[MOD]DeadAir Mods

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BlackRain
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by BlackRain » Wed, 19. Feb 20, 21:05

It seems with the latest beta, they added some new graphic stuff which is impacting performance maybe?

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Wed, 19. Feb 20, 22:51

BlackRain wrote:
Wed, 19. Feb 20, 21:05
It seems with the latest beta, they added some new graphic stuff which is impacting performance maybe?
There are new graphics options but i didn't notice any degrading performance. Any specific sector?

BlackRain
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by BlackRain » Wed, 19. Feb 20, 22:56

DeadAirRT wrote:
Wed, 19. Feb 20, 22:51
BlackRain wrote:
Wed, 19. Feb 20, 21:05
It seems with the latest beta, they added some new graphic stuff which is impacting performance maybe?
There are new graphics options but i didn't notice any degrading performance. Any specific sector?
Just loading up the game in general, but maybe there is another reason

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Wed, 19. Feb 20, 23:16

They started to add stuff for the new factions so it's possible that's causing some slowdown. Or the improved scripts are a little more taxing. I didn't notice any difference really though.

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Mon, 24. Feb 20, 07:22

Big update incoming for DeadAirGate overhaul. Expect a lot of new systems (that don't all have the same exact skybox but same resources for now). If anyone wants to pitch in some names, i may or may not use them.

Mystershow
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Mystershow » Tue, 25. Feb 20, 13:24

Great news with 3.0 and Split coming soon as well !

For the names I do have a few suggestion.

Brennan Pass, Unforgiven Ridge, Strait of Prejudice, Lost Sanctuary, Schwarzschild Solution, Profit Vacuum

Jaskan
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Jaskan » Tue, 25. Feb 20, 17:57

I am using the latest build off git, and i must say everything working perfect.
Please no more horror movie sector names. those sectors give me the crips, loosing ships, try some light

AngelLight
HollowRock
CraftyMeadow
GulliversTavern
WindRush
GroundZero
GreenZone
MachineReflection

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Tue, 25. Feb 20, 18:30

Thank you both for names, when ego starts using the voiced names for their sectors I'll have to switch some of them and you can expect to see some of those. For the new ones i did manage to find more voiced (a few are boron names so they aren't as dark)

The new map isn't as complete as the old because i pre allocated space for two major factions and three minor factions but it should fit nicely once they are added.

I have to get some play time seeing how the ai adjusts to the new layout but it's almost completely finished. 42 new sectors in the new patch due.

Mystershow
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Mystershow » Wed, 26. Feb 20, 18:05

It keeps getting bigger and bigger.

That's a huge update, can't wait to try it out !

Doctorzook
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Doctorzook » Wed, 26. Feb 20, 18:33

Just fyi
Started a new game yesterday with VRObeta and your mod on 3.0beta6, loaded the mod and submods from github. If I install the "Supplemet" submod, I can no longer buy blueprints. The menue does not expand. Started a few new games to confirm, always with VRO installed.
Works fine without "Supplement" submod.

Nice work, like it so far!

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Wed, 26. Feb 20, 19:48

Doctorzook wrote:
Wed, 26. Feb 20, 18:33
Just fyi
Started a new game yesterday with VRObeta and your mod on 3.0beta6, loaded the mod and submods from github. If I install the "Supplemet" submod, I can no longer buy blueprints. The menue does not expand. Started a few new games to confirm, always with VRO installed.
Works fine without "Supplement" submod.

Nice work, like it so far!
I've had one other report of that but it works fine in my game. Mod list?

Doctorzook
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Doctorzook » Wed, 26. Feb 20, 23:57

I'm now at my main system, i play on two systems at different locations and tested again with fresh starts and less mods.

Mods:
"Gate Overhaul, Gate Overhaul Patch, Supplement, TaterTrade" - your github
Mysterials "Faction Fix Pack" beta
iforgotmysocks "Getting Paid"
marksmangos "Urgent Messages"
Moonrats "Encounters"
Shuulos "VRO" - his github

It may be gamestart or faction related. Don't have more time today to test some other combinations, these are the ones I tested:
YOUNG GUN at ARG Rep - does not work
ACCOMPLISHED SCIENTIST at ARG and ANT Rep - does not work
UNWORTHY ENTREPRENEUR at TEL Rep - works

Another thing for the instances it does not work, after you clcik the "plus" button, the "cancel" button to close the window stops working, "escape" works though.

One suggetion, it is clear you have to start a new game with your mods, but you can remove them, load a save, the game fades in and instantly frezzes. At least on my two systems for the "Supplement" Mod. Maybe you can make them save game dependent, so the saves can not be loaded. But that is only an convenience feature if someone plays multiple saves with different modlists.

Thanks for looking into the issue!

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Thu, 27. Feb 20, 01:23

Yeah I can easily make it save dependent.

I reached the same thoughts as you about the game start. I could never reproduce it on my own game start so I was completely lost on how to solve this issue.

I'll look into why the game starts are breaking the lua code for licences and try to get an update out soon.

Mystershow
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Mystershow » Thu, 27. Feb 20, 02:18

I am the same person who report the problem on Nexus, still haven't figured out why it happens ^^

I did try diferent start and mod combination.

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Thu, 27. Feb 20, 02:24

Mystershow wrote:
Thu, 27. Feb 20, 02:18
I am the same person who report the problem on Nexus, still haven't figured out why it happens ^^

I did try diferent start and mod combination.
good news is I managed to get it to not work using young gun start. Now to figure out why it is broken.

Mystershow
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Mystershow » Thu, 27. Feb 20, 03:25

I'm kind of relief to know it's on good track.

I had the same issue with every Argon start, haven't try a Teladi or Paranid start.

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Thu, 27. Feb 20, 03:35

Mystershow wrote:
Thu, 27. Feb 20, 03:25
I'm kind of relief to know it's on good track.

I had the same issue with every Argon start, haven't try a Teladi or Paranid start.
According to above, teladi works. You can also use my dynamic war start (which works and was why I never ran into the bug). I've tried a few things to fix it, but I'm already running out of ideas. Hopefully I can get some advice from discord :?

Mystershow
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Mystershow » Thu, 27. Feb 20, 15:00

It works indeed with Dynamic War Star, I had to change my start location to be closer to a few representative but no problem so far.

this issue is even more strange now :D

DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT » Fri, 28. Feb 20, 01:52

Mystershow wrote:
Thu, 27. Feb 20, 15:00
It works indeed with Dynamic War Star, I had to change my start location to be closer to a few representative but no problem so far.

this issue is even more strange now :D
Bad news, I'm literally at my wit's end trying to solve this issue. I guess I'll just have to add the disclaimer to not use a vanilla start. I'm not even sure why the teladi start works but not the rest.

Mystershow
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Mystershow » Fri, 28. Feb 20, 21:04

As I said I had problem with the Goldrealm of the Paranid, Antigone Republic and Argon Federation.

It works with Hatikvah Free League and Teladi Company.

I haven't test the Ministry of Finance and Holyorder of the Pontifex.

Alliance of the World doesn't have any modules blueprint.

Starting a new game with Dynamic War isn't a problem for me.

But still, I don't understand why and Supplement is good mod to have, it makes quite a difference on my game.

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