[MOD]DeadAir Mods

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Phiolin
Posts: 158
Joined: Wed, 26. May 04, 08:49
x4

Re: [MOD]DeadAir Mods

Post by Phiolin » Sat, 18. Apr 20, 08:31

You've said the dynamic wars mod can be uninstalled mid-game. What happens with faction relations then? Do they stay at the level last set by the mod, or will they reset to their vanilla standings?

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sat, 18. Apr 20, 19:15

Phiolin wrote:
Sat, 18. Apr 20, 08:31
You've said the dynamic wars mod can be uninstalled mid-game. What happens with faction relations then? Do they stay at the level last set by the mod, or will they reset to their vanilla standings?
they stay at the level last set

MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
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Re: [MOD]DeadAir Mods

Post by MHDriver » Sat, 18. Apr 20, 21:41

Any chance there will be a compatibility update for Rise of the Ossian mod?

Crekkan
Posts: 25
Joined: Tue, 10. Dec 13, 22:32
x4

Re: [MOD]DeadAir Mods

Post by Crekkan » Sat, 18. Apr 20, 22:34

Hey, just wondering if you plan to rename some of the duplicate or out of place sectors (eg. Guiding Star, Heart of Acrimony)? Also, do the data vaults still spawn?

Also just wondering if you want sector descriptions and faction descriptions? Been kinda wanting to help fill out the vanilla game encyclopedia for a while but don't know how, but if you want I could chip in with your mod. At least for your overhaul it might be cool to add a little lore somewhere in regards to the super symmetrical map layout (Sohnen be fishy)!

Perkel
Posts: 170
Joined: Tue, 12. Oct 10, 09:00
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Re: [MOD]DeadAir Mods

Post by Perkel » Sat, 18. Apr 20, 23:25

I can confirm that Data Vaults do spawn.

The6atekeeper
Posts: 27
Joined: Sat, 15. Dec 18, 12:54

Re: [MOD]DeadAir Mods

Post by The6atekeeper » Sat, 18. Apr 20, 23:45

Are the DeadAir Releases on Steam Official? Asking for a friend.

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sun, 19. Apr 20, 00:51

MHDriver wrote:
Sat, 18. Apr 20, 21:41
Any chance there will be a compatibility update for Rise of the Ossian mod?
It's on the list of things to do but not first if that answers your question.

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sun, 19. Apr 20, 00:52

The6atekeeper wrote:
Sat, 18. Apr 20, 23:45
Are the DeadAir Releases on Steam Official? Asking for a friend.
They were released on steam with my permission (and gratitude), but I don't maintain them myself personally.

MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
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Re: [MOD]DeadAir Mods

Post by MHDriver » Sun, 19. Apr 20, 02:52

DeadAirRT wrote:
Sun, 19. Apr 20, 00:51
MHDriver wrote:
Sat, 18. Apr 20, 21:41
Any chance there will be a compatibility update for Rise of the Ossian mod?
It's on the list of things to do but not first if that answers your question.
Yes it does, thanks.. :thumb_up:

crazyewok
Posts: 63
Joined: Fri, 5. Aug 11, 16:27
x3tc

Re: [MOD]DeadAir Mods

Post by crazyewok » Sun, 19. Apr 20, 16:49

I have got a massive drop in performance. Just to check is it this mod causing it? If so what module? As I have to say my game is getting unplayable :cry: .

Is they anything I can do to boost performance?

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Sun, 19. Apr 20, 17:00

crazyewok wrote:
Sun, 19. Apr 20, 16:49
I have got a massive drop in performance. Just to check is it this mod causing it? If so what module? As I have to say my game is getting unplayable :cry: .

Is they anything I can do to boost performance?
I'm working on performance stuff. With many people experiencing degraded performance in 3.0+ and adding the extra stress of my mod, it seems that a lot of people's computers can't handle it.

Thurgret
Posts: 57
Joined: Fri, 29. Nov 13, 17:52
xr

Re: [MOD]DeadAir Mods

Post by Thurgret » Sun, 19. Apr 20, 20:07

DeadAirRT wrote:
Sun, 19. Apr 20, 17:00
crazyewok wrote:
Sun, 19. Apr 20, 16:49
I have got a massive drop in performance. Just to check is it this mod causing it? If so what module? As I have to say my game is getting unplayable :cry: .

Is they anything I can do to boost performance?
I'm working on performance stuff. With many people experiencing degraded performance in 3.0+ and adding the extra stress of my mod, it seems that a lot of people's computers can't handle it.
11 hours in and I'm plodding along at between 20 and 40 FPS, with an i7-9700k (I assume the processor is the main bottleneck).

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Mon, 20. Apr 20, 05:19

Crekkan wrote:
Sat, 18. Apr 20, 22:34
Hey, just wondering if you plan to rename some of the duplicate or out of place sectors (eg. Guiding Star, Heart of Acrimony)? Also, do the data vaults still spawn?

Also just wondering if you want sector descriptions and faction descriptions? Been kinda wanting to help fill out the vanilla game encyclopedia for a while but don't know how, but if you want I could chip in with your mod. At least for your overhaul it might be cool to add a little lore somewhere in regards to the super symmetrical map layout (Sohnen be fishy)!
I definitely need to get around to renaming some of the systems. If I give up on always having the name voiced, it would be very simple. I actually haven't messed with the encyclopedia much so I'm not much help there :oops:

Data vaults do still spawn in their vanilla locations.

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Mon, 20. Apr 20, 05:27

Thurgret wrote:
Sun, 19. Apr 20, 20:07
DeadAirRT wrote:
Sun, 19. Apr 20, 17:00
crazyewok wrote:
Sun, 19. Apr 20, 16:49
I have got a massive drop in performance. Just to check is it this mod causing it? If so what module? As I have to say my game is getting unplayable :cry: .

Is they anything I can do to boost performance?
I'm working on performance stuff. With many people experiencing degraded performance in 3.0+ and adding the extra stress of my mod, it seems that a lot of people's computers can't handle it.
11 hours in and I'm plodding along at between 20 and 40 FPS, with an i7-9700k (I assume the processor is the main bottleneck).
I've been hard at work pouring through every aiscript and md script to try and find performance gains (with the help of the other modders on discord as well). I'll get an update out as soon as I find some changes that bring consistent and meaningful improvements to fps.

Perkel
Posts: 170
Joined: Tue, 12. Oct 10, 09:00
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Re: [MOD]DeadAir Mods

Post by Perkel » Mon, 20. Apr 20, 10:03

Thurgret wrote:
Sun, 19. Apr 20, 20:07
11 hours in and I'm plodding along at between 20 and 40 FPS, with an i7-9700k (I assume the processor is the main bottleneck).
Looks normal to me. Egosoft simulation engine is just one thread from your cpu. Vanilla game already has huge issues with performance so adding nearly 2 or 3 times as many sectors to simulation is bound to have such outcome. Until they will multi-thread simulation any mod that adds more stuff to simulate will make performance a lot worse.

crazyewok
Posts: 63
Joined: Fri, 5. Aug 11, 16:27
x3tc

Re: [MOD]DeadAir Mods

Post by crazyewok » Mon, 20. Apr 20, 14:42

Not sure if this helps but exiting the game and restarting has a significant effect on FPS. It goes back to being playable for a few hours.

Maybe some sort of memory leak? Or Some broken script ?

negimagi_10
Posts: 1
Joined: Thu, 23. Apr 20, 02:12
x4

Re: [MOD]DeadAir Mods

Post by negimagi_10 » Thu, 23. Apr 20, 02:14

Hi there love the mod and what it does for the game, BTW when will the 3.0 version of deadair have a patch to work with RoR?

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Thu, 23. Apr 20, 03:26

negimagi_10 wrote:
Thu, 23. Apr 20, 02:14
Hi there love the mod and what it does for the game, BTW when will the 3.0 version of deadair have a patch to work with RoR?
I've almost got performance to an acceptable level. Once I finish that, I will work on a ROR patch.

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT » Thu, 23. Apr 20, 06:17

v3.04
Updated reference in lib.request.orders to match increased trader/miner range, added pier to split wharf (vanilla bug fix), increased stations per zone to 5, adjusted job numbers to ~12k from ~14k, adjusted resource region yields, added missing blueprints to freesplit, adjusted timing of ego script drain_stations and fixed type casting (vanilla bug), and added french translations for licenses added thanks to PaPaYa. Improved stable FPS by ~25% on my system.

o-papaya-o
Posts: 42
Joined: Sun, 29. Mar 09, 11:53
x4

Re: [MOD]DeadAir Mods

Post by o-papaya-o » Thu, 23. Apr 20, 09:18

DeadAirRT wrote:
Thu, 23. Apr 20, 06:17
v3.04
Updated reference in lib.request.orders to match increased trader/miner range, added pier to split wharf (vanilla bug fix), increased stations per zone to 5, adjusted job numbers to ~12k from ~14k, adjusted resource region yields, added missing blueprints to freesplit, adjusted timing of ego script drain_stations and fixed type casting (vanilla bug), and added french translations for licenses added thanks to PaPaYa. Improved stable FPS by ~25% on my system.
hi, all areas have turned black.
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

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