This mod is basically compatible with everything for the most part. It adds corporations who do their own thing. I added the ability to hire pilots and managers and you can change how experienced they are for those who don't want to wait forever training them. So for example, you can make them have 4 or 5 stars and hire them and then use them on your ships/stations wherever you want.AAAron wrote: ↑Sun, 27. Mar 22, 07:22 What about compability with VRO mod ? And 5.0 x4 version ? This mod looks insane but I can't imagine playing without VRO tbh
EDIT: I install the mod with FE mod pack, VRO, XR Ships work fine for now but i read that should be option to choose how skill pilot/crew we will recruit there is only a option to buy pilot and mangers but tbh i donno for what i need them, know their responibilities but why we recruit them on ship ?![]()
[MOD] FOCW Corporations REVISED V.3.6
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Thx a lot for response <3 I was looking for additional mods for x4 and lucky i found this modBlackRain wrote: ↑Sun, 27. Mar 22, 15:29This mod is basically compatible with everything for the most part. It adds corporations who do their own thing. I added the ability to hire pilots and managers and you can change how experienced they are for those who don't want to wait forever training them. So for example, you can make them have 4 or 5 stars and hire them and then use them on your ships/stations wherever you want.AAAron wrote: ↑Sun, 27. Mar 22, 07:22 What about compability with VRO mod ? And 5.0 x4 version ? This mod looks insane but I can't imagine playing without VRO tbh
EDIT: I install the mod with FE mod pack, VRO, XR Ships work fine for now but i read that should be option to choose how skill pilot/crew we will recruit there is only a option to buy pilot and mangers but tbh i donno for what i need them, know their responibilities but why we recruit them on ship ?![]()

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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Yeah, FOCW is compatible with basically anything.AAAron wrote: ↑Sun, 27. Mar 22, 16:47Thx a lot for response <3 I was looking for additional mods for x4 and lucky i found this modBlackRain wrote: ↑Sun, 27. Mar 22, 15:29This mod is basically compatible with everything for the most part. It adds corporations who do their own thing. I added the ability to hire pilots and managers and you can change how experienced they are for those who don't want to wait forever training them. So for example, you can make them have 4 or 5 stars and hire them and then use them on your ships/stations wherever you want.AAAron wrote: ↑Sun, 27. Mar 22, 07:22 What about compability with VRO mod ? And 5.0 x4 version ? This mod looks insane but I can't imagine playing without VRO tbh
EDIT: I install the mod with FE mod pack, VRO, XR Ships work fine for now but i read that should be option to choose how skill pilot/crew we will recruit there is only a option to buy pilot and mangers but tbh i donno for what i need them, know their responibilities but why we recruit them on ship ?![]()
Other FOCW mods are same like this mean compatible with almost anything mean most popular mods like FE, VRO etc ?
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70
Is it just the one file? I can see you are frustrated by your comment here so I guess I should fix the issue lol.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Version 1.8
1) Compatibility issues with modules.xml should be fixed? Let me know if it isn't.
1) Compatibility issues with modules.xml should be fixed? Let me know if it isn't.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I just tried your new version and DeadAir new faction - it feels like all has being fixed.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
after 3 hours - in my playthrough it seems like Corporation stations aint building (Dead air new races installed) can some one confirm this please?
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I tried a new game and the stations were building fine, but I wasn't using Deadair new races. I don't see why that would conflict though? Can you explain exactly what you mean by they aren't building? Are you getting messages saying they are going to build a new station somewhere?
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I understand hehe. Anyway, I hope it is working fine now, If you are still seeing issues let me know.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Ok. I did run that game for 4 game days.
I have not spotted any Corp stations. (You can see, some plot allocation in the map for stations - but they stayed for 2 days at 15%)
Also core game factions stopped building any ship and rebuilding stations.
Only Xenon were building ships. Entire universe become empty.
I was running Corporations , Dead Air factions, Dead Air Dynamic wars and VRO.
I have not spotted any Corp stations. (You can see, some plot allocation in the map for stations - but they stayed for 2 days at 15%)
Also core game factions stopped building any ship and rebuilding stations.
Only Xenon were building ships. Entire universe become empty.
I was running Corporations , Dead Air factions, Dead Air Dynamic wars and VRO.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Err, it sounds like you have a big problem? I can't see how what I did would cause that. All I did was add the corporation factions to the modules as an addition. Can you try starting a new game and seeing if everything works?st3k wrote: ↑Tue, 19. Apr 22, 14:30 Ok. I did run that game for 4 game days.
I have not spotted any Corp stations. (You can see, some plot allocation in the map for stations - but they stayed for 2 days at 15%)
Also core game factions stopped building any ship and rebuilding stations.
Only Xenon were building ships. Entire universe become empty.
I was running Corporations , Dead Air factions, Dead Air Dynamic wars and VRO.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
It really shouldn't take that long to load with this. I have never had any slow downs when loading anyway. Of course, it is hard to say what might happen on another person's computer. I mean, the mod isn't doing anything right when you load the game. Are you talking about loading a save which already has this in it? I mean the mod does add more stations and ships but it is a gradual process and isn't very fast so it shouldn't add too much.siath70 wrote: ↑Sat, 30. Apr 22, 19:01 Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I as well have been unable to use this mod since version 1.6 with the suite of deadair (including VRO Lite) mods and the usual QOL and ship packs. Loads to 99% and hangs. This is on any new game start.siath70 wrote: ↑Sat, 30. Apr 22, 19:01 Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I'm getting the same. VRO with a suite of DeadAir mods too. I suspect DeadAirJobs or Kuertee/DeadAirAITweaks is probably the likely culprit that its conflicting with.siath70 wrote: ↑Sat, 30. Apr 22, 19:01 Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Yeah using the same mods as you just hangs at 99%, however like I said it doesn't freeze according to the processes.Lord Dakier wrote: ↑Sun, 1. May 22, 15:12I'm getting the same. VRO with a suite of DeadAir mods too. I suspect DeadAirJobs or Kuertee/DeadAirAITweaks is probably the likely culprit that its conflicting with.siath70 wrote: ↑Sat, 30. Apr 22, 19:01 Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
If anyone can get a debug it would help.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Yeah some debug info would help, I can't imagine what the problem would be though? I have used this with VRO for a long time so I doubt the conflict is there. I would try to test if I had some time, but I don't know when I will have time for that. Maybe something in the AI tweaks, oh wait. I remember something causing this in the past, one of the files in the DEADAIRAITWEAKS caused this. I think it is one of the AIscripts but I can't remember which one off the top of my head. Maybe order.move.recon.xml.
Can someone test this? Remove order.move.recon.xml and see if it properly loads? Or maybe try removing some of the others, I think it might be one of those.