disabled due to screwed up cues. Replaced with L2M150a-->
<set_value name="this.L2M150a" exact="1" chance="{player.sector.quota.TXXX}*100"/>
<set_value name="this.L2M161" exact="1" chance="{player.sector.quota.XXXT}*100*{player.headquarters.exists}"/>
This is from the vanilla Albion Prelude "3.01 Generic Missions.xml" file for AP v3.1, except modified with a simple *0 next to the chances for the Escort Convoy, Scan Asteroids and Dual Convoy missions, effectively stopping any new ones from being created or offered, and I added comments to those three entries. This way if you know how to get to this file yourself or have a mod that has it's own version of 3.01 Generic Missions, you could either look to this post and see how to disable and which vanilla missions to disable easily yourself, but it's also commented in the download above, so you can see it with that file too. (I choose to use a *0 at the end of the chance value, so that it's easily noticeable which missions are being disabled, and what their original multipliers/chances are.)

Originally I decided on disabling Escort Convoy from several hours of searching other forum posts and threads, and threw in Destroy Convoy and Dual Convoy just in case. Now, I'm going to stick with Owen's post in this thread and disable Escort Convoy and Scan Asteroids, as well as Dual Convoy on the chance it faces the same problem as Escort Convoy (hence the "potential performance issues" vs "alleged performance issues" in the comments). I imagine he has much more insight on this issue than I do, especially considering I didn't do any extensive, scientific experimentation nor do I have empirical evidence not even among other forum members, I just winged it based off word of mouth and others findings. The file did help though.

This is still just as much of a workaround as the other fixer file that's being passed around, in that it aims to remove the offending missions from the game rather than fixing them directly, but I believe this method is slightly more elegant.

What's the difference?

By adding a *0 to the chance value of missions, they are prevented from ever being offered to the player, and in theory, they won't cause any cues to stack up this way. Commenting out all the references to those missions would achieve the same effect. No new ones would be offered.
However, if you comment out most of the 3.01 Generic Missions file and then use said file on an in-progress game with some of those missions already generated and being offered at a station, it's probably going to leave "ghost" missions at the stations. You'll still get the icon for a missions, and when you comm the station, there will still be an NPC there with a mission icon, but upon talking to them, they will not have a mission for you. In my experience, this will last for a very long if not indefinite amount of time.

By reducing the chance to 0 instead of commenting out lines, the currently generated affected missions will remain, but no new ones will be generated. In time, the offered affected missions will start to disappear, and you will get no ghost missions that stay forever.

The downside, is that since these missions are still out there and still being referenced, any previous performance issues since before using this modified file, will still exist until the cues/references/whatever all clears up, which could take a long time. A few in-game days maybe? I'm not really sure myself. Best use of a file like this, is with a brand new, fresh game.

Alternatively, this file could be used after using something that comments out all of the missions, breaking references and cleaning up the MD, like the "3.01 Generic Missions.xml.fixer" that's located in the thread referred to by Space Traveller. Theoretically, one would save the game in a sector with no mission offers/icons, close the game, install that file, start and then save the game, close the game again, and remove that file and replace it with one like what I'm using, then finally just continue playing the game as normal. You'll still get generic missions, they won't just all be gone, and you should no longer have to periodically apply a fix to the game. The only difference is that the game should have less performance rot, you will obviously no longer have any Escort Convoy, Dual Convoy, or Scan Asteroids missions, and there's a chance you might still have some ghost missions leftover.

I'm not aware of any surefire way to get rid of those ghost missions or to ensure they never appear, which is why I say a fresh new game would be best. That being said, I understand well the amount of time and effort that can go into a trading empire / band of pirate raiders / drugz and booze monopoly, so I know that's not often an option.


TL;DR / Abridged Version / "That's a nice post and all, but just tell me how to try this out."

I might have a band-aid fix to the AP problems that doesn't break the game as much and still leaves most of the generic missions in, and doesn't require as much if any periodic maintenance. Messed around with the 3.01 Generic Missions file for me and my friend, it seemed to work, here it is.

If you're starting a new game, simply take that file download up at the top of this post, and put it in your addon/director folder. You may have to create the "director" folder.

If you're in the middle of a game, you have two options

Option 1: If you want reduced performance rot over time, and can deal with currently reduced performance in your save, then same as if starting a new game. Just throw the file in there. Over time you will no longer get Escort Convoy, Dual Convoy, or Scan Asteroids missions. Performance should gradually improve, or at the very least, not plummet as much. Depends on how long you've played so far and how many missions you've been offered/taken. This shouldn't break anything or cause "ghost" missions.

Option 2: If you want reduced performance rot over time, and want better performance right away, but don't mind possible "ghost" missions go grab that file in the thread linked by Space Traveller as well. Should be called "3.01 Generic Missions.xml.fixer". After saving your game in a sector with no stations or mission offers and closing the game, rename that file to just "3.01 Generic Missions.xml" and throw it in the addon/director folder. Start the game up again, save again preferably in the same sector, and then close it, again. This time, take the file I linked, and replace the one in the director folder with it. That's it. Just play the game as normal from then on out. You can repeat this if needed, but theoretically the game won't get quite as bogged down.


And once again I apologize for this stupidly large post. I hope it's helpful.

User avatar
RoverTX
Posts: 1436
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX » Fri, 10. Jun 16, 05:17

Really good idea about adding on the times 0, really good for compatibility or going backwards without any problems.

I wish this was just the asteroid scan missions, I could live without those, but escort missions are some of my favorites and most difficult.

Also, I am not sure if the dual convoy missions would even be affected. They actual don't run on the same underlying L0 director. Dual convoy has it's own newly written director.

Also, note here is what I think is the first bug report of this problem from July 2013 for reference.

User avatar
Spectre01
Posts: 453
Joined: Tue, 23. Dec 08, 10:15
xr

Post by Spectre01 » Fri, 10. Jun 16, 07:03

I just remove the generic escort mission and asteroid scanning mission from the mission list for now. Hope they release an official fix soon.

User avatar
Blue A10
Posts: 41
Joined: Sun, 15. Nov 15, 09:17
x4

Post by Blue A10 » Fri, 10. Jun 16, 15:06

Yeah, the Dual Convoy bit was me being extra cautious. I'd disabled it before, and with Owen's post up above saying "Escort Ship" and not specifically "Escort Convoy", I mentally read into that too much and thought it might cover any escort missions. That Dual Convoy was of the newest introduced missions and that it was introduced by Dillpickle is why I was still skeptical myself as well, but you seem to have an even better understanding of it. I just hope I helped a little.

It should be easy enough for anyone to modify it themselves, but do you think I should edit the file I linked as well as the post above?

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Fri, 10. Jun 16, 17:56

Has anyone tried this with XRM? Is there anything special to consider if I do this with XRM's "3.01 Generic Missions.xml"?

User avatar
Spectre01
Posts: 453
Joined: Tue, 23. Dec 08, 10:15
xr

Post by Spectre01 » Fri, 10. Jun 16, 20:04

BlackArchon wrote:Has anyone tried this with XRM? Is there anything special to consider if I do this with XRM's "3.01 Generic Missions.xml"?
I'm on XRM, and I think only the 2.xx generic missions are causing this. I've disabled the normal escort and asteroid scanning (all start with 2.xx) and I haven't see any new L3M01 cue been activated in 5 hour game time.

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Fri, 10. Jun 16, 20:37

2.xx missions? I thought only "3.01 Generic Missions.xml" has to be edited? Now I'm confused - which files do I have to edit for XRM, and what exactly do I have to search for?

User avatar
RoverTX
Posts: 1436
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX » Fri, 10. Jun 16, 21:43

The level 3 references the level 2s. The above edit keeps the reference but never allows it to be invoked

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Sat, 11. Jun 16, 09:52

Ok, so it is enough to just add "*0" at the end of the three entries (L2M119, L2M183 and L2M145) in "3.01 Generic Missions.xml" and then start a new XRM game, just as it is stated there?

User avatar
RoverTX
Posts: 1436
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX » Sat, 11. Jun 16, 18:20

Yes in theory

BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Sat, 11. Jun 16, 18:54

Ok, I have done this and started a new XRM game. Until now (about one hour into the game) I haven't seen a scan asteroids mission or a convoy mission. So disabling these missions seems to have worked.

User avatar
RoverTX
Posts: 1436
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX » Sun, 19. Jun 16, 08:41

Just wanting to follow up with a number of you who said disabling convoy (single) and asteroid data missions alone fixed the problem.

Is that still holding up, or are you running into other problems?

User avatar
RoverTX
Posts: 1436
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX » Sun, 19. Jun 16, 22:05

I have come up with a plan to start debugging this.


1. Create a fresh install.

2. Install Cheat Script For Debugging Purposes.

3. Modify "3.01 Generic Missions.xml" using the same method posted by @Blue A10, but instead of disabling the possible problem three missions, disable everything else.

4. Create a new game and cheat in a pirate Krestel.

5. Start running through gates over and over again until a good number of target missions have spawned.

6. This should result quickly in a "3.01 Generic Missions.xml" with plenty of problematic sub-queues, and much data to help debug the troubled missions. It will also show for sure if the dual convoy is having problems or not.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”