[MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
The github pages for the faction ships seem to no longer be available?
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Re: [MOD]DeadAir Mods pt2
Do you mean the EVE factions? Try here: https://github.com/DeadAirRT?tab=repositories
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Re: [MOD]DeadAir Mods pt2
The original post is pretty outdated
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Re: [MOD]DeadAir Mods pt2
Ahhh i understand,
yeah i was following the main post as i didnt want to mess anything up.
Got it clear now though!
yeah i was following the main post as i didnt want to mess anything up.
Got it clear now though!
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Re: [MOD]DeadAir Mods pt2
do i need to have more than vro added to get these to work? when im in x4 at extensions there all red saying i need jobs, i got jobs now jobs says i need fishpeople lol i dont even see fishpeople
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Re: [MOD]DeadAir Mods pt2
All of the dependencies are in content.xml for each mod. Fish people is the Boron dlc. You can try changing it to optional and it should mostly work since that faction is pretty separated.
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Re: [MOD]DeadAir Mods pt2
ah ty, sorry pretty newish to x4 but ive played eve alot so wanted the ships haha, thanks alot
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Re: [MOD]DeadAir Mods pt2
The github page for the Gallente faction lists nothing under the required mods section.
The in game menu lists DeadAirJobs as a required mod. Which one is right?
The in game menu lists DeadAirJobs as a required mod. Which one is right?
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Re: [MOD]DeadAir Mods pt2
I am terrible at maintaining read-me and forum posts. The patch notes and the actual mods are where i put most of my effort. Apologies for any confusion.Lastexile01 wrote: ↑Tue, 2. Apr 24, 05:26The github page for the Gallente faction lists nothing under the required mods section.
The in game menu lists DeadAirJobs as a required mod. Which one is right?
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Re: [MOD]DeadAir Mods pt2
like ermagerd eve ships
will these mods work with the reemergence mod map
https://www.nexusmods.com/x4foundations/mods/1166
or will they only work on the vanilla map ?
cheers
will these mods work with the reemergence mod map
https://www.nexusmods.com/x4foundations/mods/1166
or will they only work on the vanilla map ?
cheers
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Re: [MOD]DeadAir Mods pt2
Hello,
I installed the eve faction mods, and noticed that several of them overlap on the map with other mods that add sectors. I think the main conflict is with XPANed Sectors Advanced on nexusmods. I am also using X Universe + on steam, but I don't think those sectors are the ones in conflict. The only faction that I didn't see any conflicts with was Amarr.
Here's the minor changes I made, I hope it didn't screw up any game logic. I think I just changed the positions on the map.
The connections with <!--comments--> are the ones I changed. It wasn't that many sectors.
steamapps\common\X4 Foundations\extensions\deadairfactiongallente\maps\xu_ep2_universe\galaxy.xml
steamapps\common\X4 Foundations\extensions\deadairfactioncaldari\maps\xu_ep2_universe\galaxy.xml
The minmatar ones I had to move quite a bit, there were 4 sector overlaps so I put some notes in the comments as I figured out what to do.
steamapps\common\X4 Foundations\extensions\deadairfactionminmatar\maps\xu_ep2_universe\galaxy.xml
And I didn't see anything for Amarr.
It seems to have fixed the sector overlaps. I figured I'd post what I did since I searched the thread for any other mentions of XPANed conflicts and I didn't see anything. So if anyone else wants to make these minor changes, it's just a couple of integers.
I installed the eve faction mods, and noticed that several of them overlap on the map with other mods that add sectors. I think the main conflict is with XPANed Sectors Advanced on nexusmods. I am also using X Universe + on steam, but I don't think those sectors are the ones in conflict. The only faction that I didn't see any conflicts with was Amarr.
Here's the minor changes I made, I hope it didn't screw up any game logic. I think I just changed the positions on the map.
The connections with <!--comments--> are the ones I changed. It wasn't that many sectors.
steamapps\common\X4 Foundations\extensions\deadairfactiongallente\maps\xu_ep2_universe\galaxy.xml
Code: Select all
<connection name="Cluster_DGA1_connection" ref="clusters"><!--mies -->
<offset>
<position x="30000000" y="0" z="-86600000" />
</offset>
<macro ref="Cluster_DGA1_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DGA2_connection" ref="clusters"><!--Oursulaert -->
<offset>
<position x="15000000" y="0" z="-95260000" />
</offset>
<macro ref="Cluster_DGA2_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DGA3_connection" ref="clusters"><!--Duripant -->
<offset>
<position x="45000000" y="0" z="-77940000" />
</offset>
<macro ref="Cluster_DGA3_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DGA4_connection" ref="clusters"><!--luminaire -->
<offset>
<position x="45000000" y="0" z="-95260000" />
</offset>
<macro ref="Cluster_DGA4_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DGA5_connection" ref="clusters"><!--algogile -->
<offset>
<position x="45000000" y="0" z="-147220000" />
</offset>
<macro ref="Cluster_DGA5_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DGA6_connection" ref="clusters">
<offset>
<position x="60000000" y="0" z="-103920000" />
</offset>
<macro ref="Cluster_DGA6_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DGA7_connection" ref="clusters">
<offset>
<position x="60000000" y="0" z="-121240000" />
</offset>
<macro ref="Cluster_DGA7_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DGA8_connection" ref="clusters"><!--Seyllin -->
<offset>
<position x="15000000" y="0" z="-43300000" />
</offset>
<macro ref="Cluster_DGA8_macro" connection="galaxy" />
</connection>
Code: Select all
<connection name="Cluster_DAL1_connection" ref="clusters">
<offset>
<position x="105000000" y="0" z="-60620000" />
</offset>
<macro ref="Cluster_DAL1_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DAL2_connection" ref="clusters">
<offset>
<position x="105000000" y="0" z="-77940000" />
</offset>
<macro ref="Cluster_DAL2_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DAL3_connection" ref="clusters">
<offset>
<position x="120000000" y="0" z="-51960000" />
</offset>
<macro ref="Cluster_DAL3_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DAL4_connection" ref="clusters"><!--New Caldari -->
<offset>
<position x="120000000" y="0" z="-86600000" />
</offset>
<macro ref="Cluster_DAL4_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DAL5_connection" ref="clusters"><!--Jita -->
<offset>
<position x="120000000" y="0" z="-103920000" />
</offset>
<macro ref="Cluster_DAL5_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DAL6_connection" ref="clusters">
<offset>
<position x="135000000" y="0" z="-60620000" />
</offset>
<macro ref="Cluster_DAL6_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DAL7_connection" ref="clusters">
<offset>
<position x="135000000" y="0" z="-77940000" />
</offset>
<macro ref="Cluster_DAL7_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DAL8_connection" ref="clusters">
<offset>
<position x="30000000" y="0" z="34640000" />
</offset>
<macro ref="Cluster_DAL8_macro" connection="galaxy" />
</connection>
steamapps\common\X4 Foundations\extensions\deadairfactionminmatar\maps\xu_ep2_universe\galaxy.xml
Code: Select all
<connection name="Cluster_DMI1_connection" ref="clusters"><!--Onga, up 1 -->
<offset>
<position x="0" y="0" z="173200000" />
</offset>
<macro ref="Cluster_DMI1_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DMI2_connection" ref="clusters">
<offset>
<position x="0" y="0" z="138560000" />
</offset>
<macro ref="Cluster_DMI2_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DMI3_connection" ref="clusters"> <!--Ammold, right 1 up half -->
<offset>
<position x="30000000" y="0" z="173200000" />
</offset>
<macro ref="Cluster_DMI3_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DMI4_connection" ref="clusters"><!--Pator, left 2 -->
<offset>
<position x="-15000000" y="0" z="147220000" />
</offset>
<macro ref="Cluster_DMI4_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DMI5_connection" ref="clusters">
<offset>
<position x="15000000" y="0" z="129900000" />
</offset>
<macro ref="Cluster_DMI5_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DMI6_connection" ref="clusters"><!--Ivar, right 1 up half -->
<offset>
<position x="45000000" y="0" z="164540000" />
</offset>
<macro ref="Cluster_DMI6_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DMI7_connection" ref="clusters"><!--Rens, down 1 -->
<offset>
<position x="30000000" y="0" z="121240000" />
</offset>
<macro ref="Cluster_DMI7_macro" connection="galaxy" />
</connection>
<connection name="Cluster_DMI8_connection" ref="clusters">
<offset>
<position x="-60000000" y="0" z="51960000" />
</offset>
<macro ref="Cluster_DMI8_macro" connection="galaxy" />
</connection>
It seems to have fixed the sector overlaps. I figured I'd post what I did since I searched the thread for any other mentions of XPANed conflicts and I didn't see anything. So if anyone else wants to make these minor changes, it's just a couple of integers.
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Re: [MOD]DeadAir Mods pt2
They would probably work but would need some editing to fix overlap on the map.zibafu wrote: ↑Wed, 3. Apr 24, 18:45like ermagerd eve ships
will these mods work with the reemergence mod map
https://www.nexusmods.com/x4foundations/mods/1166
or will they only work on the vanilla map ?
cheers
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- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods pt2
Well done. I don't plan on making compatibility patches or changes to my positioning for other mods but it's always nice seeing people find solutions. I'm always happy to answer specific questions though so feel free to ask if you need any help.Lastexile01 wrote: ↑Wed, 3. Apr 24, 19:25It seems to have fixed the sector overlaps. I figured I'd post what I did since I searched the thread for any other mentions of XPANed conflicts and I didn't see anything. So if anyone else wants to make these minor changes, it's just a couple of integers.
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Re: [MOD]DeadAir Mods pt2
I'm having issues installing DeadAir Fill. I've downloaded the zipped master folder from Github and they all seem to validate correctly in the extensions screen apart from DeadAir Fill which upon launch, modifies the folders to the following:
https://ibb.co/R44gw06
After fresh install and before game launch
https://ibb.co/V34FQfZ
Folders split after game launch
https://ibb.co/WzsrwwX
Extensions screen after game launch
https://ibb.co/T2dn5J7
Folder structure after game launch
Has anyone had this before? I've tried re-installing a few times, renaming the folders, etc. Not sure if it even impacts it working in-game but wanted to check.
https://ibb.co/R44gw06
After fresh install and before game launch
https://ibb.co/V34FQfZ
Folders split after game launch
https://ibb.co/WzsrwwX
Extensions screen after game launch
https://ibb.co/T2dn5J7
Folder structure after game launch
Has anyone had this before? I've tried re-installing a few times, renaming the folders, etc. Not sure if it even impacts it working in-game but wanted to check.
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Re: [MOD]DeadAir Mods pt2
The description page of that mod says it is not compatible with DeadAir's Eve mods.zibafu wrote: ↑Wed, 3. Apr 24, 18:45like ermagerd eve ships
will these mods work with the reemergence mod map
https://www.nexusmods.com/x4foundations/mods/1166
or will they only work on the vanilla map ?
cheers
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- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods pt2
Looks like it's getting grabbed by steam workshop when you install the github version since it has the ws_id in the content file. The folder name for fill isn't important iirc but if you specifically want the github version (I think they are the same) then unsub from the ws version, install from the zip, and change the content id to be DAFill or something similar.Eaglestrike999 wrote: ↑Fri, 5. Apr 24, 01:38I'm having issues installing DeadAir Fill. I've downloaded the zipped master folder from Github and they all seem to validate correctly in the extensions screen apart from DeadAir Fill which upon launch, modifies the folders to the following:
https://ibb.co/R44gw06
After fresh install and before game launch
https://ibb.co/V34FQfZ
Folders split after game launch
https://ibb.co/WzsrwwX
Extensions screen after game launch
https://ibb.co/T2dn5J7
Folder structure after game launch
Has anyone had this before? I've tried re-installing a few times, renaming the folders, etc. Not sure if it even impacts it working in-game but wanted to check.
Folder names are only really important for when assets (ships, icons, textures, etc) are added that need a declared filepath.
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Re: [MOD]DeadAir Mods pt2
ahh, didnt see that, had the emergence map for a while so didnt read. Too bad as I do like that mapuser1679 wrote: ↑Fri, 5. Apr 24, 04:53The description page of that mod says it is not compatible with DeadAir's Eve mods.zibafu wrote: ↑Wed, 3. Apr 24, 18:45like ermagerd eve ships
will these mods work with the reemergence mod map
https://www.nexusmods.com/x4foundations/mods/1166
or will they only work on the vanilla map ?
cheers
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- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods pt2
I will just put a PSA put ahead of time
7.0 beta likely broke every single one of my mods
Even mods that still mostly function will have missing features.
Sir nukes mod api appears to not be working as well.
I do not plan on trying to maintain beta compatibility as it would take a substantial amount of time each patch to review freshly broken stuff. Once it is more stable then I will be testing my newest project that I have worked on for the past 5 months.
If you are on 6.2 and would like to help test stuff (and don't mind broken saves) then feel free to help me test deadair_eco and deadair_scripts on my github. As always, readme's are the lowest priority below improving my mods, writing in-depth patch notes, and testing my code for plenty of situations. If you have any questions feel free to ask me on the egosoft discord in the modding channel or on here.
7.0 beta likely broke every single one of my mods
Even mods that still mostly function will have missing features.
Sir nukes mod api appears to not be working as well.
I do not plan on trying to maintain beta compatibility as it would take a substantial amount of time each patch to review freshly broken stuff. Once it is more stable then I will be testing my newest project that I have worked on for the past 5 months.
If you are on 6.2 and would like to help test stuff (and don't mind broken saves) then feel free to help me test deadair_eco and deadair_scripts on my github. As always, readme's are the lowest priority below improving my mods, writing in-depth patch notes, and testing my code for plenty of situations. If you have any questions feel free to ask me on the egosoft discord in the modding channel or on here.
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Re: [MOD]DeadAir Mods pt2
You can use the two mods together, I tried it. The problem is some of the Eve sectors are overwritten by emergence. For example, the Caldari home sector has an emergence sector spawned over the top of it. They both show up on the map, offset by a few pixels but the Caldari sector is not selectable. This makes me wonder if the jumpgates still work though. There was also a couple sectors from Amarr overwritten. I didn't check them all.zibafu wrote: ↑Fri, 5. Apr 24, 19:31ahh, didnt see that, had the emergence map for a while so didnt read. Too bad as I do like that mapuser1679 wrote: ↑Fri, 5. Apr 24, 04:53The description page of that mod says it is not compatible with DeadAir's Eve mods.zibafu wrote: ↑Wed, 3. Apr 24, 18:45like ermagerd eve ships
will these mods work with the reemergence mod map
https://www.nexusmods.com/x4foundations/mods/1166
or will they only work on the vanilla map ?
cheers
So they're not completely incompatible but who knows what bugs appear after you play like that for several hours.
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