[MOD] Player Owned Ship Production

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aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Terrantoni wrote: Sun, 30. Dec 18, 18:45 Yes, 1.5 Non Beta

Maybe the shipyards didnt made it into release because of problems like us few have. :gruebel:
Shipyards didn't make into release because Egosoft made a typo when using GetWares inside of GetContainerBuilderMacros which resulted in garbage being returned when the container was owned by the player, it has nothing to do with this, which is an isolated issue 4-5 people are having versus all the other players that haven't reported any issues at all.
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mattek1979
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Re: [MOD] Player Owned Ship Production

Post by mattek1979 »

I'm reporting in having the same problem. I get CTD buying blueprints after having built a l and a xl yard and having a s/M in construction. Never entered Beta. Windows 10. I figured I'll post just to let you know, might be more than 4-5 people having the problem. If you need any more info please tell me. I love the mod and would really like to have it fixed and will help if I can.
leecarter
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Re: [MOD] Player Owned Ship Production

Post by leecarter »

carmaster wrote: Sun, 30. Dec 18, 18:38 Go to Steam -> X4 > Properties > Betas and disable the beta branch.
Opted out of the beta, verified game files, re-downloaded the mod, still no go. I don't know, doesn't make any sense. What's really crazy for me and at least one other poster in this thread is that the mod was working at one time, then the blueprints just up and disappeared with no rhyme or reason. Even starting a new save doesn't bring them back.

I know you've done what you can here, but I think this is just some weird bug some of us are getting that can't be scripted out. Like the guy above said, these shipyards were left out for a reason. Thanks for all the time and effort on this, we appreciate it, but it's probably time to just accept it won't work for everyone.

I've got a couple more random ideas for testing out. I'll let everyone know if I strike gold.
aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

leecarter wrote: Sun, 30. Dec 18, 19:18
carmaster wrote: Sun, 30. Dec 18, 18:38 Go to Steam -> X4 > Properties > Betas and disable the beta branch.
Opted out of the beta, verified game files, re-downloaded the mod, still no go. I don't know, doesn't make any sense. What's really crazy for me and at least one other poster in this thread is that the mod was working at one time, then the blueprints just up and disappeared with no rhyme or reason. Even starting a new save doesn't bring them back.

I know you've done what you can here, but I think this is just some weird bug some of us are getting that can't be scripted out. Like the guy above said, these shipyards were left out for a reason. Thanks for all the time and effort on this, we appreciate it, but it's probably time to just accept it won't work for everyone.

I've got a couple more random ideas for testing out. I'll let everyone know if I strike gold.

Again, I know how the whole system works pretty well since I had to discover all of this without documentation. This issue has nothing to do with the reason Egosoft didn't deliver shipyards on release.
aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

What gamestart did you guys use to test the CTDs?
mopz
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Re: [MOD] Player Owned Ship Production

Post by mopz »

I use 1.5 non beta, and had Argon game start. Unlike the others I did not experience any problems with the blueprints menu at all. It just worked fine.

Background is:
My game ran sucessfully for 2 days with POSP mod and I build ship production and resupply modules on one of my big station complexes.
Everything was ok, thats why I didn´t notice that there is a problem with the save game - unless I had an "other" game crash and needed to load.


Did you saw the save game I posted here?
The question is, why the game crashes when loading the save game.

Can you reproduce this with my save game?

Is there any debug options to see why it crashes when loading the game?
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mattek1979
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Re: [MOD] Player Owned Ship Production

Post by mattek1979 »

To clarify: My problem is only CTD on buying blueprints, no menu problems, had one corrupted save game but unfortunately I saved over it after loading an older save. Argon start.
grahamldlw
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Re: [MOD] Player Owned Ship Production

Post by grahamldlw »

mattek1979 wrote: Sun, 30. Dec 18, 19:46 To clarify: My problem is only CTD on buying blueprints, no menu problems, had one corrupted save game but unfortunately I saved over it after loading an older save. Argon start.
Same as above, had it on both the argon and the teladi gamestarts and also the modded argon start too. Only CTD when buying blueprints while a shipyard or wharf is in existence, as soon as they are removed, works fine.
Terrantoni
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Re: [MOD] Player Owned Ship Production

Post by Terrantoni »

grahamldlw wrote: Sun, 30. Dec 18, 19:53
mattek1979 wrote: Sun, 30. Dec 18, 19:46 To clarify: My problem is only CTD on buying blueprints, no menu problems, had one corrupted save game but unfortunately I saved over it after loading an older save. Argon start.
Same as above, had it on both the argon and the teladi gamestarts and also the modded argon start too. Only CTD when buying blueprints while a shipyard or wharf is in existence, as soon as they are removed, works fine.
Exactly the same gamestarts. I think if we would load a savegame from you carmaster, i am pretty sure it would happen the same. We just need to figure out where the differences are. Don´t know if it is helpful somehow, on one of my tries i mentioned after the shipyard was build, other factions kicked in ship orders no problem so far, but there have been also 2 ships ordered declared as unknown and it wasn´t me who ordered them.
Last edited by Terrantoni on Sun, 30. Dec 18, 20:13, edited 4 times in total.
Zhukov1945
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Re: [MOD] Player Owned Ship Production

Post by Zhukov1945 »

I'm having the same problem, once I buy the blueprints and build the shipyard my save game crash and doesn't load again. I my version is 1.50 non beta and gamestart is the young gun.
Note: this happens when I exit the game, otherwise I can keep playing for unlimited time
aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Alright, I think I understand better what's going on now with the expanded explanations.
I believe this is related to a bug I found while doing the mobile ship production mod where attempting to call LearnBlueprint would sometimes cause a CTD. I was able to find a probable cause to this bug and it seems to be that when blueprints are granted by MD, the state of the Lua environment becomes detached from the game state, causing GetBlueprints to return wares that shouldn't be returned.

I'll see what can I do.
mopz
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Re: [MOD] Player Owned Ship Production

Post by mopz »

Alright, I think I understand better what's going on now with the expanded explanations.
I believe this is related to a bug I found while doing the mobile ship production mod where attempting to call LearnBlueprint would sometimes cause a CTD. I was able to find a probable cause to this bug and it seems to be that when blueprints are granted by MD, the state of the Lua environment becomes detached from the game state, causing GetBlueprints to return wares that shouldn't be returned.
Does this also affect my load save game crash behaviour?

Is there a chance to get my save game running again?

Otherwise I need to continue with old save game before using POSP?
Vibius221
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Re: [MOD] Player Owned Ship Production

Post by Vibius221 »

So I am hoping I read the updates right but I bought the module for I am assuming the wharf and it didn't show up anywhere. Is there a reason for this?
Terrantoni
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Re: [MOD] Player Owned Ship Production

Post by Terrantoni »

Did you try it at your hq? Only possible at anything Else than hq
Vibius221
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Re: [MOD] Player Owned Ship Production

Post by Vibius221 »

Yeah I even tried two more stations also it just didn’t show up. I am trying a new game and I will see if it fixes the problem.
BlackRain
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Re: [MOD] Player Owned Ship Production

Post by BlackRain »

A lot of errors popping up, here is just a few for example.

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '(//factions/faction/licences/licence[@hidden='1']/@hidden)[1]' in patch file 'extensions\playershipyards\libraries\factions'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '(//factions/faction/licences/licence[@hidden='1']/@hidden)[1]' in patch file 'extensions\playershipyards\libraries\factions'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '(//factions/faction/licences/licence[@hidden='1']/@hidden)[1]' in patch file 'extensions\playershipyards\libraries\factions'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '(//factions/faction/licences/licence[@hidden='1']/@hidden)[1]' in patch file 'extensions\playershipyards\libraries\factions'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================

Code: Select all

[=ERROR=] 0.00 LIBXML2: (null) line 0, error 1207: Invalid expression
(//ware[contains(@tags,'module') and contains(@tags,'noplayerblueprint') and not contains(@tags,'inventory')]/@tags)[1]
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Unable to evaluate xpath expression for path '(//ware[contains(@tags,'module') and contains(@tags,'noplayerblueprint') and not contains(@tags,'inventory')]/@tags)[1]' in patch file 'extensions\playershipyards\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 LIBXML2: (null) line 0, error 1206: Invalid predicate
(//ware[contains(@tags,'module') and contains(@tags,'noplayerblueprint') and not contains(@tags,'inventory')]/@tags)[1]
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 LIBXML2: (null) line 0, error 1207: Invalid expression
(//ware[contains(@tags,'module') and contains(@tags,'noplayerblueprint') and not contains(@tags,'inventory')]/@tags)[1]
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Unable to evaluate xpath expression for path '(//ware[contains(@tags,'module') and contains(@tags,'noplayerblueprint') and not contains(@tags,'inventory')]/@tags)[1]' in patch file 'extensions\playershipyards\libraries\wares'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 LIBXML2: (null) line 0, error 1206: Invalid predicate
(//ware[contains(@tags,'module') and contains(@tags,'noplayerblueprint') and not contains(@tags,'inventory')]/@tags)[1]
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 LIBXML2: (null) line 0, error 1207: Invalid expression
(//ware[contains(@tags,'module') and contains(@tags,'noplayerblueprint') and not contains(@tags,'inventory')]/@tags)[1]
[General] 0.00 ======================================
[General] 0.00 ======================================
I am not seeing the modules available for purchase necessary to build shipyard related facilities.
mopz
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Re: [MOD] Player Owned Ship Production

Post by mopz »

Here you can also have a look on my debuglog.txt file:

https://www.dropbox.com/sh/2njk35b0zfw3 ... Z5SBa?dl=0

Unfortunately the game crashes when loading my savegame file containing the shipyard mod.
BlackRain
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Re: [MOD] Player Owned Ship Production

Post by BlackRain »

I was able to fix all the issues with the player owned ship production mod. I had to go into the wares and faction file in the cat and add in a wares/faction file that locates each of the nodes and removes or replaces the correct values in there. The way you did it doesn't work (at least for me and for some others I am seeing)
leecarter
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Re: [MOD] Player Owned Ship Production

Post by leecarter »

BlackRain wrote: Tue, 1. Jan 19, 16:18 I was able to fix all the issues with the player owned ship production mod. I had to go into the wares and faction file in the cat and add in a wares/faction file that locates each of the nodes and removes or replaces the correct values in there. The way you did it doesn't work (at least for me and for some others I am seeing)
Can you share? Carmaster you around?
BlackRain
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Re: [MOD] Player Owned Ship Production

Post by BlackRain »

leecarter wrote: Tue, 1. Jan 19, 16:21
BlackRain wrote: Tue, 1. Jan 19, 16:18 I was able to fix all the issues with the player owned ship production mod. I had to go into the wares and faction file in the cat and add in a wares/faction file that locates each of the nodes and removes or replaces the correct values in there. The way you did it doesn't work (at least for me and for some others I am seeing)
Can you share? Carmaster you around?
Well, I fixed the issues with modules not showing up and also shield and other equipment not showing up. I haven't experienced any crashes but could be the reason why there are crashes too.

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