[MOD]DeadAir Mods

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAir Mods

Post by DeadAirRT »

o-papaya-o wrote: 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.
Rename the folder deadairgateoverhaul. It is now set up to not use -master
o-papaya-o
Posts: 42
Joined: Sun, 29. Mar 09, 11:53
x4

Re: [MOD]DeadAir Mods

Post by o-papaya-o »

DeadAirRT wrote: Thu, 23. Apr 20, 16:07
o-papaya-o wrote: 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.
Rename the folder deadairgateoverhaul. It is now set up to not use -master
LOL OK
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.
MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
x4

Re: [MOD]DeadAir Mods

Post by MHDriver »

Question about DeadAir Gates Overhaul in 3.1. I have been looking around at every station in the Split (ZYA) sectors and find absolutely no mass traffic. Is this an intentional feature of this mod?
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAir Mods

Post by DeadAirRT »

MHDriver wrote: Fri, 24. Apr 20, 03:27 Question about DeadAir Gates Overhaul in 3.1. I have been looking around at every station in the Split (ZYA) sectors and find absolutely no mass traffic. Is this an intentional feature of this mod?
They do have the same set up for mass traffic as the other factions, I'll take a look to see if something went wrong.
MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
x4

Re: [MOD]DeadAir Mods

Post by MHDriver »

DeadAirRT wrote: Fri, 24. Apr 20, 03:54
MHDriver wrote: Fri, 24. Apr 20, 03:27 Question about DeadAir Gates Overhaul in 3.1. I have been looking around at every station in the Split (ZYA) sectors and find absolutely no mass traffic. Is this an intentional feature of this mod?
They do have the same set up for mass traffic as the other factions, I'll take a look to see if something went wrong.
Ok great, there aren't many options to get ZYA rep back down with Xenon pushed out to the map edges so mass traffic is the best option to get below -10 rep.

Edit: Looks like it is not your mod that is the issue. It appears to be the "Disable Story" mod that is blocking the mass traffic. I am just verifying now but after disabling that mod the mass traffic has returned.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD]DeadAir Mods

Post by djrygar »

is 'aiscripts' folder safe to remove? I don't want changes in requirements that you included (1 star for autotrader etc), so i deleted it. But I would like to know if other parts of gate overhaul depend on it? (im only using gate overhaul)
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAir Mods

Post by DeadAirRT »

djrygar wrote: Fri, 24. Apr 20, 22:14 is 'aiscripts' folder safe to remove? I don't want changes in requirements that you included (1 star for autotrader etc), so i deleted it. But I would like to know if other parts of gate overhaul depend on it? (im only using gate overhaul)
Sure, it is safe to remove.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD]DeadAir Mods

Post by djrygar »

great, thanks, Fantastic mod anyway. I wish there was galaxy editor like in X3 so we could design the look of new sectors, would happily help with that. I noticed someone did make some patches to your universe so some sectors got light treatment, so they don't look all the same (especially mineral fields around all sectors), but without visual editor its just painful exercise to do it i guess..

https://www.nexusmods.com/x4foundations/mods/352
https://www.nexusmods.com/x4foundations/mods/355 for supplement
here it is, maybe you could merge it - it just changes some backgrounds / mineral fields
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAir Mods

Post by DeadAirRT »

djrygar wrote: Sat, 25. Apr 20, 00:00 great, thanks, Fantastic mod anyway. I wish there was galaxy editor like in X3 so we could design the look of new sectors, would happily help with that. I noticed someone did make some patches to your universe so some sectors got light treatment, so they don't look all the same (especially mineral fields around all sectors), but without visual editor its just painful exercise to do it i guess..

https://www.nexusmods.com/x4foundations/mods/352
https://www.nexusmods.com/x4foundations/mods/355 for supplement
here it is, maybe you could merge it - it just changes some backgrounds / mineral fields
Believe it or not, I made every system have a pretty much unique set of resources. The main rule I abide by is I will absolutely not put dense clusters of resources in the path of travel. The autopilot is terrible, the collision calculations are expensive, and it makes zero sense logically to me.

I know about those mods since I worked with the developer a couple times but that was before I added a lot more sectors. It is fairly easy to change mineral fields and if anyone would like to change mine, I have no issues with it. Just note that changing resources will most likely break a save (at least result in very strange behavior for automining etc) so I will usually only make changes when I am requiring a new game. Creating custom skyboxes is probably beyond my capability, I'm a math and reasoning person so my creativity is absolutely terrible . :oops:
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD]DeadAir Mods

Post by djrygar »

i know they have different resources, its just that the fact that they are spread around sector that looks weird (ie. different than original sectors)
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
x4

Re: [MOD]DeadAir Mods

Post by boogieman335 »

djrygar wrote: Sat, 25. Apr 20, 01:25 i know they have different resources, its just that the fact that they are spread around sector that looks weird (ie. different than original sectors)
Which is probably the way they should have been done from the begining. I 've never understood Ego's need to put a bunch of asteroids right in front of a gate so the crappy auto pilot can hammer you into them and tell you how it "epically failed". I would prefer they were out at the edges of the sector. Makes it a real treasure hunt that way to look for resources and now in this game crystals.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD]DeadAir Mods

Post by djrygar »

boogieman335 wrote: Sat, 25. Apr 20, 03:31 I 've never understood Ego's need to put a bunch of asteroids right in front of a gate so the crappy auto pilot can hammer you into them and tell you how it "epically failed".
why go to extreme and put them at the gate? they can (?) be placed further from gates and away from lines that connect gates. They look just empty and boring.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAir Mods

Post by DeadAirRT »

djrygar wrote: Sat, 25. Apr 20, 16:47
boogieman335 wrote: Sat, 25. Apr 20, 03:31 I 've never understood Ego's need to put a bunch of asteroids right in front of a gate so the crappy auto pilot can hammer you into them and tell you how it "epically failed".
why go to extreme and put them at the gate? they can (?) be placed further from gates and away from lines that connect gates. They look just empty and boring.
You mean clean and efficient? See, I'm not artistic. I'm not likely to spend time on something that i completely disagree with, but the task isn't complicated so if someone wants to try, then I'll help them (not write code for them)
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD]DeadAir Mods

Post by djrygar »

I will do it when Egosoft will again enable us to "makeanapplepiefromscratch" - i.e. create/make available universe editor like in X3.
(damn, after 9 years I still remember this unlock-phrase, what is wrong with me).

Egosoft: if you read, pretty please?
boogieman335
Posts: 223
Joined: Tue, 4. Sep 07, 22:32
x4

Re: [MOD]DeadAir Mods

Post by boogieman335 »

djrygar wrote: Sat, 25. Apr 20, 16:47
boogieman335 wrote: Sat, 25. Apr 20, 03:31 I 've never understood Ego's need to put a bunch of asteroids right in front of a gate so the crappy auto pilot can hammer you into them and tell you how it "epically failed".
why go to extreme and put them at the gate? they can (?) be placed further from gates and away from lines that connect gates. They look just empty and boring.
I dunno Dead Air's mod don't look empty and boring to me. I like that the asteroids are not in the way. But then i want ship interiors and piracy where i can use the mostly worthless laser pistol to cap some poor unsuspecting NPC on the dock and steal his ship too. LOL
VPanda
Posts: 68
Joined: Wed, 15. Apr 20, 14:37
x4

Re: [MOD]DeadAir Mods

Post by VPanda »

Does it make sense to try Gate mod with core i7 2600k? I saw complaints from a guy with i7 9600 about lags.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD]DeadAir Mods

Post by djrygar »

last version decreased lag pretty noticeably (ryzen 3700x). It used to choke every few minutes, now it does not.
Phiolin
Posts: 158
Joined: Wed, 26. May 04, 08:49
x4

Re: [MOD]DeadAir Mods

Post by Phiolin »

For the Dynamic Wars dialogue options that station managers have to request information about the current alignments, the option to talks to them often stays on screen (as the only dialog option available) after finishing another dialog with the manager like buying blueprints. Usually you'd expect the conversation to be ended, but it still shows the dynamic wars option and you'll have to cancel that with ESC to actually get out of conversation mode.
Any chance for this to be fixed?
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAir Mods

Post by DeadAirRT »

Phiolin wrote: Sun, 26. Apr 20, 17:40 For the Dynamic Wars dialogue options that station managers have to request information about the current alignments, the option to talks to them often stays on screen (as the only dialog option available) after finishing another dialog with the manager like buying blueprints. Usually you'd expect the conversation to be ended, but it still shows the dynamic wars option and you'll have to cancel that with ESC to actually get out of conversation mode.
Any chance for this to be fixed?
I noticed that too. It is a bit of an oddity as it behaves differently when buying licenses instead of blueprints iirc. I'll look into it. Right now i believe it is something with the vanilla code where it doesn't show the original options returning to the "home" conversation screen.
VPanda
Posts: 68
Joined: Wed, 15. Apr 20, 14:37
x4

Re: [MOD]DeadAir Mods

Post by VPanda »

thx djrygar
btw, how strong are xenons in "gate overhaul" compared to Vanilla+VRO+FE?

Return to “X4: Foundations - Scripts and Modding”