[MOD] FOCW Corporations REVISED V.3.6

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BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by BlackRain »

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 :D
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 ? :D
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.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by AAAron »

BlackRain wrote: Sun, 27. Mar 22, 15:29
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 :D
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 ? :D
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.
Thx a lot for response <3 I was looking for additional mods for x4 and lucky i found this mod :D Other FOCW mods are same like this mean compatible with almost anything mean most popular mods like FE, VRO etc ?
BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by BlackRain »

AAAron wrote: Sun, 27. Mar 22, 16:47
BlackRain wrote: Sun, 27. Mar 22, 15:29
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 :D
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 ? :D
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.
Thx a lot for response <3 I was looking for additional mods for x4 and lucky i found this mod :D Other FOCW mods are same like this mean compatible with almost anything mean most popular mods like FE, VRO etc ?
Yeah, FOCW is compatible with basically anything.
DeadAirRT
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by DeadAirRT »

BlackRain wrote: Mon, 28. Mar 22, 13:33
Yeah, FOCW is compatible with basically anything.
Any chance of fixing what i mentioned before so i stop getting people asking why my factions have no storage or docks?
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.70

Post by BlackRain »

DeadAirRT wrote: Sat, 16. Apr 22, 17:21
BlackRain wrote: Mon, 28. Mar 22, 13:33
Yeah, FOCW is compatible with basically anything.
Any chance of fixing what i mentioned before so i stop getting people asking why my factions have no storage or docks?
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

Post by BlackRain »

Version 1.8

1) Compatibility issues with modules.xml should be fixed? Let me know if it isn't.
st3k
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by st3k »

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

Post by DeadAirRT »

BlackRain wrote: Sun, 17. Apr 22, 02:29 Version 1.8

1) Compatibility issues with modules.xml should be fixed? Let me know if it isn't.
You're the best. Didn't mean for it to come off rude at all but yes it was quite frustrating :D
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by st3k »

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

Post by BlackRain »

st3k wrote: Sun, 17. Apr 22, 09:01 after 3 hours - in my playthrough it seems like Corporation stations aint building (Dead air new races installed) can some one confirm this please?
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

Post by BlackRain »

DeadAirRT wrote: Sun, 17. Apr 22, 03:40
BlackRain wrote: Sun, 17. Apr 22, 02:29 Version 1.8

1) Compatibility issues with modules.xml should be fixed? Let me know if it isn't.
You're the best. Didn't mean for it to come off rude at all but yes it was quite frustrating :D
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

Post by st3k »

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.
BlackRain
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by BlackRain »

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.
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?
siath70
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by siath70 »

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

Post by BlackRain »

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.
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.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by shovelmonkey »

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.
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.
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Lord Dakier
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by Lord Dakier »

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.
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.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by siath70 »

Lord Dakier wrote: Sun, 1. May 22, 15:12
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.
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.
Yeah using the same mods as you just hangs at 99%, however like I said it doesn't freeze according to the processes.
DeadAirRT
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by DeadAirRT »

If anyone can get a debug it would help.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80

Post by BlackRain »

DeadAirRT wrote: Sun, 1. May 22, 18:01 If anyone can get a debug it would help.
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.

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