[MOD]DeadAir Mods

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ObsidianOne
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Re: [MOD]DeadAir Mods

Post by ObsidianOne » Thu, 9. Apr 20, 18:53

Is there any plan for light version of Gate Overhaul ?

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Thu, 9. Apr 20, 20:10

ObsidianOne wrote:
Thu, 9. Apr 20, 18:53
Is there any plan for light version of Gate Overhaul ?
Less sectors? No.

Less ships? Already available.

lordofpie7000
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Re: [MOD]DeadAir Mods

Post by lordofpie7000 » Fri, 10. Apr 20, 02:36

DeadAir just a heads up, not sure if you know, but the build speed for split modules isn't scaled with the build speed of other races structures. Maybe this was a feature of DeadAir ware? I'm not really sure.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Fri, 10. Apr 20, 18:50

lordofpie7000 wrote:
Fri, 10. Apr 20, 02:36
DeadAir just a heads up, not sure if you know, but the build speed for split modules isn't scaled with the build speed of other races structures. Maybe this was a feature of DeadAir ware? I'm not really sure.
It's just something i had not gotten around to but will fix. I have to do a lot of changes to wares.xml in all my mods so i kind of wanted to find a way to automate writing all the diffs. Going through ownership for 12 factions on all the wares isn't very fun.

lordofpie7000
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Re: [MOD]DeadAir Mods

Post by lordofpie7000 » Sat, 11. Apr 20, 01:22

DeadAirRT wrote:
Fri, 10. Apr 20, 18:50
lordofpie7000 wrote:
Fri, 10. Apr 20, 02:36
DeadAir just a heads up, not sure if you know, but the build speed for split modules isn't scaled with the build speed of other races structures. Maybe this was a feature of DeadAir ware? I'm not really sure.
It's just something i had not gotten around to but will fix. I have to do a lot of changes to wares.xml in all my mods so i kind of wanted to find a way to automate writing all the diffs. Going through ownership for 12 factions on all the wares isn't very fun.
I can totally understand that. I only asked because I dug into the wares module (I knew it wasn't updated yet) and only saw production times but not necessarily anything related to station build times which is why it made me think it was a main module thing. To be fair scripting for X is something I still don't understand the structure of yet. You're a smart individual for trying to write something to automate the process.

Perkel
Posts: 153
Joined: Tue, 12. Oct 10, 09:00
xr

Re: [MOD]DeadAir Mods

Post by Perkel » Sun, 12. Apr 20, 15:11

Do new Split sectors got DeadAirGate changes ? Like increased size etc ?

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Tue, 14. Apr 20, 00:47

Perkel wrote:
Sun, 12. Apr 20, 15:11
Do new Split sectors got DeadAirGate changes ? Like increased size etc ?
Yup

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Tue, 14. Apr 20, 01:00

3.03 uploaded

Finally got buccaneers faction logic working properly, reduced some vanilla debug errors from faction logic to hopefully improve performance, fixed argon/paranid wanting 3 wharfs instead of 2. Still exploring options to improve performance.

lordofpie7000
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Re: [MOD]DeadAir Mods

Post by lordofpie7000 » Tue, 14. Apr 20, 04:49

Thank you for your work. It's appreciated.

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Thu, 16. Apr 20, 19:02

If anyone is on the new beta hf1 version, please test for station duplication bug (god bug / save="1" bug)

Or if you notice any strange behavior, let me know and I'll look into it.

boogieman335
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Re: [MOD]DeadAir Mods

Post by boogieman335 » Fri, 17. Apr 20, 06:13

Are you aware this mod has been posted in the Steam Workshop?

DeadAirRT
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Fri, 17. Apr 20, 06:41

boogieman335 wrote:
Fri, 17. Apr 20, 06:13
Are you aware this mod has been posted in the Steam Workshop?
Yup someone offered to post it for me. I am rather grateful since i don't have to mess with cat/dat stuff, keeping multiple copies, and all the other draw backs. My code is free to use and change as people wish to.

Edit: now that i think about it, the dependencies are probably going to be screwy since steam changes mod id's which is annoying as hell.

boogieman335
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Re: [MOD]DeadAir Mods

Post by boogieman335 » Fri, 17. Apr 20, 06:48

DeadAirRT wrote:
Fri, 17. Apr 20, 06:41
boogieman335 wrote:
Fri, 17. Apr 20, 06:13
Are you aware this mod has been posted in the Steam Workshop?
Yup someone offered to post it for me. I am rather grateful since i don't have to mess with cat/dat stuff, keeping multiple copies, and all the other draw backs. My code is free to use and change as people wish to.
Just checking. I saw it was under a different named author, and I've had some problems with getting versions of mods rolled back to previous versions by Steam workshop, and had to change the load order to get them to work properly. I really wish we had a load order tool like Loot did for Skyrim. I noticed axeface has had problems getting the engine tints for his mod to work properly with the new Split content and discovered that changing the load order to after the Split content in Extensions folder solved the problem.

raim729
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Re: [MOD]DeadAir Mods

Post by raim729 » Fri, 17. Apr 20, 18:25

Hello,

DeadAir Gate in proper extensions folder.
I have a lot of dark sectors. What can lying down do?

DeadAirRT
Posts: 507
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 18. Apr 20, 00:43

raim729 wrote:
Fri, 17. Apr 20, 18:25
Hello,

DeadAir Gate in proper extensions folder.
I have a lot of dark sectors. What can lying down do?
The folder can not be renamed. It must be:

Code: Select all

deadairgateoverhaul-master

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