Are you familiar with getting the debug log at all? It would help greatly in tracking down any issue.Brisingr22 wrote: ↑Sat, 15. Jan 22, 19:28seems something with the deadair AI tweaks and FOCW Corporations conflicts, have you figured out what by chance?
[MOD] FOCW Corporations REVISED V.3.2
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Thanks, that seemed to be what the problem was, with the recon script
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
DeadAirRT wrote: ↑Sat, 15. Jan 22, 20:07Are you familiar with getting the debug log at all? It would help greatly in tracking down any issue.Brisingr22 wrote: ↑Sat, 15. Jan 22, 19:28seems something with the deadair AI tweaks and FOCW Corporations conflicts, have you figured out what by chance?
I understand the debug logs, but i don't see a debug folder at all for x4, unless it's located somewhere else. The game its self wouldn't throw an error, it would just pause at loading at 99% and stop completly.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
To get the debug output it would require some parameters for the exe and something of that level would spit out messagesBrisingr22 wrote: ↑Sat, 15. Jan 22, 21:05DeadAirRT wrote: ↑Sat, 15. Jan 22, 20:07Are you familiar with getting the debug log at all? It would help greatly in tracking down any issue.Brisingr22 wrote: ↑Sat, 15. Jan 22, 19:28seems something with the deadair AI tweaks and FOCW Corporations conflicts, have you figured out what by chance?
I understand the debug logs, but i don't see a debug folder at all for x4, unless it's located somewhere else. The game its self wouldn't throw an error, it would just pause at loading at 99% and stop completly.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
How do I add a custom logo to each faction?
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Make a shortcut with contents "X4.exe" -debug all -logfile debuglog.txt"Brisingr22 wrote: ↑Sat, 15. Jan 22, 21:05I understand the debug logs, but i don't see a debug folder at all for x4, unless it's located somewhere else. The game its self wouldn't throw an error, it would just pause at loading at 99% and stop completly.
then find/search the txt file after a session/crash
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Well, you should be able to. I guess you would have to have the logo and then you can edit factions.xml for the faction you want to have a logo and then change this <icon active="faction_argon" inactive="faction_argon" /> to have the name of the logo you want.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
How do I define my custom logo? For example "Example01.PNG" where would I even put this?BlackRain wrote: ↑Sat, 29. Jan 22, 22:23Well, you should be able to. I guess you would have to have the logo and then you can edit factions.xml for the faction you want to have a logo and then change this <icon active="faction_argon" inactive="faction_argon" /> to have the name of the logo you want.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
There is a logo mod on the nexus. I think logos get put into mydocuments/egosoft folder somewhere but I don't remember the exact path. the mod should tell you where to put them though and it should work I guess?computica wrote: ↑Thu, 3. Feb 22, 17:34How do I define my custom logo? For example "Example01.PNG" where would I even put this?BlackRain wrote: ↑Sat, 29. Jan 22, 22:23Well, you should be able to. I guess you would have to have the logo and then you can edit factions.xml for the faction you want to have a logo and then change this <icon active="faction_argon" inactive="faction_argon" /> to have the name of the logo you want.
Then edit factions.xml for the faction you want to have a logo and then change this <icon active="faction_argon" inactive="faction_argon" /> to <icon active="Example01" inactive="Example01 />
Not sure if this works or not since I never did it but it might?
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
GREAT mods created. One question- how do I change it back so that the pilots you hire all start at 0 to 1 stars in experience? I like to level them up slowly.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Just go into the mod folder, open libraries folder and then edit characters.xml. The range for each skill is 0 to 15 with 15 being 5 stars. So you can do 0 min, 3 max or something like that.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
this mod doesnt compatible with some kuertee mods, new game stucks at 99%.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Likely problem in your end. I've played about 100 hours with most (15) of kuertee mods with this.
Time to do more specific testing and find which kuertee mod specifically. Otherwise we'd be just blind guessing why it doesn't work for you.
These are the ones I don't have, so if you have any of them it might help to identify the culprit:
Teleport from transporter room
Surface element targeting
Ship scanner
Crime has consequences
Alternatives to death
High sec rooms are locked
Wear and tear
More generic missions
Ui reset mouse
UI active mission button
Loot mining
Hacking outcomes
Beyond that there's the old proven way of halving your mod list and find out which half is the one that doesn't work properly. Then halve agaim until you find the misbehaving mod.
Or you can search how to run x4 with debug logging so it makes a txt file for diagnosing the problem.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
it was deadair recon file, thanks for help
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
I ended up just deleting all of the "replace" lines to keep the default settings. I kept everything that you "added" into characters.xml. The only "replace" I kept was the Argon faction representative. Out of curiosity, why did you replace that one?
Thanks.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Didn't I block that off though? I was testing something when I did that but I should have commented it out so it doesn't affect any game.dmakx281 wrote: ↑Sat, 26. Feb 22, 19:32I ended up just deleting all of the "replace" lines to keep the default settings. I kept everything that you "added" into characters.xml. The only "replace" I kept was the Argon faction representative. Out of curiosity, why did you replace that one?
Thanks.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Some feedback regarding compatibility.
modules.xml doesn't work because the file has the factions inside of []
This causes incompatibility with any faction mod loaded before it. They added a way to set new owners non-destructively a while back, here is an example:
modules.xml
Code: Select all
<add sel="//modules/module[@id='stor_arg']/category[@faction]">argonenergy, argonmining, argonrefined, antigoneenergy, antigonemining, antigonerefined</add>
Code: Select all
<replace sel="//modules/module[@id='dockarea_spl_hightech']" silent="true">
<module id="dockarea_spl_hightech" group="dockarea_spl_hightech">
<category tags="[dockarea, module, hightech]" race="split" faction="[split, freesplit, court, paranidhigh, paranidship, paranidagric, holyorderhigh, holyordership, holyorderagric]" />
</module>
</replace>
Code: Select all
<add sel="//module[@id='prod_gen_engineparts']/category">
<extension faction="[daldari]"/>
</add>
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Thanks, I will take a look at it when I have some time.DeadAirRT wrote: ↑Mon, 28. Feb 22, 17:47Some feedback regarding compatibility.
modules.xmldoesn't work because the file has the factions inside of []Code: Select all
<add sel="//modules/module[@id='stor_arg']/category[@faction]">argonenergy, argonmining, argonrefined, antigoneenergy, antigonemining, antigonerefined</add>
This causes incompatibility with any faction mod loaded before it. They added a way to set new owners non-destructively a while back, here is an example:Code: Select all
<replace sel="//modules/module[@id='dockarea_spl_hightech']" silent="true"> <module id="dockarea_spl_hightech" group="dockarea_spl_hightech"> <category tags="[dockarea, module, hightech]" race="split" faction="[split, freesplit, court, paranidhigh, paranidship, paranidagric, holyorderhigh, holyordership, holyorderagric]" /> </module> </replace>
Code: Select all
<add sel="//module[@id='prod_gen_engineparts']/category"> <extension faction="[daldari]"/> </add>
Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
What about compability with VRO mod ? And 5.0 x4 version ? This mod looks insane but I can't imagine playing without VRO tbh
EDIT: I install the mod with FE mod pack, VRO, XR Ships work fine for now but i read that should be option to choose how skill pilot/crew we will recruit there is only a option to buy pilot and mangers but tbh i donno for what i need them, know their responibilities but why we recruit them on ship ?
EDIT: I install the mod with FE mod pack, VRO, XR Ships work fine for now but i read that should be option to choose how skill pilot/crew we will recruit there is only a option to buy pilot and mangers but tbh i donno for what i need them, know their responibilities but why we recruit them on ship ?