[MOD] Alternate PHQ starts UPDATED
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[MOD] Alternate PHQ starts UPDATED
I've created some custom starts. For HOP and Teladi so far.
-unzip to your extensions folder
- You'll start in the faction's shipyard/wharf territory. Your faction relation is adjusted to just below 10 with the faction and just above -10 with faction enemies except Xenon and Khaak of course, so you can decide to do whatever you want (such as the plot) without getting shot in the face. The mod is set to reveal the sectors immediately around you or of consequence, and the wharf/shipyard locations.
-The PHQ is in the zone with you. If you are familiar with the script (AltPHQStart.xml) you can change the position of the PHQ within the sector, if your familiar with how X4 names sectors you can move it to another sector as well, but you'll have to start a new game. Don't know how to 'teleport' the PHQ currently.
-the quests...as far as I have seen, seem to still work. I still need to test the main plot missions, but the HAT start is still there. The research missions actually adjust to your position
-should work with just about anything. Actually used it with VRO-FE-ROR with dynamic wars and faction reaction mods. worked fine, its just a start position change. As I add starts however, I'll probably add a split start, and at that point the mod will require the DLC.
-The PHQ quest is skipped to just as the research option is about to start. You have to go see Boso Ta in the PHQ to get your research menu working, and it's the hook for the HAT plot. Yes...no free corvette. There's a line in AltPHQStart.xml that you can erase that should allow you to do the entire PHQ quest again...with the new position...haven't tested, and don't want to honestly.
-the Teladi start is broken off of the 'trader' start, but is not the trader start...no freighters, stations and assorted skips...you start from scratch. X4 is easy to get started, and this shouldn't be a big barrier for anyone. I left a decent start credit, to replace the kestrel...I just love that thing.
-WARNING: sometimes on the HOP start the wharf doesn't appear. it MAY be off the initial sector map size(it's far off in the corner), but I wouldn't take any chances, just restart. I'm positive the game start doesn't cause this. I've never seen the wharf disappear in a vanilla start, but it disappeared in a heavily modded start several times during testing, it seems to be random. Check the map when the game starts.
Edit: Last issue should be fixed. Please download again with the new link.
new link
https://www.dropbox.com/s/s9q1wdurhrj9q ... rt.7z?dl=0
-unzip to your extensions folder
- You'll start in the faction's shipyard/wharf territory. Your faction relation is adjusted to just below 10 with the faction and just above -10 with faction enemies except Xenon and Khaak of course, so you can decide to do whatever you want (such as the plot) without getting shot in the face. The mod is set to reveal the sectors immediately around you or of consequence, and the wharf/shipyard locations.
-The PHQ is in the zone with you. If you are familiar with the script (AltPHQStart.xml) you can change the position of the PHQ within the sector, if your familiar with how X4 names sectors you can move it to another sector as well, but you'll have to start a new game. Don't know how to 'teleport' the PHQ currently.
-the quests...as far as I have seen, seem to still work. I still need to test the main plot missions, but the HAT start is still there. The research missions actually adjust to your position
-should work with just about anything. Actually used it with VRO-FE-ROR with dynamic wars and faction reaction mods. worked fine, its just a start position change. As I add starts however, I'll probably add a split start, and at that point the mod will require the DLC.
-The PHQ quest is skipped to just as the research option is about to start. You have to go see Boso Ta in the PHQ to get your research menu working, and it's the hook for the HAT plot. Yes...no free corvette. There's a line in AltPHQStart.xml that you can erase that should allow you to do the entire PHQ quest again...with the new position...haven't tested, and don't want to honestly.
-the Teladi start is broken off of the 'trader' start, but is not the trader start...no freighters, stations and assorted skips...you start from scratch. X4 is easy to get started, and this shouldn't be a big barrier for anyone. I left a decent start credit, to replace the kestrel...I just love that thing.
-WARNING: sometimes on the HOP start the wharf doesn't appear. it MAY be off the initial sector map size(it's far off in the corner), but I wouldn't take any chances, just restart. I'm positive the game start doesn't cause this. I've never seen the wharf disappear in a vanilla start, but it disappeared in a heavily modded start several times during testing, it seems to be random. Check the map when the game starts.
Edit: Last issue should be fixed. Please download again with the new link.
new link
https://www.dropbox.com/s/s9q1wdurhrj9q ... rt.7z?dl=0
Last edited by shinden on Sun, 26. Apr 20, 20:19, edited 2 times in total.
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Re: [MOD] Alternate PHQ starts
Great Mod going to message Shuulo to let him know about the HOP Wharf thing. Someone had thought was a VRO thing and I think confirmed 100% not to be. But sounds like actually might be a bug that might need to be looked into with Modded if it's causing issues from time to time as well with you.
Either way just thought I let you know this issues been floating around now kind of hope we figure it out maybe report to the devs if it's a dev issue.
Either way just thought I let you know this issues been floating around now kind of hope we figure it out maybe report to the devs if it's a dev issue.
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Re: [MOD] Alternate PHQ starts
hmm.
It never happened with a straight vanilla game. the wharf always appeared. it's position seems to generally be around the SE gate position going to Pontifex's claim. Only in a modded start (VRO+FE and no superhighways) did it sometimes disappear. This is only a small fraction of times (I tried it about 15 times last night and it only happened 3 times). I don't want to chase a bug all day, but I think it's likely not a 'bug' but a result of the random positioning logic of the game. If the wharf is programmed to generate at a certain spot, and certain criteria are not met, it probably just spawns randomly within the zone of the sector. In the modded games, the wharf, when it appears, shows up pretty far beyond the SE gate, rather than right next to it. I suspect, even when the wharf 'disappears' it still generated, it's just beyond the limits of the map, even after 'extending' it.
Glad you like the mod, I plan on an antigone, Ministry, HAT start, then I'll work the factions that already have a start, but with the PHQ moved to a 'better' location. Of course you don't really need the PHQ, but I thought players might appreciate not having to do the plot to get the research or worry about the PHQ if they decide to smash the teladi or are using a dynamic mod. The PHQ was designed to moved from the beginning, that much is obvious about it.
It never happened with a straight vanilla game. the wharf always appeared. it's position seems to generally be around the SE gate position going to Pontifex's claim. Only in a modded start (VRO+FE and no superhighways) did it sometimes disappear. This is only a small fraction of times (I tried it about 15 times last night and it only happened 3 times). I don't want to chase a bug all day, but I think it's likely not a 'bug' but a result of the random positioning logic of the game. If the wharf is programmed to generate at a certain spot, and certain criteria are not met, it probably just spawns randomly within the zone of the sector. In the modded games, the wharf, when it appears, shows up pretty far beyond the SE gate, rather than right next to it. I suspect, even when the wharf 'disappears' it still generated, it's just beyond the limits of the map, even after 'extending' it.
Glad you like the mod, I plan on an antigone, Ministry, HAT start, then I'll work the factions that already have a start, but with the PHQ moved to a 'better' location. Of course you don't really need the PHQ, but I thought players might appreciate not having to do the plot to get the research or worry about the PHQ if they decide to smash the teladi or are using a dynamic mod. The PHQ was designed to moved from the beginning, that much is obvious about it.
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Re: [MOD] Alternate PHQ starts
Yeah the HQ is annoying and I'm quite tired of doing the intro of it each time lol.shinden wrote: ↑Sun, 26. Apr 20, 16:14 Glad you like the mod, I plan on an antigone, Ministry, HAT start, then I'll work the factions that already have a start, but with the PHQ moved to a 'better' location. Of course you don't really need the PHQ, but I thought players might appreciate not having to do the plot to get the research or worry about the PHQ if they decide to smash the teladi or are using a dynamic mod. The PHQ was designed to moved from the beginning, that much is obvious about it.
Yeah I love seeing more game starts I find it odd the devs did not just add a few to start with I'm not a fan most game starts made because people usually just add bloated ones in that I find too cheap.
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Re: [MOD] Alternate PHQ starts
https://ibb.co/9ymDWFy
https://ibb.co/1Zxbz0R
looks like the disappearing wharf comes from the RoR compatibility patch for VRO. I'll let the author know
edit: the first image is with ROR compat removed, the second is with it added
https://ibb.co/1Zxbz0R
looks like the disappearing wharf comes from the RoR compatibility patch for VRO. I'll let the author know
edit: the first image is with ROR compat removed, the second is with it added
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Re: [MOD] Alternate PHQ starts
Like i said in the other thread, ROR doesnt change HOP sectors and ROR VRO compatibility patch does changes to ROR ships only.shinden wrote: ↑Sun, 26. Apr 20, 17:24 https://ibb.co/9ymDWFy
https://ibb.co/1Zxbz0R
looks like the disappearing wharf comes from the RoR compatibility patch for VRO. I'll let the author know
edit: the first image is with ROR compat removed, the second is with it added
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Re: [MOD] Alternate PHQ starts
Thanks for the mod. Do you perhaps know how to skip HAT questline? I would love to have a Split start where you don't need to do a HAT quest to start Split quest.
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Re: [MOD] Alternate PHQ starts
There's probably a way...but I have no idea how as of yetBContractor wrote: ↑Sun, 26. Apr 20, 18:44 Thanks for the mod. Do you perhaps know how to skip HAT questline? I would love to have a Split start where you don't need to do a HAT quest to start Split quest.
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Re: [MOD] Alternate PHQ starts
Looks like I have it figured out. It shouldn't have caused anything, but checking the debuglog, it looks like I capitalized Teladi in an entry faction.Teladi. when I corrected to lowercase and tested...the wharf showed up where it should and everything was fine. again, apologies for bugging you about this, enjoying your mod. considering the overall effect of just capitalizing a letter, I think I should start a new game.sco1981 wrote: ↑Sun, 26. Apr 20, 18:00Like i said in the other thread, ROR doesnt change HOP sectors and ROR VRO compatibility patch does changes to ROR ships only.shinden wrote: ↑Sun, 26. Apr 20, 17:24 https://ibb.co/9ymDWFy
https://ibb.co/1Zxbz0R
looks like the disappearing wharf comes from the RoR compatibility patch for VRO. I'll let the author know
edit: the first image is with ROR compat removed, the second is with it added
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- Joined: Fri, 14. Sep 18, 14:47
Re: [MOD] Alternate PHQ starts
Glad you find it out!shinden wrote: ↑Sun, 26. Apr 20, 20:00Looks like I have it figured out. It shouldn't have caused anything, but checking the debuglog, it looks like I capitalized Teladi in an entry faction.Teladi. when I corrected to lowercase and tested...the wharf showed up where it should and everything was fine. again, apologies for bugging you about this, enjoying your mod. considering the overall effect of just capitalizing a letter, I think I should start a new game.sco1981 wrote: ↑Sun, 26. Apr 20, 18:00Like i said in the other thread, ROR doesnt change HOP sectors and ROR VRO compatibility patch does changes to ROR ships only.shinden wrote: ↑Sun, 26. Apr 20, 17:24 https://ibb.co/9ymDWFy
https://ibb.co/1Zxbz0R
looks like the disappearing wharf comes from the RoR compatibility patch for VRO. I'll let the author know
edit: the first image is with ROR compat removed, the second is with it added

Strange that a uppercase could do such a thing.
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Re: [MOD] Alternate PHQ starts UPDATED
actually, I've tried about 30 times now, and it still happens, albeit rarely. I believe you were right the first time...it's a vanilla issue, and I think it's caused by the Wharf's proximity to the gate location. When the game starts the Wharf is pretty close to the gate, sometimes it's north, sometimes south...and occasionally, way out SE of the gate. I think if the random "safepos" puts the wharf near the gate...and the gate is coded to appear and never move...the Wharf loses and doesn't appear at all. I think all my other thoughts on it were red herrings to be honest...I would see it work a few times and deduce something rather than testing again and again.
In any case, I'm just going to leave the warning up, it's pretty easy to get around, the Wharf generates about 80% of the time.
In any case, I'm just going to leave the warning up, it's pretty easy to get around, the Wharf generates about 80% of the time.
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Re: [MOD] Alternate PHQ starts UPDATED
Just posting to keep an eye on this thread and to give ya props for your hard work
, hyped for a possible split start

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Re: [MOD] Alternate PHQ starts UPDATED
Yeah! I was just taking a break until 3.2 was out of beta, and to see if I need to change anything. The devs had talked about a move PHQ option, but it looks like they haven't put it in yet, in any case my start actually acts as a shortcut also, skipping the PHQ mission the community loves so much (lol).
I'll work the split next! I'll probably make both a Zyarth and FF territory start...considering how spread out the territory is, I may make 3 or 4 (a lore-y family roleplay thing, something I hope X4 or X5 becomes more of someday). It'll probably be another week or 2 however, unlike many people, I'm currently very employed
Right now, It's not 'done' enough for me to post it on nexus or steam, once I've finished at least one for the major factions, I'll probably do so
I'll work the split next! I'll probably make both a Zyarth and FF territory start...considering how spread out the territory is, I may make 3 or 4 (a lore-y family roleplay thing, something I hope X4 or X5 becomes more of someday). It'll probably be another week or 2 however, unlike many people, I'm currently very employed
Right now, It's not 'done' enough for me to post it on nexus or steam, once I've finished at least one for the major factions, I'll probably do so