[MOD]DeadAir Mods

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DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Deadair fill used to cause a hiccup at set increments since there was no delay processing all the trade stations but it has gotten better. I still need to rewrite it one day.

I personally don't use faction fix catch-up but I'll take a look after work today to see what is possibly causing issues. They recently implemented a lot of mysterials ideas into faction logic but i think he still has quite a bit of improvements and actually slows down the initial invasions and station building.
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

boogieman335 wrote: Tue, 10. Mar 20, 09:36
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.
So i actually spent a bit of time playing and i'm not getting any slowdown or crashes. I even had the debug log running for several hours and nothing from my mods. I'll keep looking into it but can you double check what version faction fix is in the content file?
boogieman335
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by boogieman335 »

DeadAirRT wrote: Wed, 11. Mar 20, 03:43
boogieman335 wrote: Tue, 10. Mar 20, 09:36
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.
So i actually spent a bit of time playing and i'm not getting any slowdown or crashes. I even had the debug log running for several hours and nothing from my mods. I'll keep looking into it but can you double check what version faction fix is in the content file?
from link on forum says ver 4.32 but content.xml in faction pack says 4.31 11-19 2020
edit :I just found a link in the Faction Pack thread for a beta version 4.48 should I be using this one? Going to give it a try and see what happens
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

That's the newest one I'm using with no problems
boogieman335
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by boogieman335 »

DeadAirRT wrote: Wed, 11. Mar 20, 04:56 That's the newest one I'm using with no problems
Sucsess ! This one loads save game and worked with a new start as well. Maybe you should post a link to it with the link for the github for your files on first page. Of course this will all probably change if they get the new Split stuff out this month. Apparently there is some problem with Steam workshop overwriting files if you have it enabled.
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Glad to hear you got it working.
boogieman335
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by boogieman335 »

DeadAirRT wrote: Wed, 11. Mar 20, 05:51 Glad to hear you got it working.
Thanks for the help and the great mod.
Motionblurr
Posts: 20
Joined: Thu, 19. Mar 15, 05:03
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Motionblurr »

Any update on the new release? :D
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Motionblurr wrote: Sun, 15. Mar 20, 23:27 Any update on the new release? :D
The new map is on my GitHub. I've been playing it and it's working great. The only issue I've noticed is some L ships travel through dangerous space for no reason but as long as player sets blacklists it's fine.
Motionblurr
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by Motionblurr »

Perfect, im testing it rn with the economy enhancer and the new immersive corporation mod. It makes things..... interesting. (So far all the corps have ships everywhere, so they are are atleast spawning and working)
DeadAirRT
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Motionblurr wrote: Mon, 16. Mar 20, 07:01 Perfect, im testing it rn with the economy enhancer and the new immersive corporation mod. It makes things..... interesting. (So far all the corps have ships everywhere, so they are are atleast spawning and working)
I'm currently working on improving l/xl travel times and pathing issues so expect a very needed update soon tm.
Warnoise
Posts: 675
Joined: Mon, 7. Mar 16, 23:47

Re: [MOD]DeadAirGate Overhaul v0.6

Post by Warnoise »

i am alo unhappy with the vanilla map. this will defintely be in my mod list when i start a new game with split dlc
Warnoise
Posts: 675
Joined: Mon, 7. Mar 16, 23:47

Re: [MOD]DeadAirGate Overhaul v0.6

Post by Warnoise »

So I tried to start a new game with this mod. I dont know if i was unlucky or not, but the spawned universe had 0 Hull parts stations and 0 claytronics stations. It was full of Soja husk, medical, snail farm, etc.... too many minor stations yet almost no major stations.

The economy came into a total halt like at 10 minutes since the start of the game. I couldn't even build an S ship due to shortage of hull parts.

Maybe need to tweak the spawned stations so there are at least one of each essential stations for every faction?
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Warnoise wrote: Tue, 17. Mar 20, 15:57 So I tried to start a new game with this mod. I dont know if i was unlucky or not, but the spawned universe had 0 Hull parts stations and 0 claytronics stations. It was full of Soja husk, medical, snail farm, etc.... too many minor stations yet almost no major stations.

The economy came into a total halt like at 10 minutes since the start of the game. I couldn't even build an S ship due to shortage of hull parts.

Maybe need to tweak the spawned stations so there are at least one of each essential stations for every faction?
Did you use deadair god?

Even in vanilla there should still be some but I'd obviously recommend my mod that adjusts starting stations.
The6atekeeper
Posts: 27
Joined: Sat, 15. Dec 18, 12:54

Re: [MOD]DeadAirGate Overhaul v0.6

Post by The6atekeeper »

DeadAirRT wrote: Mon, 16. Mar 20, 22:58
Motionblurr wrote: Mon, 16. Mar 20, 07:01 Perfect, im testing it rn with the economy enhancer and the new immersive corporation mod. It makes things..... interesting. (So far all the corps have ships everywhere, so they are are atleast spawning and working)
I'm currently working on improving l/xl travel times and pathing issues so expect a very needed update soon tm.
What if you included the ability for XL ships to Jump X Sectors (X=Engine? AR=up to 3/TV=up to 6?) and L to Piggyback off an XL Jump Drives Jump if in Fleet with it.
DeadAirRT
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Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

In my opinion that would be completely unbalanced and probably more complicated than my coding skills could handle lol. If someone made a mod like that, it would be compatible as long as they didn't hard code anything.
The6atekeeper
Posts: 27
Joined: Sat, 15. Dec 18, 12:54

Re: [MOD]DeadAirGate Overhaul v0.6

Post by The6atekeeper »

DeadAirRT wrote: Tue, 17. Mar 20, 18:46 In my opinion that would be completely unbalanced and probably more complicated than my coding skills could handle lol. If someone made a mod like that, it would be compatible as long as they didn't hard code anything.
https://www.nexusmods.com/x4foundations/mods/287

Start here. :-)

I have no skills and some skill is better than no skill so you win the Straw Pick. lol
Warnoise
Posts: 675
Joined: Mon, 7. Mar 16, 23:47

Re: [MOD]DeadAirGate Overhaul v0.6

Post by Warnoise »

DeadAirRT wrote: Tue, 17. Mar 20, 16:28
Warnoise wrote: Tue, 17. Mar 20, 15:57 So I tried to start a new game with this mod. I dont know if i was unlucky or not, but the spawned universe had 0 Hull parts stations and 0 claytronics stations. It was full of Soja husk, medical, snail farm, etc.... too many minor stations yet almost no major stations.

The economy came into a total halt like at 10 minutes since the start of the game. I couldn't even build an S ship due to shortage of hull parts.

Maybe need to tweak the spawned stations so there are at least one of each essential stations for every faction?
Did you use deadair god?

Even in vanilla there should still be some but I'd obviously recommend my mod that adjusts starting stations.
yes i used the one in the github. i started 2 games and in both games there are 0 hull parts stations in the world. Also there are no claytronics too so nothing can be built. the economy dies literally within 10 minutes.

The other strange thing, HoP started building 2 trading stations at the same time near each other.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Warnoise wrote: Sat, 21. Mar 20, 16:20
DeadAirRT wrote: Tue, 17. Mar 20, 16:28
Warnoise wrote: Tue, 17. Mar 20, 15:57 So I tried to start a new game with this mod. I dont know if i was unlucky or not, but the spawned universe had 0 Hull parts stations and 0 claytronics stations. It was full of Soja husk, medical, snail farm, etc.... too many minor stations yet almost no major stations.

The economy came into a total halt like at 10 minutes since the start of the game. I couldn't even build an S ship due to shortage of hull parts.

Maybe need to tweak the spawned stations so there are at least one of each essential stations for every faction?
Did you use deadair god?

Even in vanilla there should still be some but I'd obviously recommend my mod that adjusts starting stations.
yes i used the one in the github. i started 2 games and in both games there are 0 hull parts stations in the world. Also there are no claytronics too so nothing can be built. the economy dies literally within 10 minutes.

The other strange thing, HoP started building 2 trading stations at the same time near each other.
Sounds like a mod conflict. What other mods are you running?
Warnoise
Posts: 675
Joined: Mon, 7. Mar 16, 23:47

Re: [MOD]DeadAirGate Overhaul v0.6

Post by Warnoise »

DeadAirRT wrote: Sat, 21. Mar 20, 19:53
Warnoise wrote: Sat, 21. Mar 20, 16:20
DeadAirRT wrote: Tue, 17. Mar 20, 16:28
Did you use deadair god?

Even in vanilla there should still be some but I'd obviously recommend my mod that adjusts starting stations.
yes i used the one in the github. i started 2 games and in both games there are 0 hull parts stations in the world. Also there are no claytronics too so nothing can be built. the economy dies literally within 10 minutes.

The other strange thing, HoP started building 2 trading stations at the same time near each other.
Sounds like a mod conflict. What other mods are you running?
Here are the mods that i am running:
AutoTraderOptions
better_kill_credit
DeadAirDynamicWars
DeadAirFill
DeadAirGateOverhaul
DeadAirGod
DeadAirJobs
DeadAirSpplements
DeadAirWare
DroneVariety
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
fbb
fbl
improved bombers
improved fleets
improved repair laser
improved turret modes
improved xenon supply lines
JP_another explorer
learning all the things
ror
simple carrier repairs
skip station scan
spherical long range scan
station mule
autotrader logic
vro
weaponpack
xr ship pack

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