[MOD]DeadAir Mods

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Mystershow
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Joined: Tue, 11. Feb 20, 18:56
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Mystershow »

it's looking good and huge !

Hope it willbe out soon !



I will see for Claytronics, station building take a lot of time so I thought there was a shortage or an issue.

Maybe I shouldn't build Megacomplex :sceptic:
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

So just a heads up, it is on my github right now but has a few caveats.

V0.80+ requires a new game even if previously using the mod. It has some temporary gates until the new factions are added. I am still testing how the new map affects the AI factions. God and jobs are being adjusted for the new version but will still be compatible with older version. If anyone would like to help test it, i could use feedback since my playtime is limited (lots of overtime at work).

V0.79 and earlier still work but won't get any updates. I put this version into a release.
Mystershow
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Mystershow »

I've downloaded it, will let you know if I found anything !

I was about to start a new game anyway.
birdtable
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by birdtable »

Testing this out .... I found that the game would freeze very early on if the War Module Faction Enhancer was used... other 3 caused no problems....Do not know if this is a vanilla (very latest 3.0) problem with Faction Enhancer or not.
Will there be long "save" , "load" moments as the game develops .. ?
Will the lovely empty spaces :) remain.. ?
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

birdtable wrote: Sun, 8. Mar 20, 17:54 Testing this out .... I found that the game would freeze very early on if the War Module Faction Enhancer was used... other 3 caused no problems....Do not know if this is a vanilla (very latest 3.0) problem with Faction Enhancer or not.
Will there be long "save" , "load" moments as the game develops .. ?
Will the lovely empty spaces :) remain.. ?
There are no issues using this and faction enhancer pack. What are your computer specs? What other mods are you using?

The neutral zones will eventually be captured by AI as they expand but you should have plenty of time to claim several yourself.
BlackRain
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Moderator (Script&Mod)
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by BlackRain »

Hey Dead, I am just about done coding the new stuff for my mods. I added in code for having ships do what I want them to do, whether that be patrolling their own sectors, attacking enemy sectors, defending their own stations, defending a position, etc. If you are interested in seeing what I did.
birdtable
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by birdtable »

@ DeadAirRT .... 1080, nvme, 16gb, i7 6700 .... Only saying what I experienced ... nothing else has caused any freezes... Well I obviously have an issue so I will move on....Thanks.
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

BlackRain wrote: Sun, 8. Mar 20, 18:59 Hey Dead, I am just about done coding the new stuff for my mods. I added in code for having ships do what I want them to do, whether that be patrolling their own sectors, attacking enemy sectors, defending their own stations, defending a position, etc. If you are interested in seeing what I did.
Awesome thank you!
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

birdtable wrote: Sun, 8. Mar 20, 19:07 @ DeadAirRT .... 1080, nvme, 16gb, i7 6700 .... Only saying what I experienced ... nothing else has caused any freezes... Well I obviously have an issue so I will move on....Thanks.
Were you using supplement? It might have been since I didn't have the newest versions of everything uploaded.

If you wouldn't mind trying again, sounds like your computer should have no problem. I just uploaded some patches for jobs and supplement.
Max Bain
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Max Bain »

Just out of curiosity, have you tested the performance of your mod after a couple of game hours?

If I would make such a mod this would be the first i would test because if at the end the game becomes a freezefest the whole work would be wasted...
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Max Bain wrote: Mon, 9. Mar 20, 13:56 Just out of curiosity, have you tested the performance of your mod after a couple of game hours?

If I would make such a mod this would be the first i would test because if at the end the game becomes a freezefest the whole work would be wasted...
Yes I've tested this mod for many hours and no it does not cause freezes.

In fact, the game is most stressful right at the beginning since every job is active.
Max Bain
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Max Bain »

DeadAirRT wrote: Mon, 9. Mar 20, 16:18
Max Bain wrote: Mon, 9. Mar 20, 13:56 Just out of curiosity, have you tested the performance of your mod after a couple of game hours?

If I would make such a mod this would be the first i would test because if at the end the game becomes a freezefest the whole work would be wasted...
Yes I've tested this mod for many hours and no it does not cause freezes.

In fact, the game is most stressful right at the beginning since every job is active.
Good to know :)
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
boogieman335
Posts: 223
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by boogieman335 »

DeadAirRT wrote: Sun, 8. Mar 20, 18:58
birdtable wrote: Sun, 8. Mar 20, 17:54 Testing this out .... I found that the game would freeze very early on if the War Module Faction Enhancer was used... other 3 caused no problems....Do not know if this is a vanilla (very latest 3.0) problem with Faction Enhancer or not.
Will there be long "save" , "load" moments as the game develops .. ?
Will the lovely empty spaces :) remain.. ?
There are no issues using this and faction enhancer pack. What are your computer specs? What other mods are you using?

The neutral zones will eventually be captured by AI as they expand but you should have plenty of time to claim several yourself.
I too have this same issue. Approx 5 min in from either a new game start with the dynamic war start or from a save game the game simply freezes as long as the main faction pack is present. Remove it and game works.The catch-up, econ balance,and econ-ai can be present in the extensions folder and game works.I assume the war progresses normaly as I helped to fight off a xenon mass invasion of Argon Prime. I am using the latest 3.0 . This does not appear to be a computer stressed issue as frames do not drop or anything. Doesn't have to be in middle of a big battle or anything. But is consistant in being about 4 to 5 min after game loads, it just freezes. I7, 1050ti, 32gb ram
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

boogieman335 wrote: Tue, 10. Mar 20, 02:42
DeadAirRT wrote: Sun, 8. Mar 20, 18:58
birdtable wrote: Sun, 8. Mar 20, 17:54 Testing this out .... I found that the game would freeze very early on if the War Module Faction Enhancer was used... other 3 caused no problems....Do not know if this is a vanilla (very latest 3.0) problem with Faction Enhancer or not.
Will there be long "save" , "load" moments as the game develops .. ?
Will the lovely empty spaces :) remain.. ?
There are no issues using this and faction enhancer pack. What are your computer specs? What other mods are you using?

The neutral zones will eventually be captured by AI as they expand but you should have plenty of time to claim several yourself.
I too have this same issue. Approx 5 min in from either a new game start with the dynamic war start or from a save game the game simply freezes as long as the main faction pack is present. Remove it and game works.The catch-up, econ balance,and econ-ai can be present in the extensions folder and game works.I assume the war progresses normaly as I helped to fight off a xenon mass invasion of Argon Prime. I am using the latest 3.0 . This does not appear to be a computer stressed issue as frames do not drop or anything. Doesn't have to be in middle of a big battle or anything. But is consistant in being about 4 to 5 min after game loads, it just freezes. I7, 1050ti, 32gb ram
Awesome thank you for the insight. The only hiccups i ever notice are from shuulo's reactive factions but it could be something else causing it for you.

Just to double check, are you running deadair fill? I'm assuming you are also running dynamic war + dynamic war start?

If there is any chance, could you possibly provide a debug log? This would immensely help determining if it's a conflict or a script taking a bit too long to process.
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by boogieman335 »

DeadAirRT wrote: Tue, 10. Mar 20, 03:08
boogieman335 wrote: Tue, 10. Mar 20, 02:42
DeadAirRT wrote: Sun, 8. Mar 20, 18:58

There are no issues using this and faction enhancer pack. What are your computer specs? What other mods are you using?

The neutral zones will eventually be captured by AI as they expand but you should have plenty of time to claim several yourself.
I too have this same issue. Approx 5 min in from either a new game start with the dynamic war start or from a save game the game simply freezes as long as the main faction pack is present. Remove it and game works.The catch-up, econ balance,and econ-ai can be present in the extensions folder and game works.I assume the war progresses normaly as I helped to fight off a xenon mass invasion of Argon Prime. I am using the latest 3.0 . This does not appear to be a computer stressed issue as frames do not drop or anything. Doesn't have to be in middle of a big battle or anything. But is consistant in being about 4 to 5 min after game loads, it just freezes. I7, 1050ti, 32gb ram
Awesome thank you for the insight. The only hiccups i ever notice are from shuulo's reactive factions but it could be something else causing it for you.

Just to double check, are you running deadair fill? I'm assuming you are also running dynamic war + dynamic war start?

If there is any chance, could you possibly provide a debug log? This would immensely help determining if it's a conflict or a script taking a bit too long to process.
This is using the New version off github. There wasn't a deadair fill. and it is defenitely the faction fix pack. As long as it is not in the extensions folder the game seems to run fine.One note though
I place Deadair supplement at the end of the load order by renaming it with a "z" in front of it to make it work with the sm mod by jl. Itried it without sm mod and still did the same though, but the sm mod places new ships in Sudden Respite.If i don't have the Deadair supplement loading after sm mod the game does not start at all. I did quite a bit of testing with just your mod and the faction pack installed as i was trying to determine if the sm mod was causing it.
Last edited by boogieman335 on Tue, 10. Mar 20, 05:40, edited 1 time in total.
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Ok I'll look into a possible conflict with faction fix. What is sm mod?
boogieman335
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by boogieman335 »

DeadAirRT wrote: Tue, 10. Mar 20, 05:37 Ok I'll look into a possible conflict with faction fix. What is sm mod?
Its a mod that adds some new ships with interiors to the game they are based on the Terran carriers and destroyers from Terran Conflict and Albion Prelude. It aklso adds some ships in Argon Prime.The Arwan from Xrebirth, but they all have interior rooms, bars, private office , brigs etc.
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

hm not sure why that would cause issues but haven't ever looked at their code so no clue. Just to make sure, you are using the newest faction fix from the forums right?
boogieman335
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by boogieman335 »

DeadAirRT wrote: Tue, 10. Mar 20, 06:03 hm not sure why that would cause issues but haven't ever looked at their code so no clue. Just to make sure, you are using the newest faction fix from the forums right?
Yes . Thats the only conflict now is the Faction fix. Like i said I did a lot of testing to get sm to work . It now works fine as long as I load Deadair supplement after it. Its just the faction fix that causes problems. I now have a lot of mods installed and every thing is working fine together except if I put the faction fix in the folder after about 4 to 5 min the game just freezes. The game seems to be playing fine War, is breaking out between factions, xenon moving into neutral zones etc. As for the sm mod I think the problem it has with your mod is it places these ships in the HAT shipyards, and they are in different places with your mod as opposed to vanilla. I am assuming that with out the faction fix the War will eventually stall but it has not slowed down so far.
Jaskan
Posts: 192
Joined: Fri, 31. Jan 20, 10:42

Re: [MOD]DeadAirGate Overhaul v0.6

Post by Jaskan »

I use pretty much everything mentioned here except deadair fill, which causes issues i cant remember now, been a while.

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