[MOD] Hiigaran Crossroads v2.2 (GV 4.30+ : TO/HoL/CWIR Optional)

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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. » Sun, 11. Jan 15, 12:22

Exavier724 wrote: Beyond that space is pretty much the Maelstrom background as I don't have a custom one yet & construction/life in the zone doesn't build up until after the player opens the gate (stations take a while to build just like they do for the player) :P
Ahhh, okay.

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Baconnaise
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Post by Baconnaise » Sun, 11. Jan 15, 14:26

Does this replace the teladi cluster? The post says it links to the original four clusters but not the teladi. Where are the gates for each connection to the four clusters at?

Exavier724
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Post by Exavier724 » Sun, 11. Jan 15, 20:08

Baconnaise wrote:Does this replace the teladi cluster? The post says it links to the original four clusters but not the teladi. Where are the gates for each connection to the four clusters at?
Doesn't replace anything.
I just didn't see a point in linking to the teladi since they already have a bridge to the two bigger clusters. The cross cluster trade ships in my mod though will pay the teladi a visit. Their range is set long enough to reach.

As for the gates:
Spoiler
Show
Buried Treasure
Lava Flow
Last Stand
Shattered Singularity
Thats their current locations. They are sorta on the fringe of the zone so you might have to fly around a little bit to find it if your rendering range is set really low.

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Baconnaise
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Post by Baconnaise » Sun, 11. Jan 15, 21:22

Thanks for clearing that up. Makes me want to try it right away since it adds another cluster. The more the merrier!

Does this conflict with World War X mod? You mentioned something about galaxy traders so I'm curious.

Exavier724
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Post by Exavier724 » Sun, 11. Jan 15, 22:22

Baconnaise wrote:Does this conflict with World War X mod? You mentioned something about galaxy traders so I'm curious.
Not as far as I am aware. The Galaxy traders may cross cluster boundaries but they designated spawn point is within Hiigara space. They may get shot up a bit more than usual (since I didn't restrict what clusters they can trade in... Canteran may decide to try and trade with a Letta Industries facility and get ganked by Plutarch patrols).

I actually unpacked WWX (as I do plan to play it myself) and took a look at the code to account for any removals he had that I was using. I think I got them all :)

Be warned though. Because of its placement of gates & depending on his attack scripts Hiigara may provide a shortcut for attack fleets... Especially for the Xenon due to where I put the gate. Before you ask... that was intentional :twisted:

Exavier724
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Post by Exavier724 » Mon, 12. Jan 15, 01:50

v1.01 Changes:
- Corrected 8 AI Jobs that weren't activating properly.
- Added Mod version reinitialization. Will verify/reactivate jobs on reload based on gates it detects open to account for future job corrections/modifications.
- Adjusted Highway tube weights to slow traffic down near zones.
- Changed Faction of Awran & Escorts patrolling DeVries gate to Canteran to prevent spontaneous friendly fire destruction.
- German Language Translation Added
- Audio Voiceovers Added for English & German

w.evans
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Post by w.evans » Mon, 12. Jan 15, 01:57

Exavier724 wrote:Added Mod version reinitialization. Will verify/reactivate jobs on reload based on gates it detects open to account for future job corrections/modifications.
Automatic updates! I like it. Thanks!

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Baconnaise
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Post by Baconnaise » Mon, 12. Jan 15, 08:01

Exavier724 wrote:Be warned though. Because of its placement of gates & depending on his attack scripts Hiigara may provide a shortcut for attack fleets... Especially for the Xenon due to where I put the gate. Before you ask... that was intentional :twisted:
I like the cut of your jib.

Exavier724
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Post by Exavier724 » Tue, 13. Jan 15, 06:18

UnitTrader, thanks for the tip on those tube weights. Looks like it solved all 3 of my highways issues from what I can tell in my current game :)
- NPC Traffic enter/exit the zones without highway gates properly
- Stations are actually rendering as I approach the zone now
- The "Resources" Signposts are actually populating for the zone

The last one is sorta amusing to see change as I add new stations.

w.evans, I feel you on the never going to DeVries... By the time I trigger the next stage of the campaign I think the galaxy traders are going to be able to immediately refill the DeVries shipyard from the trade empire I am making.

Whats cool is I can also confirm my custom ware baskets are working properly. The Galaxy traders in my mod are properly moving around turrets & drones to fill station buy/resupply orders. So now there are a couple of L traders helping cross cluster boundaries rather than just the normal in cluster M traders. Should help the DeVries shipyard maintain some drones in it :)

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Baconnaise
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Post by Baconnaise » Mon, 19. Jan 15, 11:47

Chiming in here to say this cluster addition seems to be superb. I'm giddy with all the cluster choices we seem to have now in workshop/nexus/forums here. I'm a huge lover of Homeworld so it has more of a nostalgia effect than the others :).

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Post by birdtable » Sat, 31. Jan 15, 15:35

I was wondering with all the construction going on in these sectors on initial entry to Hiigaran space does it remove a number of available specialist agents throughout the galaxy....?

Solved ... Another mod appears to have drained specialists .. using beta 3.20 cleared problem.

Hlaoroo
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Post by Hlaoroo » Thu, 5. Feb 15, 05:49

I'd like a clarification please. The gates are unlocked by visiting the 'clusters'. Does this mean I must visit at least one zone or sector in each system or does it mean I must fully explore every zone in each system?

I have visited every system in my current game and the gates have not opened. I'm hoping I need to explore more and that this isn't a conflict with another mod I'm running. Like Transcend for example :)

Thanks.

Exavier724
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Post by Exavier724 » Thu, 5. Feb 15, 15:31

Hmm. Sounds like you might have something conflicting.
Are you having trouble finding the gates or are they just closed so you can't traverse through them?

The gates are coded to open when you enter the "Cluster" the connected gate is in.

If in a new game the cluster you spawn in (Albion for the campaign or Free Trade... or i think omicron for the other starts) should open before your ship even loads... If you have the log enabled an entry will show up in it.

If added to an existing game the first gate that opens will be for whatever cluster (Albion, DeVries, Omicron, Maelstrom) your ship is sitting in on game load.

After That, or if using Transend or another custom cluster as a start, the gates open the first time you visit each of the clusters after the mod is installed. If you have already been there before the mod is installed, just go through an active jumpgate to that cluster should trigger my script to open the Hiigaran gate for it.

I'll have to go back an verify compatibility as I have only tested it with with the Original version of Transend (for other cluster mods anyway). After my saves broke when he discontinued the original one and created No Highways & With Highways versions as separate mods I hadn't reinstalled them.

Currently working on improving the AI jobs & add a few more verification checks on Gates & Stations to account for some stalls. Though having the gates fail completely is a new one on me.

EDIT: Also what other mods do you have installed? I have about 30 myself that I know don't conflict but I will check any you have that I am missing.
EDIT2: Will consider looking into dumping a comment in the ingame Logbook on game load for which gates are open.

w.evans
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Post by w.evans » Thu, 5. Feb 15, 16:19

Just to confirm compatibility: I installed both Hiigaran Crossroads and Transcend with Highways to an existing save that started in X:R 3.00 with neither, and gates to both Hiigaran Crossroads and Transcend are open.

Hlaoroo
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Post by Hlaoroo » Thu, 5. Feb 15, 20:03

Thanks for your reply!

I used the Transcend No Highways : Empire start.

My other mods are : Automated emergency jump, Butterranges, Mission computer, Galaxy station range, More crew, Transcend, Remove boarding cutscene, Show Skills, TAF, UFO, WWX, YAT

I did jump the gun on Transcend sorry. It's similarity jumped out to me.

Since it would take me a while to go back and check every gate (I had the time to check Albion and Devries) I just looked at my save file.
clustergate_hiigara_bt active="0"
clustergate_hiigara_lf active="0"
clustergate_hiigara_ls active="0"
clustergate_hiigara_ss active="0"

And I don't know what this stuff means but it's all the other references I could find if it helps at all.
Hiigara_Gates script cues are all state="complete"
Hiigara_Init script cues are state="complete"
Hiigara_Life script cues are stat="complete"
Hiigara_Station script cues are state="waiting"

I don't quite know what all that means though :wink:
I don't know how to check if the events to open the gates have fired.

Exavier724
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Post by Exavier724 » Thu, 5. Feb 15, 20:53

Hmm.
Looks like something caused the gates to all close again after the Gates cues completed. Which is odd since the only mods you have that I don't are Butterranges, Transend, Remove Boarding Cutscenes, and UFO... and besides Transend activating its own gates, none of those should touch them.

Could you do me a favor and see if it happens when you start a new game (or if you still have a save prior to adding Crossroads)? Nothing spectacular needed, just start it and fly out to one of the Hiigaran gates and see if its open then see if after its saved/reloaded again (new slot recommended) the gates are still open.

Have some time this weekend planned to try and finish up the AI Jobs rework I am doing with some of the invasion code from WWX (With BR's permission) to make things move around a bit more (Dynamic patrols w fewer ship groups rather than spawning a ship group per zone). I'll see if i can add a couple of Logbook Notifications & Rechecks for when a saved game loads.

Hlaoroo
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Post by Hlaoroo » Fri, 6. Feb 15, 00:24

I started a game as Argon Merchant with the same mod list. The Omicron gate was closed. I took a look at the save game and it looks similar except all the cues not dealing with Argon/Omicron are still "waiting" while the Argon/Omicron are "complete". The station cues are "complete" except the _do ones are all "canceled".

Oh, and this

Code: Select all

<connection connection="clustergate_hiigara_ls">
<component class="gate" macro="props_gates_anc_gate_b_macro" connection="space" knownto="player" id="[0x1cb7]">
<listeners>
<listener listener="[0xae72]" event="killed"/>
</listeners>
<movement>
<offset>
<position x="-24472.375" y="14662.229" z="-39816.063"/>
<rotation yaw="-90.00001"/>
</offset>
</movement>
<offset default="1"/>
<animations>
<animation part="anim_plasma_02">
<part time="299.941"/>
</animation>
<animation part="anim_streaks">
<part time="305.081"/>
</animation>
<animation part="triggerpart_eventhorizon">
<part time="259.919" sequence="mode_inactive"/>
</animation>
<animation part="anim_fx_twirl02">
<part time="299.921" sequence="loop"/>
</animation>
<animation part="anim_fx_twirl01">
<part time="299.921" sequence="loop"/>
</animation>
<animation>
<texture>
<channel channel="1">
<value time="299.941" property="v_offset"/>
<value time="299.941" property="u_offset"/>
</channel>
</texture>
<texture>
<channel channel="1">
<value time="305.012" property="u_offset"/>
</channel>
</texture>
</animation>
</animations>
<hull min="1000"/>
<gate active="0"/>
<connections>
<connection connection="connectionui"/>
</connections>
</component>
</connection>
where the rest of the gates, and ALL of them in the main subject game are like this

Code: Select all

<connection connection="clustergate_hiigara_ss">
<component class="gate" macro="props_gates_anc_gate_b_macro" connection="space" id="[0x3b22]">
<offset default="1"/>
<hull min="1000"/>
<gate active="0"/>
<connections/>
</component>
</connection>
------------------------------------

Then I disabled Transcend and started up a new game as Argon Merchant.

Still closed.

The _ls gate is expanded like the example above. The rest are like the smaller snippet. Hiigaran Life and Gates are "complete" for Argon/Omicron but this time everything in Hiigara_Stations is "waiting".


I can load up just Hiigaran Crossroad and add mods one at a time to see if I can find anything else. But I'll have to get around to it later. I'd gladly strip out some other stuff to see this mod in action.

Thanks again.

Exavier724
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Post by Exavier724 » Fri, 6. Feb 15, 00:50

I actually would expect the "Stations" script to get to a waiting stage in a short term as its a multi-step script that sorta has to wait on the CV to get into position, get set up, then construct, and cycle through multiple modules.

Also for the other gates I would expect them to be closed on a new game unless you took the time to fly to that cluster and trigger their opening.

Why the one in Last Stand isn't opening properly. Did you actually fly out to see if the gate there would let you through?

If you do anymore tests do me a favor.
Go to Steam > Library > Right click on Game > Properties > General Tab > Set Launch Options :
-debug all -logfile debug_rebirth.log

After you run the game and verify if the is still closed when you try to fly through it, use www.pastebin.com to post me the first say 200 or so lines of the log that gets generated in My Documents / Egosoft / X Rebirth/ PayerID.

That would actually be more accurate in saying what failed specifically. Or at least it will tell me if the gates actually get opened and something else closes them for some reason.

EDIT: Actually if you would be willing to run your previous Argon Merchant test again with that I would appreciate it :)

Hlaoroo
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Post by Hlaoroo » Fri, 6. Feb 15, 01:55

Ahaha... ahhh... OK This is kind of embarrassing. The problem was a misnamed directory. Yeah... I'm so sorry. How that happened I can only guess.

Here is the pastebin
http://pastebin.com/pAnbd2n1

I've told Steam not to auto-update mods because I'm not running the 3.2 beta until it isn't a beta. I don't know if this made unsubscribe/subscribe not work which I tried a while ago. So I backed up the old mod and then deleted it from extensions manually. Started a new game and the gate was open! The pastebin up there is from the backed up version just like I posted with before.

I took a look at the backup and the directory was:
hiigarancrossroads'
Notice the '

Ugh.

I might have accidently put that in when I was deleting an old mod I got from Nexus that was conflicting with the Teladi DLC (which is why I started playing again).

The game couldn't find the mod directories. I'm surprised the game could still start really.


Again, sorry. I put you through a wild goose chase. That was silly of me. You've been a stand up dude though. Thank you so much! Now I will actually play the mod.

Exavier724
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Post by Exavier724 » Fri, 6. Feb 15, 02:12

Lmao No Prob. I've made alot of similar mistakes in just editing the thing :P

The game is actually pretty forgiving with faulty mods depending on the fault. Most of the scripts will just have their node skipped and ignored, which may completely fubar anything its linked into, but still lets the game load lol

Hope you enjoy it.
The next version is going to have some improvements for the AI fleets. Currently once all 4 gates are open 2 of the sectors can get a little crowded since the default game you basically assign the Job to a zone. The WWX scripts are letting me set up actual patrols (Spend 20min here then go visit the next random zone on your patrol list). So I don't need to spawn forces in every zone :)

Though I will add some more feedback to the Logbook if I can. Not alot, but at least a notification so people know whats been opened.

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