Very good catch! Seems like you are a good candidate to take over tater
I stopped modding several months back as I lost all interest in x4. I honestly doubt I'll be returning so I apologize for any errors/unfinished work.
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So it's not that you are doing anything wrong, it just wasn't designed to accommodate this. It tries to empty out it's hull prior to trading to maximize profit or recover from a failed trade. The possibility of writing in yet another option into the trader is there, but sadly I stopped modding for x4 months ago.PlateGlassArmour wrote: ↑Tue, 5. Oct 21, 03:24Got an issue with TaterTrade.
It's impossible to ban the sale of an item.
I want a trader to keep a small supply of energy cells in it's inventory for use with another mod, but the first thing TaterTrade does when I turn it on, without fail, is sell all the energy cells in it's inventory, regardless of the settings I try. Explicitly removing them from the trade list doesn't help. Adding the trader to a station that's not selling doesn't help. Adding them to a station which has the sell price set to max doesn't help.
So far, I haven't found a way to get the trader to hold onto an item in any way.
Am I just doing something wrong?
They should be fine. I stopped modding quite a while ago but the way I wrote my diffs make them tend to either work perfect, or have no result at all. The easiest way to check would be to run the game in debug and check the log. If any errors other than the spam .sig messages come up, something may have broken.Ashitaka-san wrote: ↑Wed, 1. Sep 21, 14:44Are these mods, specifically deadair ai tweaks and deadair jobs, compatible with the 4.1 beta?
He does state it needs nuke's mod on the one. Nexus will also state if you need another mod prior to downloading if it's posted there as an example. It could perhaps be made more clear or at least a link perhaps. Deadair isn't updating or maintaining the mods from what I gather or hasn't for half a year. Why bother unless someone takes them over with his blessing?
well, the mods are still working fine AND the main reason for me to use them is to set propper relations between AI factions ....Baconnaise wrote: ↑Sun, 26. Dec 21, 14:01He does state it needs nuke's mod on the one. Nexus will also state if you need another mod prior to downloading if it's posted there as an example. It could perhaps be made more clear or at least a link perhaps. Deadair isn't updating or maintaining the mods from what I gather or hasn't for half a year. Why bother unless someone takes them over with his blessing?
I would love to be able to edit the NPC faction relations on the custom game starts as well. The deadair version is more of a random booster to relations with no control. I would in the meantime use something like the FOCW war mod, not the corp one. You can set up faction relations for everyone in the config.xml. It also allows you to tweak their military strengths but you could always leave that vanilla and just alter the relations. Blackrain mod if I recall. Well done at that. I've used it plenty of times to give Xenons more of a boost or certain factions that generally get wiped out in the first 10-50 hours. I like the deadair mods but the relations portion is kind of wonky on 4.2. It works but it'll conflict with player relations set by the custom starts as well.Halpog wrote: ↑Thu, 30. Dec 21, 22:50well, the mods are still working fine AND the main reason for me to use them is to set propper relations between AI factions ....Baconnaise wrote: ↑Sun, 26. Dec 21, 14:01He does state it needs nuke's mod on the one. Nexus will also state if you need another mod prior to downloading if it's posted there as an example. It could perhaps be made more clear or at least a link perhaps. Deadair isn't updating or maintaining the mods from what I gather or hasn't for half a year. Why bother unless someone takes them over with his blessing?
its realy annoing we cant change them with the custom game start ...
we can only change the relation for player and the factions.... not factions for factions
There was a good faction relation changing mod from mewosmith called illuminati iirc that was a simple ai:ai relation changing mod (while mine is designed more as a diplomacy tool because of the restrictions I put in place ex can't buy a relation raise higher than the faction likes you)Baconnaise wrote: ↑Fri, 31. Dec 21, 16:41I would love to be able to edit the NPC faction relations on the custom game starts as well. The deadair version is more of a random booster to relations with no control. I would in the meantime use something like the FOCW war mod, not the corp one. You can set up faction relations for everyone in the config.xml. It also allows you to tweak their military strengths but you could always leave that vanilla and just alter the relations. Blackrain mod if I recall. Well done at that. I've used it plenty of times to give Xenons more of a boost or certain factions that generally get wiped out in the first 10-50 hours. I like the deadair mods but the relations portion is kind of wonky on 4.2. It works but it'll conflict with player relations set by the custom starts as well.
In my corporations mod, I included one of Deadair's scripts (which I edited a bit) to let you alter the relations in game for individual factions and this also includes all the corporations. You talk to their representative and see what the relations are and then if you have a good relation with the faction you can tell them to lower their relations with another faction (without paying) and you can also increase relations with that faction and another by paying money. You can talk to one of your own managers to do the same for your factionBaconnaise wrote: ↑Fri, 31. Dec 21, 16:41I would love to be able to edit the NPC faction relations on the custom game starts as well. The deadair version is more of a random booster to relations with no control. I would in the meantime use something like the FOCW war mod, not the corp one. You can set up faction relations for everyone in the config.xml. It also allows you to tweak their military strengths but you could always leave that vanilla and just alter the relations. Blackrain mod if I recall. Well done at that. I've used it plenty of times to give Xenons more of a boost or certain factions that generally get wiped out in the first 10-50 hours. I like the deadair mods but the relations portion is kind of wonky on 4.2. It works but it'll conflict with player relations set by the custom starts as well.Halpog wrote: ↑Thu, 30. Dec 21, 22:50well, the mods are still working fine AND the main reason for me to use them is to set propper relations between AI factions ....Baconnaise wrote: ↑Sun, 26. Dec 21, 14:01
He does state it needs nuke's mod on the one. Nexus will also state if you need another mod prior to downloading if it's posted there as an example. It could perhaps be made more clear or at least a link perhaps. Deadair isn't updating or maintaining the mods from what I gather or hasn't for half a year. Why bother unless someone takes them over with his blessing?
its realy annoing we cant change them with the custom game start ...
we can only change the relation for player and the factions.... not factions for factions
That would be good news then, the game really needs some attention on the AI side of things. Especially when it comes to ship combat, carrier combat, etc.
It's funny because EGO incorporates certain mods into the base game and usually never fully implements everything. XR had a mod where you comm everything without doing the station walk. They incorporated it into the game which was great but didn't fully add that feature so it wasn't nearly as good as the actual mod. Mod author stopped updating it when that happened so we were stuck with a subpar vanilla version. People still needed yet another mod to expand upon what was finally part of the game yet again. Quirks and features sometimes with EGO.Halpog wrote: ↑Mon, 3. Jan 22, 20:59before the customagamestart option came out from egososft itself.
there was a mod called customgamestart.at this mod u could at the faktion relation page ( where u set your relations to ai faktions ) just klick on your name, and choose for example argon fed. and than choose the fakrion relation to other faktions, totaly same like for the player vs AI .. just for argon, or any other faktion.
when the customgame start rleased from egosoft, this option was gone ...
so i guess it is still there, but no idea how to enable it.because that woule be epic to get this option back.
so far there is nothing that comes close to this . atm the best thing ive found so far in this case is the "diplomacy" part in deadair mods