[MOD]DeadAir Mods pt2

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DeadAirRT
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[MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 4. Mar 21, 02:58

Mod name: DeadAir Gate
Mod type: Galaxy/Universe rework
Features:
  • Connects Antigone Memorial to Second Contact 11
  • Connects Morning Star 4 to Silent Witness
  • Connects Ianamus Zura to Hewa's Twin
  • Connects Bright Promise to Hewa's Twin I
  • Connects Zyarth's dominion 4 to Family Nhuut
  • Properly removes the ring highway.
  • Adds several resource regions to Xenon sectors
  • Adds/improves Split resource regions
  • Removes rotation from asteroids.
  • Adds additional defense modules to important stations
  • Adds extra docking for L/XL at shipyard/wharf
Recommended Mods:
  • Standalone and highly compatible
Github page

Mod name: DeadAir Ware
Mod type: Economy Rework
Features:
  • Standardizes production cycle times.
  • Reduces construction times on storage, habitation, and docking modules
  • Rebalances ware pricing based on volume
  • Adjusts workforce rate on food, meds, shipwares, and refined goods.
  • Increases trade desirability to stations that are low on resources
  • Reduces trade desirability to stations that are not low on resources
  • AI stations are capable of having more modules focused on one product at game start
Recommended Mods:
  • Standalone and highly compatible
Github page

Mod name: DeadAir Fill
Mod type: Economy Support
Features:
  • Removes/Adds cargo from tradestations/shipyards/wharfs/equipment docks at adjustable intervals
  • Rewards random L/XL ship with a shipmod if faction reaches %max ware at a tradestation
Required Mods:
  • SirNukes Mod Support API
Github page

Mod name: DeadAir God
Mod type: Economy Enhancement
Features:
  • Improves universe spawning for a war heavy gamestart
  • Applies when starting a new game
  • Rebalanced ratio of ship, station, food, equipment, and refined goods for a much more robust economy
Recommended Mods:
  • Works best with DeadAir Ware to provide a much stronger economy without causing performance degredation due to increased number of stations
Github page

Mod name: DeadAir Jobs
Mod type: Job Rework
Features:
  • Improves NPC jobs for a war heavy gamestart
  • Rebalanced economy ships to improve movement of goods
  • Rebalanced military fleets for higher amount of L/XL/M : S
  • Increased defense fleet coverage and reduced low impact jobs
  • More ships are capable of being used for invasions
Recommended Mods:
  • Well balanced with VRO and DeadAir Mods
Github page

Mod name: DeadAir Faction Caldari
Mod type: Faction
Features:
  • Adds a new faction - Caldari State
  • Uses Teladi ships with a focus on missiles and rail guns.
  • Has a complete economy and logic.
  • At war with Ministry, Teladi, Holy Order, Gallente, and Minmatar
  • Allied with Paranid, Zyarth, and Amarr.
  • 7 Clusters owned by Caldari state with a connection to Paranid and Xenon
  • 1 neutral cluster available to player initially. Upon claiming any of DeadAir Faction neutral systems, the AI will move to capture the others.
Recommended Mods:
  • Well balanced with VRO and DeadAir Mods
Github page

Mod name: DeadAir Caldari Ships
Mod type: Ship Pack
Features:
7 L ships
  • Caracal
  • Charon
  • Drake
  • Naga
  • Raven
  • Rokh
  • Tengu
2 XL ships
  • Chimera
  • Leviathan
Required Mods:
  • DeadAir Factions VRO
  • DeadAir Faction Caldari
Github page

Mod name: DeadAir Faction Amarr
Mod type: Faction
Features:
  • Adds a new faction - Amarr Empire
  • Uses Argon ships with a focus on laser weapons.
  • Has a complete economy and logic.
  • At war with Ministry, Teladi, Holy Order, Gallente, and Minmatar
  • Allied with Paranid, Zyarth, and Caldari.
  • 7 Clusters owned by Amarr Empire with a connection to Paranid and Teladi
  • 1 neutral cluster available to player initially. Upon claiming any of DeadAir Faction neutral systems, the AI will move to capture the others.
Recommended Mods:
  • Well balanced with VRO and DeadAir Mods
Github page

Mod name: DeadAir Amarr Ships
Mod type: Ship Pack
Features:
7 L ships
  • Abaddon
  • Armageddon
  • Harbinger
  • Legion
  • Omen
  • Oracle
  • Providence
2 XL ships
  • Archon
  • Avatar
Required Mods:
  • DeadAir Factions VRO
  • DeadAir Faction Amarr
Github page

Mod name: DeadAir Factions Gallente
Mod type: Faction
Features:
  • Adds a new faction - Gallente Federation
  • Uses Paranid ships with a focus on short range weaponry.
  • Has a complete economy and logic.
  • At war with Argon, Antigone, Paranid, Amarr, and Caldari
  • Allied with Ministry, Teladi, Holy Order, and Minmatar
  • 7 Clusters owned by Gallente Federation with a connection to Paranid and HolyOrder
  • 1 neutral cluster available to player initially. Upon claiming any of DeadAir Faction neutral systems, the AI will move to capture the others.
Recommended Mods:
  • Well balanced with VRO and DeadAir Mods
Github page

Mod name: DeadAir Gallente Ships
Mod type: Ship Pack
Features:
7 L ships
  • Brutix
  • Hyperion
  • Megathron
  • Obelisk
  • Proteus
  • Talos
  • Thorax
2 XL ships
  • Erebus
  • Thanatos
Required Mods:
  • DeadAir Factions VRO
  • DeadAir Faction Gallente
Github page

Mod name: DeadAir Factions Minmatar
Mod type: Faction
Features:
  • Adds a new faction - Minmatar Republic
  • Uses Split ships with a focus on projectile weaponry.
  • Has a complete economy and logic.
  • At war with Argon, Antigone, Paranid, Amarr, and Caldari
  • Allied with Ministry, Teladi, Holy Order, and Gallente
  • 7 Clusters owned by Minmatar Republic with a connection to Argon and Teladi
  • 1 neutral cluster available to player initially. Upon claiming any of DeadAir Faction neutral systems, the AI will move to capture the others.
Recommended Mods:
  • Well balanced with VRO and DeadAir Mods
Github page

Mod name: DeadAir Minmatar Ships
Mod type: Ship Pack
Features:
7 L ships
  • 7 L ships
  • Fenrir
  • Hurricane
  • Loki
  • Maelstrom
  • Stabber
  • Tempest
  • Tornado
2 XL ships
  • Nidhoggur
  • Ragnarok
Required Mods:
  • DeadAir Factions VRO
  • DeadAir Faction Minmatar
Github page

Mod name: DeadAir Factions VRO
Mod type: Faction compatibility
Features:
  • Updates DeadAir Factions to use VRO weapons and Ships
Required Mods:
  • At least one DeadAir Faction mod and VRO or VRO Lite
Github page

Mod name: DeadAir Dynamic Wars
Mod type: Diplomacy
Features:
  • Every 30 minutes, has a chance to raise/lower relations between two AI factions(Inspired by nexelren from StarSector)
  • Chance for factions to gain/lose a large or small amount of relation, become instant max positive/negative relation, or for no changes to occur
  • Uses military strength weighting based on number of combat ships and sectors
  • Stronger factions will tend to have more enemies
  • Weaker factions will tend to have less enemies
  • Does not change player relations
  • Allows player to resolve/create conflicts using the diplomacy menu
  • Allows player to raise/lower relations with another faction by using the diplomacy menu (aka declare war)
Required Mods:
  • SirNukes Mod Support API
Github page

Mod name: Kuertee Attack AI tweaks and DeadAir AI Tweaks
Mod type: AI changes
Recommended Mods:
  • Standalone and highly compatible
Github page

Mod name: Tater Trader
Mod type: Trade Script
Original Author: Ludsoe
Recommended Mods:
  • Standalone and highly compatible
Github page

*I will slowly update this post
Last edited by DeadAirRT on Tue, 12. Jul 22, 14:24, edited 9 times in total.

DeadAirRT
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Re: [MOD]DeadAir Mods - The Return of the Modder

Post by DeadAirRT » Thu, 4. Mar 21, 02:58

Installation Instructions
Some mods have a nested folder structure as I am transitioning my workflow. I will now try to keep up with releases as best as I can.

If you goto the github page, on the right side it should have a link to the latest release. Download the .zip file, extract it into the extensions folder.

Here is a picture of the releases page:
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Here is a picture of the folder names:
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The mods that absolutely must be named correctly or they will cause errors are:
DeadAir Faction mods
VRO Lite

The appropriate folder names for the mods are as follows:
DeadAir Faction Daldari
egp_deadairfactiondaldari

DeadAir Faction Damarr
egp_deadairfactiondamarr

DeadAir Faction Galdente
egp_deadairfactiongaldente

DeadAir Faction Mindatar
egp_deadairfactionmindatar

VRO Lite
VRO
Last edited by DeadAirRT on Sat, 6. Mar 21, 19:55, edited 4 times in total.

DeadAirRT
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Re: [MOD]DeadAir Mods - The Return of the Modder

Post by DeadAirRT » Thu, 4. Mar 21, 02:59

Pictures
Upcoming Dynamic Wars Diplomacy Screen
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Damarr Faction Pictures
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Daldari Faction Pictures
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Galdente Faction Pictures
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Mindatar Faction Pictures
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Patch Notes
  • 20220114- DeadAirDynamicWars - v1.35 - Added fallback t-file for non translated languages. Reduced diplomacy actions flat cost by a factor of 10. Fixed military information screen and economic information screens not counting docked ships. Updated Japanese translation thanks to arkblade.
  • 20220114- DeadAirDynamicWars - v1.34 - Added a redundant check for terran dlc factions, added yaki to diplomacy screen, added player faction to diplomacy screen.
  • 20220112- DeadAirAITweaks - v1.04 - Replaced most skill checks with equivalent of 4+ star or actual pilot skill if higher, reduced aiming tolerance (more accurate fire), added docked check to combat script to prevent occasional soft-lock, ships launch more of their drones and faster, fighters will gain distance after attack run based on their combat range, ships oos combat is based more on their actual operational turrets, stations will launch drones at more consistent ranges, ships will use missile countermeasures more often, ships will fire missiles more often, ships will use travel drive much more often to reposition during fighting, police will occasionally detect pirates using cover of the same faction, lockboxes are less skill dependant for AI, pirates are more likely to be greedy when accepting dropped cargo from a victim.
  • 20220112- DeadAirAITweaks - v1.03 - Updated for X4v4.2. Increased max distance on boost flee script, updated gate/generic scripts, improved vanilla explore behavior and removed inability of police to check a pirate posing as same faction. Experience gains will now be rather quick up to 3 stars for individuals and 2 stars for their crew, it will still be increased for higher stars after 3 but not as quickly.
  • 20210319 - DeadAirWare - v0.03 - Partially reverted increase of terran station size due to game occasionally failing to create station on game start.
  • 20210319 - DeadAirFactionsVRO - v0.03hf2 - Updated to match VRO v3.04
  • 20210316 - DeadAirDynamicWars - v1.33 - Capped positive relations for AI:AI to 0.75 (~27) due to jobs, added new diplomacy menu using sir nukes mod support api, created script to sync teladi/ministry relations, added menu option to lock/unlock SCA relations, changed balancing of milstrength modifier, changed balancing of accumulated chance, added a rounding feature to help prevent some awkward ui values, lowered effect of current relations. Recent events not implemented yet.
  • 20210316 - DeadAirJobs - v0.03 - Updated for CoH
  • 20210316 - DeadAirWare - v0.02 - Updated for CoH, AI will build larger stations (inc perf), raised work effect on critical economy wares, tradestations will stock all of their factions goods
  • 20210316 - DeadAirGod - v0.02 - Updated for CoH
  • 20210306 - DeadAirFactions - v0.021 - Cleaned up logo for encyclopedia, changed faction colors
  • 20210303 - DeadAirFactions - v0.02 - Added missing T files. Fixed incorrect content file for Galdente.
Last edited by DeadAirRT on Fri, 14. Jan 22, 14:43, edited 5 times in total.

Trup2
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Re: [MOD]DeadAir Mods pt2

Post by Trup2 » Thu, 4. Mar 21, 06:09

Never have so much fun with eve-online race names :lol:

Thx :D

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 4. Mar 21, 07:02

Trup2 wrote:
Thu, 4. Mar 21, 06:09
Never have so much fun with eve-online race names :lol:

Thx :D
Wait till you see these non-eve faction logos!

Aranov
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Re: [MOD]DeadAir Mods pt2

Post by Aranov » Thu, 4. Mar 21, 15:06

Pretty neat, just a two bits of feedback.

First, there's a mod conflict with X Universe + and maybe X Universe + reconfig from the Steam Workshop.
Spoiler
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Tycoon Avarice is located on top of I-CUVX
Second, faction colors are kinda hard to identify.
Mindatar and Zyarth are too similar in my mind, as are the Galdente and the Rise of Orissen Raider mod Terran Trade Corp.
Meanwhile the Daldari blend into the fog of war on the map, and don't even have a proper sector outline.
Note these faction issues are with "Show Faction Colors" enable for the map.

Nothing major, just thought I'd bring this to your attention if it matters. Don't really expect the mod conflicts to be patched, but I thought I'd bring them up.
One thing I thought I'd bring up is a patch for the X:R Ship mod, so the new factions can use the new ships. Dunno if that'd be you or Max Bain to patch that.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 4. Mar 21, 15:42

Aranov wrote:
Thu, 4. Mar 21, 15:06
Pretty neat, just a two bits of feedback.

First, there's a mod conflict with X Universe + and maybe X Universe + reconfig from the Steam Workshop.
Spoiler
Show
Tycoon Avarice is located on top of I-CUVX
Second, faction colors are kinda hard to identify.
Mindatar and Zyarth are too similar in my mind, as are the Galdente and the Rise of Orissen Raider mod Terran Trade Corp.
Meanwhile the Daldari blend into the fog of war on the map, and don't even have a proper sector outline.
Note these faction issues are with "Show Faction Colors" enable for the map.

Nothing major, just thought I'd bring this to your attention if it matters. Don't really expect the mod conflicts to be patched, but I thought I'd bring them up.
One thing I thought I'd bring up is a patch for the X:R Ship mod, so the new factions can use the new ships. Dunno if that'd be you or Max Bain to patch that.
Thanks for the feedback. I can definitely take a look at the faction colors to try and improve visibility. Daldari sectors do have the border but I guess the dark blue tends to blend in far too well.

It shouldn't be too much work to get X:R ships working as long as he added the ships to shipgroups properly. If his mod just added a bunch of different jobs for his ships then it would be a bit more work but I'll take a look.

edit: new colors are in and they are much easier to tell apart (according to my eyes). expect an update once I get a few more changes/fixes in.

Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn » Sat, 6. Mar 21, 02:38

Are these compatible with the faction enhancers and FOCW? What's the main difference between VRO and VRO Lite? Thanks for the awesome mods!

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 6. Mar 21, 05:50

Manawydn wrote:
Sat, 6. Mar 21, 02:38
Are these compatible with the faction enhancers and FOCW? What's the main difference between VRO and VRO Lite? Thanks for the awesome mods!
VRO lite is just my version with a little bit of tweaks. I removed the extra L jobs, vanilla job quota adjustments, a little bit slower travel speed. I aim to reduce any performance impact of vro so I can use as much cpu as I can for other things.

They are compatible with pretty much anything that is done correctly except directly conflicting map stuff. FOCW is compatible but my jobs are balanced differently; if using my jobs I would recommend only adjusting xenon with focw.

My adjustments to logic are very minimal so it should have no issues with FE although I no longer use it myself.

If you have any more compatibility questions, feel free to ask. I use all my mods together and some qol mods that are quite old. I get as low as 90 fps in certain sectors with max graphics and volumetric fog but 12 hours in and I'm still usually at 120 fps.

shovelmonkey
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Re: [MOD]DeadAir Mods pt2

Post by shovelmonkey » Sat, 6. Mar 21, 14:57

Well there goes my weekend...
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn » Sat, 6. Mar 21, 17:26

Hey so I am just having one issue that needs to be addressed before I move on. I have all of your mods installed, and properly named (I think), and when I start a new game, cheatmenu all sectors to be visible, I do see your added sectors, but they have no grey fog and no way to access them. Am I needing to do something to trigger that, or did I miss something in the install process?

Edit: I tried one of your new game starts, and it crashed back to main menu. Not sure where I went wrong lol

I'm going to try a fresh reinstall of the mods and see if that fixes it.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 6. Mar 21, 18:21

Manawydn wrote:
Sat, 6. Mar 21, 17:26
Hey so I am just having one issue that needs to be addressed before I move on. I have all of your mods installed, and properly named (I think), and when I start a new game, cheatmenu all sectors to be visible, I do see your added sectors, but they have no grey fog and no way to access them. Am I needing to do something to trigger that, or did I miss something in the install process?

Edit: I tried one of your new game starts, and it crashed back to main menu. Not sure where I went wrong lol

I'm going to try a fresh reinstall of the mods and see if that fixes it.
Usually when something like that happens, it means there is a problem with the install.

I put some info in the second post here about folder names. If the problem persists, please let me know.

Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn » Sat, 6. Mar 21, 19:23

Do any of the -master or -main files need to be renamed? I am using VRO-proper, but I can give it a shot with VRO lite and see if that helps.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 6. Mar 21, 19:30

Manawydn wrote:
Sat, 6. Mar 21, 19:23
Do any of the -master or -main files need to be renamed? I am using VRO-proper, but I can give it a shot with VRO lite and see if that helps.
OK. Finally figured this all out.

On the mod page, goto releases.
Click the download link for the mod (not the source code)(it's name will match the ideal mod folder name)
extract into extensions, good to go.
Spoiler
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Last edited by DeadAirRT on Sat, 6. Mar 21, 19:43, edited 1 time in total.

Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn » Sat, 6. Mar 21, 19:42

I mean they are named properly as far as I can tell, I tried both renaming the nested file, and taking out the file and placing it in Extensions, both with the right names. Hmm. Idk what it is, I'm using all your pt2 mods except VRO Lite

Also de-nested deadairgate, and deadairfactions_vro to see if that would change anything, did not help.

https://imgur.com/a/zUskNsl
Last edited by Manawydn on Sat, 6. Mar 21, 20:33, edited 4 times in total.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 6. Mar 21, 19:47

Manawydn wrote:
Sat, 6. Mar 21, 19:42
https://drive.google.com/file/d/1WreO2L ... sp=sharing

I mean they are named properly as far as I can tell, I tried both renaming the nested file, and taking out the file and placing it in Extensions, both with the right names. Hmm. Idk what it is, I'm using all your pt2 mods except VRO Lite
Access denied. Sent a request.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 6. Mar 21, 19:56

Manawydn wrote:
Sat, 6. Mar 21, 19:42
https://drive.google.com/file/d/1WreO2L ... sp=sharing

I mean they are named properly as far as I can tell, I tried both renaming the nested file, and taking out the file and placing it in Extensions, both with the right names. Hmm. Idk what it is, I'm using all your pt2 mods except VRO Lite
I updated the installation instructions viewtopic.php?f=181&t=434243#p5016031

Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn » Sat, 6. Mar 21, 20:31

DeadAirRT wrote:
Sat, 6. Mar 21, 19:56
I updated the installation instructions viewtopic.php?f=181&t=434243#p5016031
Reinstalled per your instructions, and still nothing. As for Google Drive, I'm not sure where I can see your request. I can look for an alternative way to send you screenshots.

Here is my full mod list

https://imgur.com/a/L67JQhH

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 6. Mar 21, 20:48

Manawydn wrote:
Sat, 6. Mar 21, 20:31
DeadAirRT wrote:
Sat, 6. Mar 21, 19:56
I updated the installation instructions viewtopic.php?f=181&t=434243#p5016031
Reinstalled per your instructions, and still nothing. As for Google Drive, I'm not sure where I can see your request. I can look for an alternative way to send you screenshots.

Here is my full mod list

https://imgur.com/a/L67JQhH
ok, folder names look good. Can you check inside the faction folders and make sure it is:
assets (folder)
index (folder)
libraries (folder)
maps (folder)
md (folder)
t (folder)
content.xml (file)

Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn » Sat, 6. Mar 21, 20:54

DeadAirRT wrote:
Sat, 6. Mar 21, 20:48
ok, folder names look good. Can you check inside the faction folders and make sure it is:
assets (folder)
index (folder)
libraries (folder)
maps (folder)
md (folder)
t (folder)
content.xml (file)
Each file contains all subfolders+files inside of them. Also removed the -master tags on all the mods that had them, still no change. Those mods seem to be working fine either way anyways. It's just the sectors being blacked out and inaccessable, along with no gates (active or inactive) that could potentially lead to them.

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