[MOD] Variety and Rebalance Overhaul (VRO)

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

Post by tylitalo » Tue, 21. Jan 20, 05:50

Tried out the test release for beta 3.0. All faction shipyards and wharf seem to require ore and silicon, and none have storage for it? Not sure what's the story there, or if it matters in the grand scheme..

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

Post by Shuulo » Tue, 21. Jan 20, 09:45

Change you are describing is impossible with VRO and is not intended, there is nothing changed in regards to shipyards or warfs in this mod, it seems you either have corrupt installation or other mod that changes something. Or you have either Linux or Win 7 that does not work good with loose file mods.

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

Post by tylitalo » Tue, 21. Jan 20, 10:04

Okay then, let's try this again.

Fresh install of X4 on windows 10.

Fresh start:
Image

No other extensions installed:
Image

Version 2.0 of your mod:
Image

Jackrabbit run for Argon prime, and scanned enough of the wharf to see the storage:
Image


Again, I don't know if this matters. It was a statement of what I saw and I was curious. I wouldn't post something like this without testing it a bit.

Buzz2005
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by Buzz2005 » Tue, 21. Jan 20, 10:12

its new beta probably, but as you see its storage is 0/0 so even if it looks like it needs it, everything works as before

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

Post by tylitalo » Tue, 21. Jan 20, 10:30

Thanks :) That's kind of what I figured. I was curious.

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

Post by Shuulo » Tue, 21. Jan 20, 10:38

Ok, tbh, I never checked the storage of shipyards in beta, as I never thought there will be somehting wrong with them. If they work just fine than it doesn't matter really.

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

Post by tylitalo » Tue, 21. Jan 20, 10:54

Cool. Yes, they seem to work properly. I thought it was causing production to hang for a bit after 20ish hours, but that was a normal problem, hull parts or something.

jeka1900
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Re: [MOD] Variety and Rebalance Overhaul (VRO)

Post by jeka1900 » Thu, 23. Jan 20, 23:28

Too high speed for ships and big weapons, but it's just my opinion)

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

Post by Shuulo » Fri, 24. Jan 20, 01:05

jeka1900 wrote:
Thu, 23. Jan 20, 23:28
Too high speed for ships and big weapons, but it's just my opinion)
Making ships fast and making weapons fast was one of the mod goals.

Also, OPEN BETA is now updated for B5

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

Post by Cyclo_Hexanol » Fri, 24. Jan 20, 22:24

Quick spelling issue.
When buying weap[ons from the HOP the Fusion Accelerator is spelled Fusion Accelertor.

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

Post by Shuulo » Fri, 24. Jan 20, 23:37

Cyclo_Hexanol wrote:
Fri, 24. Jan 20, 22:24
Quick spelling issue.
When buying weap[ons from the HOP the Fusion Accelerator is spelled Fusion Accelertor.
fixed, thanks

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

Post by Rastuasi » Sat, 25. Jan 20, 03:23

Any luck with my save Shuulo? Is it reproducing the crash for you?

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

Post by Shuulo » Sat, 25. Jan 20, 12:35

Rastuasi wrote:
Sat, 25. Jan 20, 03:23
Any luck with my save Shuulo? Is it reproducing the crash for you?
Unfortunately no, it seems the problem is in linux and it works fine for me, im currently trying to find if someone has a laptop powerful enough to run X4 in my surroundings to test it.

The one thing i can ask you, if you have time and willing to do so, is to install cheat package, stay away from combat, cheat in money and reputation and build remotely some paranid ships with different weapons, get them back to you and try to manually shoot them, it will crash on some, in that way ill know exactly what to fix.

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

Post by Rastuasi » Sat, 25. Jan 20, 16:34

Shuulo wrote:
Sat, 25. Jan 20, 12:35
Rastuasi wrote:
Sat, 25. Jan 20, 03:23
Any luck with my save Shuulo? Is it reproducing the crash for you?
Unfortunately no, it seems the problem is in linux and it works fine for me, im currently trying to find if someone has a laptop powerful enough to run X4 in my surroundings to test it.

The one thing i can ask you, if you have time and willing to do so, is to install cheat package, stay away from combat, cheat in money and reputation and build remotely some paranid ships with different weapons, get them back to you and try to manually shoot them, it will crash on some, in that way ill know exactly what to fix.
I'll see if that mod works on my system as its install instructions specifies a windows only directory. I'm more than willing to test things for you, do you have your mod export to any logfiles?

One thing to check is that all file names and names in the xml are lower case. Linux is case sensitive, not looked at it myself, but if a texture or animation has uppercase letters, it'll cause issues.

I'll get back to you if I can figure anything out from the cheat mod above.

Derp
Posts: 64
Joined: Thu, 9. Jul 15, 02:42

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

Post by Derp » Mon, 27. Jan 20, 18:17

Reading the "beams suck" thread in the main forum gave me an idea for a suggestion: can you add some long-range beam turrets with high sustained dps but terrible tracking? Plasma turrets are nice and all but I miss me some Homeworld.
Rastuasi wrote:
Sat, 18. Jan 20, 07:39
Linux, Beta with VRO 2.0, game froze twice when viewing a Paranid vs HOP fight, only way out is to kill the main() process. I can provide logs, also have a save of right before it freezes, usually takes a few seconds to kick in. I am not close to the fight, just far enough away to see some shots. Game is only about 2 IRL hours old.
I had a similar issue a couple of pages back (freezing upon shot impact), I hope it hasn't cropped up again. Using the github VRO 2.0 seemed to fix it for me, although the code base does suffer from the linux capitalization bug as well so you'll need to google how to recursively lowercase the source tree for the inscrutable perl regex that does it.

The easiest way to reproduce my bug was to get a plasma shotgun and shoot a P in the belly where there's lots of different surfaces to ricochet off. Fiddling with graphics settings would sometimes work to get you through a fight, but not permanently.

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