[MOD] FOCW Corporations REVISED V.3.2

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user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Sun, 11. Feb 24, 23:16

BlackRain wrote:
Sun, 11. Feb 24, 16:01
user1679 wrote:
Sun, 11. Feb 24, 05:58
The OP says this doesn't require a new game but when I try to add it to an existing game, it hangs as soon as the dock appears.

I removed this mod and ego_dlc_boron because I wanted a new game with the old PHQ mission. Once I found the mission and saved, I restored this mod and the DLC folder but the save hangs as mentioned.
This does not require a new game. I am not sure what is going on exactly for you. Did you have it active when you started the new game and then removed it and then added it again? I am just trying to think what the issue could be, there shouldn't be any hangs or crashes as long as you have all the dlc's active when you activate this mod. Or maybe something with the DLC is not active, I am not sure.
Thanks for the questions.

I disabled the DLC and this mod due to the dependency. I restarted the game and created a custom start, scanned a station and picked up the pre Kingdom End version of the player HQ mission. I saved and exited to the main menu where I enabled the DLC and this mod again. I restarted, loaded my save and a few seconds after appearing on the dock, the game freezes.

But, I just looked again and noticed that when I disabled the DLC, the DeadAir Caldari faction mod turned red, along with DeadAir Jobs which I hadn't noticed before. Obviously that corrected itself when I enabled the DLC but now I wonder if there is something about adding DeadAir factions to an existing game. I'm working on getting pre-KE versions of those so I can create a proper universe with the DLC disabled, then enable the DLC, drop this mod in and update the others.

Hopefully this works since I can't figure out how to patch out the new version of the mission. This is what I found but I'm not sure if patching this is all that's needed and I don't do DIFFs well anyway, would probably break something.

md\setup_dlc_boron.xml

Code: Select all

        <!--Set this flag as early as possible on a new game to allow the HQ mission to set itself up in the correct mode-->
        <set_value name="md.X4Ep1_Mentor_Subscriptions.Start.$BoronVariant" exact="true" />

user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Mon, 12. Feb 24, 06:50

Ok so I tried again and I still can not get this mod to work on an existing save.

1. Disabled Kingdom End DLC
2. Removed all mods that had that as a dependency
3. Started a game, located the old PHQ mission and saved
4. Enabled the Kingdom End DLC and exited the game
5. Restored all the mods I removed
6. Loaded the save and everything was fine
7. Exited the game
8. Added FOCW Corporations Revised 3.2
9. Loaded the save and it doesn't load

When the loading gets to 99%, the screen fades to black but never comes back. I can hear the music playing and can ALT-TAB out of the game but even letting it sit for 5 minutes didn't help. Here is my modlist. Note the two Argon Cyclops mods are disabled because they're included in VRO.

https://imgur.com/a/UPUdG3j

Given that this modlist works with FOCW Corporations on a new save, I don't see how this could be a compatibility issue.

user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Mon, 12. Feb 24, 10:10

I've identified it is a mod conflict but I have not identified the mod yet. I followed these basic steps (debug log is useless 10 mb file with errors about invalid objects / script errors but does not identify the associated mod):

1. Remove ego_dlc_boron
2. Add pre KE vro / vro assets
3. Add the following additional pre KE mods:

SVE, SVE_VRO
WVE, WVE_VRO

4. Start game and obtain PHQ mission
5. Save and quit
6. Restore ego_dlc_boron
7. Update vro to KE version
8. Update the following additional mods to KE version

SVE_VRO
WVE_VRO

9. Load game
10. Save and exit
11. Add FOCW Corporations Revised (KE edition)
12. Load game
13. Save and exit
14. Continue adding mods one at a time, attempt to identify no-load conflict

Currently working on step 14 to try to identify the conflict. One interesting note is after steps 11 and 12, upon entering the game I got a notice that VRO 4.x was installed but I did not get that notice when I updated it in step 7. The reason I added the pre KE version of SVE is because it will only spawn its derelict ships on a new game and those are fun to hunt down. I will reply again when I identify the conflict.

HeinzS
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by HeinzS » Wed, 14. Feb 24, 09:05

a small hint, for the German translation entries are missing in the 0001-L049.xml if you play without DeadAir Dynamic War.

BlackRain
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Wed, 14. Feb 24, 13:49

HeinzS wrote:
Wed, 14. Feb 24, 09:05
a small hint, for the German translation entries are missing in the 0001-L049.xml if you play without DeadAir Dynamic War.
Missing for what? Are you talking about the diplomacy conversation stuff?

HeinzS
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by HeinzS » Wed, 14. Feb 24, 13:59

Exactly, I spoke to a station manager and only saw new entries with ReadText....
After I pasted a part of the 0001.xml the texts were in English.

user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Wed, 14. Feb 24, 21:54

Update:

The issue is with DeadAir Tweaks Options included with KUDA AI Tweaks, specifically the "Patrol Ships Tweaks" option. Whe enabled, the game will freeze randomly between immediately and 3 minutes. I tested several times / conditions and it always seemed that this option (when enabled) would freeze my game right after a pilot started taunting another pilot.

So it looks like that option has a confilct with something in my mod list but it's simple enough for me to disable it. It may have just been a coincidence that the game froze after adding FOCW Corps. but I can't be 100%.

DeadAirRT
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by DeadAirRT » Thu, 15. Feb 24, 03:36

user1679 wrote:
Wed, 14. Feb 24, 21:54
Update:

The issue is with DeadAir Tweaks Options included with KUDA AI Tweaks, specifically the "Patrol Ships Tweaks" option. Whe enabled, the game will freeze randomly between immediately and 3 minutes. I tested several times / conditions and it always seemed that this option (when enabled) would freeze my game right after a pilot started taunting another pilot.

So it looks like that option has a confilct with something in my mod list but it's simple enough for me to disable it. It may have just been a coincidence that the game froze after adding FOCW Corps. but I can't be 100%.
You word choice is off.

It's one of your other mods, probably not even an ai mod that is changing files it shouldn't or is out of date. The last time someone said something about this it was SVE causing it.

user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Fri, 16. Feb 24, 04:40

DeadAirRT wrote:
Thu, 15. Feb 24, 03:36
user1679 wrote:
Wed, 14. Feb 24, 21:54
Update:

The issue is with DeadAir Tweaks Options included with KUDA AI Tweaks, specifically the "Patrol Ships Tweaks" option. Whe enabled, the game will freeze randomly between immediately and 3 minutes. I tested several times / conditions and it always seemed that this option (when enabled) would freeze my game right after a pilot started taunting another pilot.

So it looks like that option has a confilct with something in my mod list but it's simple enough for me to disable it. It may have just been a coincidence that the game froze after adding FOCW Corps. but I can't be 100%.
You word choice is off.

It's one of your other mods, probably not even an ai mod that is changing files it shouldn't or is out of date. The last time someone said something about this it was SVE causing it.
Thanks for the suggestion but I removed all my mods and added them back 1 by 1, leaving KUDA AI and this mod for last. As soon as I added the KUDA AI and two pilots started trash talking, the game froze. I can repeat it every time I load the save. When I disable the "Patrol ships" option the freeze stops. Also, I have been using KUDA, SVE and the old FOCW for a long time without issue (other than performance before I disabled the SVE jobs file).

So I agree there is a mod conflict here but I'm not sure exactly which mod it is. SVE doesn't do much except add a few ships and weapons and removing it didn't stop the freeze from happening anyway.

DeadAirRT
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by DeadAirRT » Fri, 16. Feb 24, 05:08

user1679 wrote:
Fri, 16. Feb 24, 04:40
DeadAirRT wrote:
Thu, 15. Feb 24, 03:36
user1679 wrote:
Wed, 14. Feb 24, 21:54
Update:

The issue is with DeadAir Tweaks Options included with KUDA AI Tweaks, specifically the "Patrol Ships Tweaks" option. Whe enabled, the game will freeze randomly between immediately and 3 minutes. I tested several times / conditions and it always seemed that this option (when enabled) would freeze my game right after a pilot started taunting another pilot.

So it looks like that option has a confilct with something in my mod list but it's simple enough for me to disable it. It may have just been a coincidence that the game froze after adding FOCW Corps. but I can't be 100%.
You word choice is off.

It's one of your other mods, probably not even an ai mod that is changing files it shouldn't or is out of date. The last time someone said something about this it was SVE causing it.
Thanks for the suggestion but I removed all my mods and added them back 1 by 1, leaving KUDA AI and this mod for last. As soon as I added the KUDA AI and two pilots started trash talking, the game froze. I can repeat it every time I load the save. When I disable the "Patrol ships" option the freeze stops. Also, I have been using KUDA, SVE and the old FOCW for a long time without issue (other than performance before I disabled the SVE jobs file).

So I agree there is a mod conflict here but I'm not sure exactly which mod it is. SVE doesn't do much except add a few ships and weapons and removing it didn't stop the freeze from happening anyway.
Without a debug log or knowing your mod list there's no way to tell what's going wrong with your game. I merely said last time and it was due to something sve did for the random ships spawned that caused it. Believe what you like but considering the amount of hours I've tested my script changes and the amount of users, saying the problem is my change is ridiculous. Good luck.

user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Mon, 19. Feb 24, 07:34

DeadAirRT wrote:
Fri, 16. Feb 24, 05:08
saying the problem is my change is ridiculous. Good luck.
There's no need to get angry. I am simply reporting what I am experiencing.

When I add your mod with all my other mods everything works fine, even with all your mod's options enabled. As soon as I add this FOCW version, the game freezes unless I disable the Patrol option from your mod. That doesn't mean the problem is with your mod specifically, perhaps there's an issue with this version of FOCW? Anyway, I posted a bug report on Nexus and Kuertee asked for my debug log.

One error that appears frequently in my log is this but I don't know how to determine what mod it belongs to. The line above it references a failure to verify sig file for kuertee's teleport mod which is obviously useless:
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.OrderShipDestroyed<inst:db81c>: Error evaluating <event_object_destroyed> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.OrderShipDestroyed<inst:db8ce>: Error evaluating <event_object_destroyed> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.OrderShipDestroyed<inst:db966>: Error evaluating <event_object_destroyed> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.OrderShipDestroyed<inst:db984>: Error evaluating <event_object_destroyed> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.OrderShipDestroyed<inst:dbce0>: Error evaluating <event_object_destroyed> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.OrderShipDestroyed<inst:dbfe6>: Error evaluating <event_object_destroyed> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.ShipChangedOwner<inst:db81d>: Error evaluating <event_object_changed_owner> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.ShipChangedOwner<inst:db8cf>: Error evaluating <event_object_changed_owner> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.ShipChangedOwner<inst:db967>: Error evaluating <event_object_changed_owner> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.ShipChangedOwner<inst:db985>: Error evaluating <event_object_changed_owner> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.ShipChangedOwner<inst:dbce1>: Error evaluating <event_object_changed_owner> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip
[General] 595.13 ======================================
[General] 595.13 ======================================
[=ERROR=] 595.13 Error in MD cue md.FactionSubgoal_DefendArea.ShipChangedOwner<inst:dbfe7>: Error evaluating <event_object_changed_owner> event object: Component 0x0 does not exist any more
* Expression: parent.$OrderShip

BlackRain
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Mon, 19. Feb 24, 14:24

I am using KUDA AI and FOCW Corporations without any issues. I have a game that is over 100 hours long with the latest KUDA AI version and there has been no slow downs, crashes, or anything. The problem is not with FOCW or KUDA, it could be somewhere else. Can you list all the mods you are using please.

DeadAirRT
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by DeadAirRT » Mon, 19. Feb 24, 15:22

user1679 wrote:
Mon, 19. Feb 24, 07:34
*snip*
Those messages are from some faction logic stuff that I don't actually modify at all. Did you remove a jobs mod or ship mod mid save? Those are the only things I can think of that would cause that.

user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Wed, 21. Feb 24, 03:59

BlackRain wrote:
Mon, 19. Feb 24, 14:24
I am using KUDA AI and FOCW Corporations without any issues. I have a game that is over 100 hours long with the latest KUDA AI version and there has been no slow downs, crashes, or anything. The problem is not with FOCW or KUDA, it could be somewhere else. Can you list all the mods you are using please.
Below I have posted the minimal list I'm using which is still causing the freeze unless I disable the "patrol" option.

DeadAirRT wrote:
Mon, 19. Feb 24, 15:22
user1679 wrote:
Mon, 19. Feb 24, 07:34
*snip*
Those messages are from some faction logic stuff that I don't actually modify at all. Did you remove a jobs mod or ship mod mid save? Those are the only things I can think of that would cause that.
Interesting, I didn't remove anything because I thought it would cloud the testing. Perhaps there was a change from the 5.x to 6.x versions of the mods when I updated them? Incidentally I have been working with Kuertee on Nexus where I posted some DebugLogs to the KUDA AI mod. Anyway, I decided to try again. I removed all mods and ego_dlc_boron and added the following baseline mods so I could get the original PHQ mission:

Modlist
Spoiler
Show
axespaintjobsgalore
ego_dlc_pirate
ego_dlc_split
ego_dlc_terran
kuertee_signal_leak_hunter_increasing_range
kuertee_ui_extensions
more_default_paint_freeqs
ShipTradersSellPaintMods
ship_variation_expansion
ship_variation_expansion_vro
sn_mod_support_apis
user2046_defaultPaint
user2046_gameStarts
user2046_gameStarts - vro
user2046_lessStardust
user2046_playerFactionTagExt
user2046_recruitSvcExt
user2046_sve-vro_patch
vro
vro_assets
weapon_variation_expansion
weapon_variation_expansion_vro
z_freeqspaintjobs
I saved the game and exited. Then I added ego_dlc_boron, KUDA AI and FOCW Corps Revised, updated mods to 6.x and the game freezes immediately. To eliminate doubt, I also tried a save that did NOT include SVE and the game still freezes. None of the mods change AI except KUDA that I know of. The mods starting with user2046 are mine, my gamestart simply starts on a station with minimal gear, the recruit service is an NPC added to manager's office and the faction tag adds your corporation tag to deployables. Again, nothing touches the AI.


Some lines from the new debug log (I wish it would identify the source of the error):
[=ERROR=] 503.16 Error on AI director import: Script 'move.gate' with temp ID 16704 is not compatible with caller context move.generic on entity 0x17ceb

[=ERROR=] 503.16 Error in AI script move.generic on entity 0x1a3e3: Attribute exact=null is not of type time

[=ERROR=] 503.16 Error in AI script move.generic on entity 0x666e0: Property lookup failed: $locwaitduration
* Expression: $locwaitduration

[=ERROR=] 503.16 Error on AI director import: Script context order.fight.escort on entity 0x7254e 'Na t'Ng' is blocked in run_script but no called script is running

[=ERROR=] 503.53 Error in AI script order.fight.attack.object on entity 0x5c642: Property lookup failed: $locignorelist
* Expression: $locignorelist
* Action: <run_script>, line 534
I am going to try again to create the pre-boron save with no mods except Kuertee's signal hunter so I can filter out signals and find the original PHQ mission. Then I will add back ego_dlc_boron, FOCW Corps Revised and KUDA AI and reload to see what happens. Perhaps there's a problem updating VRO and others from 5.x to 6.x which is mucking things up.

user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Wed, 21. Feb 24, 04:47

Ok so here's the latest test:

1. Remove all mods and ego_dlc_boron
2. Add the following so I can create a save with the original PHQ mission:

ego_dlc_pirate
ego_dlc_split
ego_dlc_terran
kuertee_signal_leak_hunter_increasing_range
kuertee_ui_extensions
sn_mod_support_apis
user2046_gameStarts

* NOTE: user2046_gamestarts just puts me on Argon Wharf with an Elite Sentinel, kuertee_signal_* just lets me filter on voice signals for faster discovery of PHQ mission

3. Save and exit
4. Add the following mods:

da_ku_ai_tweaks
ego_dlc_boron
FOCWCorporationsRevised

5. Reload the save
6. Game freezes immediately after 100% loading and station begins to fade in

So I don't know what else I can say, it seems like I am the only one having this problem. Here is more DebugLog information. DebugLog is 13k lines and these start around line 1200 and continue to the end

DebugLog
Spoiler
Show
[=ERROR=] 215.39 Error in AI script order.fight.attack.object on entity 0x686fb: Property lookup failed: $kAAITParam_isStepForwardWithdraw
* Expression: @$kAAITParam_isAvoidHighRisk or $kAAITParam_isStepForwardWithdraw


[=ERROR=] 215.39 Error on AI director import: Script 'move.gate' with temp ID 27148 is not compatible with caller context move.generic on entity 0x52868
[=ERROR=] 215.39 Error in AI script move.generic on entity 0x5fde5: Property lookup failed: $locwaitduration
* Expression: $locwaitduration

[=ERROR=] 215.39 Error on AI director import: Script 'move.gate' with temp ID 25632 is not compatible with caller context move.generic on entity 0x621b8

[=ERROR=] 215.72 Error in AI script order.fight.attack.object on entity 0x1683b: Returning script 'fight.attack.object.fighter' did not provide named return value 'target'
* Expression: $target

[=ERROR=] 215.72 Error in AI script order.fight.attack.object on entity 0x1683b: Property lookup failed: $locprimarytarget
* Expression: $locprimarytarget
* Action: <run_script>, line 534

[=ERROR=] 215.72 Error in AI script lib.target.selection.dat on entity 0x1682a: Property lookup failed: $list_objectstoignore.indexof
* $list_objectstoignore == null

* Expression: $list_objectstoignore.indexof.{$targets.{$i}}
* Action: <do_elseif>, line 85

[=ERROR=] 215.72 Error in AI script lib.target.selection.dat on entity 0x1683b: Property lookup failed: $list_objectstoignore.indexof
* $list_objectstoignore == null

* Expression: $list_objectstoignore.indexof.{$targets.{$i}}
* Action: <do_elseif>, line 85

DeadAirRT
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by DeadAirRT » Wed, 21. Feb 24, 05:06

I'll take a look when i get a chance. Thanks for the detailed info.

user1679
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Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Wed, 21. Feb 24, 05:19

DeadAirRT wrote:
Wed, 21. Feb 24, 05:06
I'll take a look when i get a chance. Thanks for the detailed info.
Thanks, I appreciate it.

user1679
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Wed, 21. Feb 24, 22:24

Additional DebugLog info:

So today I tried a new method, I installed KUDA and all the DLC except ego_dlc_boron because KUDA doesn't require Kingdom End and I wanted to see if adding it to an existing save was the problem. I started a new game, found the old PHQ mission and saved. Then I added ego_dlc_boron and FOCW Corporations Revised 3.2. The game froze but this time the log was different.

First, instead of hundreds of AI errors there were only two:
[=ERROR=] 342.44 Error in AI script move.generic on entity 0x546a0: Error evaluating <event_object_destroyed> event object: Component 0x0 does not exist any more
* Expression: $destination

[=ERROR=] 342.44 Error in AI script move.generic on entity 0x546a0: Error evaluating <event_object_changed_zone> event object: Component 0x0 does not exist any more
* Expression: $destination

Second, the debugLog was small enough that I noticed these which I had not seen before:

[=ERROR=] 342.44 extensions\FOCWCorporationsRevised\md\corpjobactivate.xml(513): Warning while parsing expression: Property lookup failed
* Input: faction.terranenergy.relationto.{faction.holyorderenergy} lt 0
* Pos: ^^^^^^^^^^^^

[=ERROR=] 342.44 Property lookup failed: null.relationto

[=ERROR=] 342.44 extensions\FOCWCorporationsRevised\md\corpjobactivate.xml(513): Warning while parsing expression: Property lookup failed
* Input: faction.terranenergy.relationto.{faction.holyorderenergy} lt 0
* Pos: ^^^^^^^^^^

[=ERROR=] 342.44 Property lookup failed: faction.terranenergy

[=ERROR=] 342.44 extensions\FOCWCorporationsRevised\md\corpjobactivate.xml(514): Warning while parsing expression: Property lookup failed
* Input: faction.terranenergy
* Pos: ^^^^^^^^^^^^

[=ERROR=] 342.44 Property lookup failed: faction.terranenergy

[=ERROR=] 342.44 extensions\FOCWCorporationsRevised\md\corpjobactivate.xml(515): Warning while parsing expression: Property lookup failed
* Input: faction.terranenergy
* Pos: ^^^^^^^^^^^^

BlackRain
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Re: [MOD] FOCW Corporations REVISED V.3.2

Post by BlackRain » Thu, 22. Feb 24, 01:48

user1679 wrote:
Wed, 21. Feb 24, 22:24
Additional DebugLog info:

So today I tried a new method, I installed KUDA and all the DLC except ego_dlc_boron because KUDA doesn't require Kingdom End and I wanted to see if adding it to an existing save was the problem. I started a new game, found the old PHQ mission and saved. Then I added ego_dlc_boron and FOCW Corporations Revised 3.2. The game froze but this time the log was different.

First, instead of hundreds of AI errors there were only two:
[=ERROR=] 342.44 Error in AI script move.generic on entity 0x546a0: Error evaluating <event_object_destroyed> event object: Component 0x0 does not exist any more
* Expression: $destination

[=ERROR=] 342.44 Error in AI script move.generic on entity 0x546a0: Error evaluating <event_object_changed_zone> event object: Component 0x0 does not exist any more
* Expression: $destination

Second, the debugLog was small enough that I noticed these which I had not seen before:

[=ERROR=] 342.44 extensions\FOCWCorporationsRevised\md\corpjobactivate.xml(513): Warning while parsing expression: Property lookup failed
* Input: faction.terranenergy.relationto.{faction.holyorderenergy} lt 0
* Pos: ^^^^^^^^^^^^

[=ERROR=] 342.44 Property lookup failed: null.relationto

[=ERROR=] 342.44 extensions\FOCWCorporationsRevised\md\corpjobactivate.xml(513): Warning while parsing expression: Property lookup failed
* Input: faction.terranenergy.relationto.{faction.holyorderenergy} lt 0
* Pos: ^^^^^^^^^^

[=ERROR=] 342.44 Property lookup failed: faction.terranenergy

[=ERROR=] 342.44 extensions\FOCWCorporationsRevised\md\corpjobactivate.xml(514): Warning while parsing expression: Property lookup failed
* Input: faction.terranenergy
* Pos: ^^^^^^^^^^^^

[=ERROR=] 342.44 Property lookup failed: faction.terranenergy

[=ERROR=] 342.44 extensions\FOCWCorporationsRevised\md\corpjobactivate.xml(515): Warning while parsing expression: Property lookup failed
* Input: faction.terranenergy
* Pos: ^^^^^^^^^^^^
Those errors don't matter it is because I never added the terran corps but I had put in some things about them. The other error is an issue with a ship trying to move somewhere, most likely the ship got destroyed so it put out an error but it shouldn't really be an issue.

user1679
Posts: 803
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] FOCW Corporations REVISED V.3.2

Post by user1679 » Mon, 26. Feb 24, 06:07

Question re: FOCW Corporations Revised and corporation strength: If we decrease the number of stations (from 200 to 100, for example) do we have to reduce the corp strength values so ships are spawned properly?

I was looking at corpstrength.xml and I see a buch of tests to determine the overall strength of a corporation:

Code: Select all

<do_if value="$ThisFactionStrength lt 100000000 and $ThisFactionStrength ge 50000000">
<do_elseif value="$ThisFactionStrength lt 150000000 and $ThisFactionStrength ge 100000000">
<do_elseif value="$ThisFactionStrength lt 750000000 and $ThisFactionStrength ge 700000000">
but if I reduce the overall number of stations built, is it possible that any single corporation will never reach any particular level of strength? WIll this cause a reduced number of ships to spawn?

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