[MOD]DeadAir Mods pt2

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alt3rn1ty
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Re: [MOD]DeadAir Mods pt2

Post by alt3rn1ty » Tue, 5. Jul 22, 14:12

:thumb_up: Thank you.
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alt3rn1ty
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Re: [MOD]DeadAir Mods pt2

Post by alt3rn1ty » Tue, 5. Jul 22, 17:25

DeadAir

One more question regarding ..

Mod name: Kuertee Attack AI tweaks and DeadAir AI Tweaks
Mod type: AI changes
Recommended Mods:

Standalone and highly compatible

On Github there is no download under releases, just source files.

So I presume we download it from Kuertee's Nexus Mod page?
And, if that is correct, Kuertee's mod page says the mod requires SirNukes Mod Support APIs, whereas in the OP here on Egosoft forum it does not.

Am I downloading the wrong thing, or is the OP wrong and it now requires SirNukes Mod Support APIs?

I am reluctant to use SirNukes Mod support APIs, due to it having to run an external program and possibly undermining windows security, which is a shame because the AI Tweaks looks really interesting
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magitsu
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Re: [MOD]DeadAir Mods pt2

Post by magitsu » Tue, 5. Jul 22, 17:49

alt3rn1ty wrote:
Tue, 5. Jul 22, 17:25
I am reluctant to use SirNukes Mod support APIs, due to it having to run an external program and possibly undermining windows security, which is a shame because the AI Tweaks looks really interesting
No need to run an external program if you can live without the hotkey functionality. I never bothered to download the other program, just used the mod support api mod itself.

"Components include: Lua Loader API, Time API, Named Pipes API, Hotkey API, Interact Menu API, Simple Menu API."
So everything except Hotkey API should probably work without it.

I don't suggest anything final, but at least KUDA from Nexus + SirNukes seems to work.

IgorDolvich
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Re: [MOD]DeadAir Mods pt2

Post by IgorDolvich » Tue, 5. Jul 22, 17:59

Yes, the SirNukes mod works fine just by itself. The external Python program just adds additional functionality that I never used, but the AI tweaks and other mods that require SirNukes works fine without the additional program.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Tue, 5. Jul 22, 21:25

As the two mentioned above, a bit if incorrect info on my part. I'm not the best at updating forum, read me, steam description, etc.

It requires sir nukes mod support for the right click changes and the options menu. It doesn't need the external pipes program to run.

The best place to download is from kuertee's Nexus (so he gets rewards). The code (non release) is basically for beta testing new changes/code and is actually what i run. I thought i remember him also putting out releases but i could be wrong.

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Re: [MOD]DeadAir Mods pt2

Post by alt3rn1ty » Tue, 5. Jul 22, 22:05

Excellent, AI Tweaks is back on the menu :D
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Re: [MOD]DeadAir Mods pt2

Post by alt3rn1ty » Wed, 6. Jul 22, 21:03

Apologies for being a pest again ..

In the second post I notice mention of a "VRO Lite", but no link.
Had a look on GitHub under your profile ..
https://github.com/DeadAirRT
.. But VRO Lite is not listed

Is this a discord thing? (I am not a member), I had a look at Shuulo's original on Nexus Mods, but found no reference there.

Would like to find it because I have a feeling the original VRO will be a bit heavy for my laptop, so a Lite version sounds like it could enable me to use it.

Is VRO Lite still a work in progress hence no link?
Laptop Dell G15 5510 : Win 11 x64
CPU - 10th Gen' Core I7 10870H 2.2-5.0ghz, GPU - NVidia Geforce RTX 3060, VRAM 6gb GDDR5,
RAM - 32gb (2x16gb, Dual Channel mode set in BIOS) DDR4 2933mhz Kingston Fury Impact,
SSD - Kioxia M.2 NVME 512gb (System), + Samsung M.2 NVME 970 Evo Plus 1tb (Games)

:boron: Long live Queen Polypheides and may her tentacles always be supple.
Seeker of Sohnen.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Wed, 6. Jul 22, 21:24

alt3rn1ty wrote:
Wed, 6. Jul 22, 21:03
Apologies for being a pest again ..

In the second post I notice mention of a "VRO Lite", but no link.
Had a look on GitHub under your profile ..
https://github.com/DeadAirRT
.. But VRO Lite is not listed

Is this a discord thing? (I am not a member), I had a look at Shuulo's original on Nexus Mods, but found no reference there.

Would like to find it because I have a feeling the original VRO will be a bit heavy for my laptop, so a Lite version sounds like it could enable me to use it.

Is VRO Lite still a work in progress hence no link?
https://github.com/DeadAirRT/VRO

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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 7. Jul 22, 05:15

Just an update since I haven't really put out any updates lately:

I put my new mod Xenon evolution on github but it's far from polished. It increases xenon strength over time.

I'm almost finished with my jobs upgrade that includes logic for long range expeditions against enemy factions. The update actually leads to about 12% less military ships as I've shifted some numbers from S ships to M/L. I reenabled supply ships.

My minor faction adjustment mod is almost ready for release. It removes all pirate spawning, they are instead built by a certain faction we all know and love. It creates a small specialized economy for the building faction that expands on the salvage mechanic.

My factions are getting some tweaking alongside jobs update. Minmatar keep getting demolished by argon for some reason so they will probably need buffs.

I have been occasionally trying to get S/M ships imported but it continues to be a huge pain in the ass.

One of these days I'll upload my update to VRO-lite that removes all the extra ships from the mod except the battleships.

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Re: [MOD]DeadAir Mods pt2

Post by alt3rn1ty » Thu, 7. Jul 22, 08:04

8) Thank you for the link. I am now using pretty much all of your mods from Github, with the exception of factions so far, getting around to using those eventually, but absorbing the effects of all your other mods first. + Using VRO Lite. I am also using Moonrats "Encounters".

Your mods are very well thought out, if I had the same talents as yourself I think I would have had pretty much the same goals. I have been holding out on modding the game waiting for Ego to bring on the update to Ventures, but decided its time I had some fun.

Looking forward to your updates, thank you for the continued work (I had a good read of the whole topic last night and realised the immense amount of work that has gone into this collection, along with Kuertee and Shuulo's amazing efforts).
Laptop Dell G15 5510 : Win 11 x64
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:boron: Long live Queen Polypheides and may her tentacles always be supple.
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Bibet
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Re: [MOD]DeadAir Mods pt2

Post by Bibet » Fri, 8. Jul 22, 08:07

Speaking of the faction mods, I have a bit of a weird issue with them. Installing a single faction mod with no other mods installed will drop my FPS from 70-80 to 40-50 in a Young Gun spawn test, but installing all four faction mods doesn't seem to lower this any further. Am I doing something wrong?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Fri, 8. Jul 22, 15:04

Bibet wrote:
Fri, 8. Jul 22, 08:07
Speaking of the faction mods, I have a bit of a weird issue with them. Installing a single faction mod with no other mods installed will drop my FPS from 70-80 to 40-50 in a Young Gun spawn test, but installing all four faction mods doesn't seem to lower this any further. Am I doing something wrong?
Ship counts are highest when the game first starts so that is when you would have the worst simulation fps. Also, every single trader starts looking for trades, every wharf starts ordering certain job ships, etc; it's pretty much the highest peak cpu usage. Balancing universe activity with performance is very difficult because it runs perfectly fine until it hits a tipping point then drastically drops.

Nymix
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Re: [MOD]DeadAir Mods pt2

Post by Nymix » Mon, 18. Jul 22, 10:32

Hey, first of all - thanks so much for the fantastic mods! Clearly took a lot of effort and it shows. I was playing over the weekend and had problems trying to get fighters to dock in the Archon: once 9 S/ M ships were docked, none of the other assigned fighters were able to dock. The Archon shows an S capacity of 40 and M capacity of 10 so was wondering if this was a known (or unknown) bug, or if I've missed something?

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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 18. Jul 22, 12:57

Nymix wrote:
Mon, 18. Jul 22, 10:32
Hey, first of all - thanks so much for the fantastic mods! Clearly took a lot of effort and it shows. I was playing over the weekend and had problems trying to get fighters to dock in the Archon: once 9 S/ M ships were docked, none of the other assigned fighters were able to dock. The Archon shows an S capacity of 40 and M capacity of 10 so was wondering if this was a known (or unknown) bug, or if I've missed something?
They should be moved to internal storage. I tested it a few times prior but I'll double check again today.

Mr.Freud
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Re: [MOD]DeadAir Mods pt2

Post by Mr.Freud » Mon, 18. Jul 22, 23:27

Can the new version of Jobs conflict with FOCW? (In FOCW there's an option to add Xenon miners/traders)
And how do these two mods interact with each other overall? For example - will your Jobs mod use ships/fleets added by FOCW when preparing an invasion, for example?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 18. Jul 22, 23:40

Mr.Freud wrote:
Mon, 18. Jul 22, 23:27
Can the new version of Jobs conflict with FOCW? (In FOCW there's an option to add Xenon miners/traders)
And how do these two mods interact with each other overall? For example - will your Jobs mod use ships/fleets added by FOCW when preparing an invasion, for example?
Afaik it can't conflict. If he enabled commandeer and faction logic on the jobs they will be used by logic.

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Re: [MOD]DeadAir Mods pt2

Post by Mr.Freud » Tue, 19. Jul 22, 00:02

DeadAirRT wrote:
Mon, 18. Jul 22, 23:40
Mr.Freud wrote:
Mon, 18. Jul 22, 23:27
Can the new version of Jobs conflict with FOCW? (In FOCW there's an option to add Xenon miners/traders)
And how do these two mods interact with each other overall? For example - will your Jobs mod use ships/fleets added by FOCW when preparing an invasion, for example?
Afaik it can't conflict. If he enabled commandeer and faction logic on the jobs they will be used by logic.
I cheked his jobs and looks like comadeerable and factionlogic lines are there.
What if I make FOCW dependable on DeadAirJobs - would that be a safer bet?

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Re: [MOD]DeadAir Mods pt2

Post by Gibbynator » Sun, 24. Jul 22, 22:45

Got an interesting problem where deadairjobs (0.08 beta) causes the game to not start - I get a black screen with just the X4 cursor on it. I have all 3 official DLC installed, and I checked my game's integrity in steam before doing any of this.

I tried a few different setups to see if I could find out why, and I'm drawing a blank:
  • Vanilla - loads fine
  • deadairjobs on its own - fails to load. Debuglog only has these lines:

    Code: Select all

    Logfile started, time Mon Jul 25 05:31:06 2022
    [VR     ] 0.00 Detected Tobii 4.1.0 build 3
    [VR     ] 0.00 No Tobii devices detected!
    [General] 0.00 'NVIDIA GeForce GTX 1080 Ti' NVIDIA-driver v473.62.0 (Vulkan 1.2.175) check=1
    [General] 0.00 ======================================
    [=ERROR=] 0.00 File I/O: Could not find file '.\extensions\deadairjobs\libraries\parameters.xml.sig'
    [General] 0.00 ======================================
    [FileIO ] 0.00 File I/O: Failed to verify the file signature for file '.\extensions\deadairjobs\libraries\parameters.xml' (error: 14)
    [General] 0.00 ======================================
    [=ERROR=] 0.00 File I/O: Could not find file '.\extensions\deadairjobs\libraries\icons.xml.sig'
    [General] 0.00 ======================================
    
  • deadairjobs with VRO - fails to load. Debuglog has a bunch of lines for VRO stuff, nothing more for deadairjobs than the above.
  • VRO on its own - loads fine
  • This modlist - loads fine
    • addship_oldparanid
    • analyze_build
    • atfusc_shippack
    • axespaintjobsgalore
    • deadairdynamicwars
    • kk4duy_seminar_prices
    • kk4duy_trader_seminars
    • mules_and_warehouses_extended
    • multisalvageprocessorstationfix
    • ror
    • ror_coh
    • ror_part2
    • ror_vro
    • ship_variation_expansion
    • ship_variation_expansion_vro
    • sn_mod_support_apis
    • techpaintjobs
    • vro
    • vroicons_stable
    • x4_fireandsmoke

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 25. Jul 22, 17:46

Gibbynator wrote:
Sun, 24. Jul 22, 22:45
Got an interesting problem where deadairjobs (0.08 beta) causes the game to not start - I get a black screen with just the X4 cursor on it. I have all 3 official DLC installed, and I checked my game's integrity in steam before doing any of this.

I tried a few different setups to see if I could find out why, and I'm drawing a blank:
  • Vanilla - loads fine
  • deadairjobs on its own - fails to load. Debuglog only has these lines:

    Code: Select all

    Logfile started, time Mon Jul 25 05:31:06 2022
    [VR     ] 0.00 Detected Tobii 4.1.0 build 3
    [VR     ] 0.00 No Tobii devices detected!
    [General] 0.00 'NVIDIA GeForce GTX 1080 Ti' NVIDIA-driver v473.62.0 (Vulkan 1.2.175) check=1
    [General] 0.00 ======================================
    [=ERROR=] 0.00 File I/O: Could not find file '.\extensions\deadairjobs\libraries\parameters.xml.sig'
    [General] 0.00 ======================================
    [FileIO ] 0.00 File I/O: Failed to verify the file signature for file '.\extensions\deadairjobs\libraries\parameters.xml' (error: 14)
    [General] 0.00 ======================================
    [=ERROR=] 0.00 File I/O: Could not find file '.\extensions\deadairjobs\libraries\icons.xml.sig'
    [General] 0.00 ======================================
    
  • deadairjobs with VRO - fails to load. Debuglog has a bunch of lines for VRO stuff, nothing more for deadairjobs than the above.
  • VRO on its own - loads fine
  • This modlist - loads fine
    • addship_oldparanid
    • analyze_build
    • atfusc_shippack
    • axespaintjobsgalore
    • deadairdynamicwars
    • kk4duy_seminar_prices
    • kk4duy_trader_seminars
    • mules_and_warehouses_extended
    • multisalvageprocessorstationfix
    • ror
    • ror_coh
    • ror_part2
    • ror_vro
    • ship_variation_expansion
    • ship_variation_expansion_vro
    • sn_mod_support_apis
    • techpaintjobs
    • vro
    • vroicons_stable
    • x4_fireandsmoke
Thank you for the detailed info. The bad part is, i honestly don't know what could cause it especially with a clean debug. A couple things worth checking

Windows 7/10/11?
Mod installed into game extensions folder and not documents?
What language client?
Might be worth deleting the folder for deadairjobs then reinstalling the mod. Zip might have been corrupted or a file perhaps.
Anything unusual happening on loading? Ram maxing out?

Gibbynator
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Re: [MOD]DeadAir Mods pt2

Post by Gibbynator » Tue, 26. Jul 22, 03:30

Apologies, I wasn't thorough on including those details too:

Windows 7 SP1
Mod installed into game extensions folder
English language client, latest X4 hotfix version because Steam. I also tried the nosteam exe, no luck unfortunately.
I redownloaded and reinstalled the zip package, same results. For good measure, I also tried the 0.07 version on its own as well, it too did not load.
As for unusual, I did see the game stopped gaining RAM past ~300MB, and no further CPU activity, almost like the game just encountered a fatal error/infinite wait step but failed to exit with an error code.

I did confirm the folder structure is correct and that I downloaded the correct file in releases, by comparing it to deadairdynamicwars, which did work.

I have a Win10 laptop I can test on too, but the Win7 one is my preferred gaming device since I've done a ton of work to optimize the installation - plus X3FL and X3LU seem to play slightly nicer on it :) . I've got it updated and have the latest NVidia Driver installed, both the laptop and desktop have GTX 10-series GPUs, at least 32 GB of RAM, and i7 CPUs, so they should be specced right.

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