New version of jobs file for testing
[MOD]DeadAir Mods
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Re: [MOD]DeadAir Mods
Is deadAir ware still functional? No updates on github so was curious if it needed any real changes or was good out the box.
Re: [MOD]DeadAir Mods
If you not mind add on steam workshop when you ready , kind sux keep on update track
Also be please if you can check compatibility with VRO
My plan start new save in fews day with VRO+Faction fix + you mod
Only to avoid any possible conflict
Also be please if you can check compatibility with VRO
My plan start new save in fews day with VRO+Faction fix + you mod
Only to avoid any possible conflict
Re: [MOD]DeadAir Mods
It seems like with this new game version+dlc a lot of people is having performance issues, without your overhaul fps increases but not that much... So maybe this update is worsening it, I'll wait a bit till they release a fix for this, because otherwise maybe we are testing something that is not your fault. On the other hand for some people performance increased. Keep the good work
Re: [MOD]DeadAir Mods
No, I didn't change the name of the folder.DeadAirRT wrote: ↑Sat, 4. Apr 20, 01:52did you rename the folder? It needs to be unchanged.master687 wrote: ↑Sat, 4. Apr 20, 01:16Hello, I've run into a strange problem, when I place the mod in extensions folder in root directory, the game just hangs with black sceen prior to Ego logo, which didn't happen with other mods. Tried to move it to docs extension folder (I know it's wrong) and copied ego_dlc_split there as dependency, and it kinda worked with game starting fine and the new map loading, but there are some sectors with all gates set to inactive, probably couse it's still installed wrong. Any idea what could be cousing that black screen?
Code: Select all
deadairgateoverhaul-master
EDIT
I found the problem, I just needed to pack the files, so after placing them into cat/dat it started working, but there are still sectors with disconnected gates, particulary some of the unowned ones around the split sectors like Fires of defeat.
Re: [MOD]DeadAir Mods
So something must still be wrong. Windows 7 or Linux? If not, all you have to do is extract to base game extensions folder.master687 wrote: ↑Sat, 4. Apr 20, 13:52No, I didn't change the name of the folder.DeadAirRT wrote: ↑Sat, 4. Apr 20, 01:52did you rename the folder? It needs to be unchanged.master687 wrote: ↑Sat, 4. Apr 20, 01:16Hello, I've run into a strange problem, when I place the mod in extensions folder in root directory, the game just hangs with black sceen prior to Ego logo, which didn't happen with other mods. Tried to move it to docs extension folder (I know it's wrong) and copied ego_dlc_split there as dependency, and it kinda worked with game starting fine and the new map loading, but there are some sectors with all gates set to inactive, probably couse it's still installed wrong. Any idea what could be cousing that black screen?
Code: Select all
deadairgateoverhaul-master
EDIT
I found the problem, I just needed to pack the files, so after placing them into cat/dat it started working, but there are still sectors with disconnected gates, particulary some of the unowned ones around the split sectors like Fires of defeat.
Re: [MOD]DeadAir Mods
One day it will be on steam
Re: [MOD]DeadAir Mods
I do need to make a few updates, they are save compatible so trying to get a few things knocked out on main mod first.lordofpie7000 wrote: ↑Sat, 4. Apr 20, 06:41Is deadAir ware still functional? No updates on github so was curious if it needed any real changes or was good out the box.
Re: [MOD]DeadAir Mods
Yeah Win7DeadAirRT wrote: ↑Sat, 4. Apr 20, 15:03So something must still be wrong. Windows 7 or Linux? If not, all you have to do is extract to base game extensions folder.master687 wrote: ↑Sat, 4. Apr 20, 13:52No, I didn't change the name of the folder.DeadAirRT wrote: ↑Sat, 4. Apr 20, 01:52
did you rename the folder? It needs to be unchanged.
Code: Select all
deadairgateoverhaul-master
EDIT
I found the problem, I just needed to pack the files, so after placing them into cat/dat it started working, but there are still sectors with disconnected gates, particulary some of the unowned ones around the split sectors like Fires of defeat.
Re: [MOD]DeadAir Mods
That's a bit trickier. Like you said, you will have to pack the files.master687 wrote: ↑Sat, 4. Apr 20, 15:31Yeah Win7DeadAirRT wrote: ↑Sat, 4. Apr 20, 15:03So something must still be wrong. Windows 7 or Linux? If not, all you have to do is extract to base game extensions folder.master687 wrote: ↑Sat, 4. Apr 20, 13:52
No, I didn't change the name of the folder.
EDIT
I found the problem, I just needed to pack the files, so after placing them into cat/dat it started working, but there are still sectors with disconnected gates, particulary some of the unowned ones around the split sectors like Fires of defeat.
Is the split dlc in your documents folder or root game?
Re: [MOD]DeadAir Mods
Re: [MOD]DeadAir Mods
Yes, I packed it in the root extensions folder, with the dlc alongside of it in extensions, but it still results in the disconnected sectors.
EDIT
It's working now afer I removed the copied dlc folder that I left in the docs folder, probably it was taking precedence over the proper one. Anyway, thanks for your great mod, and for anyone who has troubles running the mod on Windows 7, use the X Catalog Tool to pack the mod's files (just the folders inside deadairgateoverhaul-master without content.xml and readme), and place the cat/dat files together with content.xml in deadairgateoverhaul-master in root/extensions.
Last edited by master687 on Sat, 4. Apr 20, 20:03, edited 2 times in total.
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Re: [MOD]DeadAir Mods
I'll have to chalk up the bad fps to X4. While at worst this might take a few fps off the top, I can't understand losing 15-20 frames from this mod alone. It's unfortunate EGO reintroduced bad fps with the latest DLC.
Re: [MOD]DeadAir Mods
Its strange, some people has more fps and better performance, while others ( like me and you ) have much worse performance.lordofpie7000 wrote: ↑Sat, 4. Apr 20, 19:56I'll have to chalk up the bad fps to X4. While at worst this might take a few fps off the top, I can't understand losing 15-20 frames from this mod alone. It's unfortunate EGO reintroduced bad fps with the latest DLC.
Re: [MOD]DeadAir Mods
Hey I noticed a user on reddit was getting duplicate wharfs but doesn't seem to be using any of your mods.
https://www.reddit.com/r/X4Foundations/ ... urce=share
https://www.reddit.com/r/X4Foundations/ ... urce=share
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- Posts: 117
- Joined: Fri, 5. Jun 09, 05:45
Re: [MOD]DeadAir Mods
DeadAir, considering our specs are relatively close how much are you usually sitting at fps wise?
I'm starting another new save with the custom start you made, but I'm trying it with the low-intensity jobs.xml you posted. Can you tell me what the difference is between the standard and low-intensity version? I really enjoy have the phq in Shadow's End, but maybe it's the satellites being placed at every gate that's causing the slowdowns? I'm not really sure, so I'm trying to isolate the reason.
I'm starting another new save with the custom start you made, but I'm trying it with the low-intensity jobs.xml you posted. Can you tell me what the difference is between the standard and low-intensity version? I really enjoy have the phq in Shadow's End, but maybe it's the satellites being placed at every gate that's causing the slowdowns? I'm not really sure, so I'm trying to isolate the reason.
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Re: [MOD]DeadAir Mods
After the new DLC the game was pretty much un playable with this mod. So I removed it and did a new start. FPS back up and then I get to the Paranid sectors and they have built these huge equipment docks and the FPS drops to like 12. And its built right next door to a shipyard or Wharf. So I think maybe its not your mod, maybe its some bug in the new DLC causing these weird equipment dock ,shipyard things.
Re: [MOD]DeadAir Mods
It seems like some mods, faction fix included, have problems with this new dlc that duplicates shipyards...boogieman335 wrote: ↑Sun, 5. Apr 20, 08:43After the new DLC the game was pretty much un playable with this mod. So I removed it and did a new start. FPS back up and then I get to the Paranid sectors and they have built these huge equipment docks and the FPS drops to like 12. And its built right next door to a shipyard or Wharf. So I think maybe its not your mod, maybe its some bug in the new DLC causing these weird equipment dock ,shipyard things.
Re: [MOD]DeadAir Mods
Could you make this mod compatible with ROR. That mod has been updated to 3.0. However when I use that mod with This mod the sectors for ROR do not appear. Both are the latest version.