Rename the folder deadairgateoverhaul. It is now set up to not use -mastero-papaya-o wrote: ↑Thu, 23. Apr 20, 09:18hi, all areas have turned black.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.
[MOD]DeadAir Mods
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Re: [MOD]DeadAir Mods
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Re: [MOD]DeadAir Mods
LOL OKDeadAirRT wrote: ↑Thu, 23. Apr 20, 16:07Rename the folder deadairgateoverhaul. It is now set up to not use -mastero-papaya-o wrote: ↑Thu, 23. Apr 20, 09:18hi, all areas have turned black.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.
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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Re: [MOD]DeadAir Mods
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?
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Re: [MOD]DeadAir Mods
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.
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Re: [MOD]DeadAir Mods
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.
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Re: [MOD]DeadAir Mods
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)
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Re: [MOD]DeadAir Mods
Sure, it is safe to remove.
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Re: [MOD]DeadAir Mods
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
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
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Re: [MOD]DeadAir Mods
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.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
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 .

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Re: [MOD]DeadAir Mods
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)
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Re: [MOD]DeadAir Mods
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.
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Re: [MOD]DeadAir Mods
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.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".
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Re: [MOD]DeadAir Mods
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 wrote: ↑Sat, 25. Apr 20, 16:47why 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.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".
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Re: [MOD]DeadAir Mods
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?
(damn, after 9 years I still remember this unlock-phrase, what is wrong with me).
Egosoft: if you read, pretty please?
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Re: [MOD]DeadAir Mods
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. LOLdjrygar wrote: ↑Sat, 25. Apr 20, 16:47why 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.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".
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Re: [MOD]DeadAir Mods
Does it make sense to try Gate mod with core i7 2600k? I saw complaints from a guy with i7 9600 about lags.
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Re: [MOD]DeadAir Mods
last version decreased lag pretty noticeably (ryzen 3700x). It used to choke every few minutes, now it does not.
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Re: [MOD]DeadAir Mods
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?
Any chance for this to be fixed?
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Re: [MOD]DeadAir Mods
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.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?
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Re: [MOD]DeadAir Mods
thx djrygar
btw, how strong are xenons in "gate overhaul" compared to Vanilla+VRO+FE?
btw, how strong are xenons in "gate overhaul" compared to Vanilla+VRO+FE?