[MOD]DeadAir Mods

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DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Warnoise wrote: Sat, 21. Mar 20, 23:45 Here are the mods that i am running:
AutoTraderOptions
better_kill_credit
DeadAirDynamicWars
DeadAirFill
DeadAirGateOverhaul
DeadAirGod
DeadAirJobs
DeadAirSpplements
DeadAirWare
DroneVariety
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
fbb
fbl
improved bombers
improved fleets
improved repair laser
improved turret modes
improved xenon supply lines
JP_another explorer
learning all the things
ror
simple carrier repairs
skip station scan
spherical long range scan
station mule
autotrader logic
vro
weaponpack
xr ship pack
Not related to bug but I recommend removing improved fleets and improved xenon supply lines. God gives more solar power plants to xenon so they will be strong enough as is, and jobs adjusts fleet sizes already.

I'm not sure the last time ROR was updated so it may cause other issues.

What are FBB and FBL? Other than potentially these two, I don't think any should be causing issues. Try deleting mod folders for my mods and reinstalling mods if you wouldn't mind. You do not have to rename my folders from git as a heads up.
Warnoise
Posts: 675
Joined: Mon, 7. Mar 16, 23:47

Re: [MOD]DeadAirGate Overhaul v0.6

Post by Warnoise »

it seems it was mod conflict issue. after deleting ror and better xenon supply and improved fleets ,stations spawn normally. Oh i also reinstalled your mod from the github!

Now, i have another issue, I wanted to buy blueprints from HoP representative, when i click on "modules" to display the modules list, the window just freezes and i had to cancel by pressing on esc.

This issue doesnt happen when i try to click on equipment or ship blueprints. It only happens on modules
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Warnoise wrote: Sun, 22. Mar 20, 10:34 it seems it was mod conflict issue. after deleting ror and better xenon supply and improved fleets ,stations spawn normally. Oh i also reinstalled your mod from the github!

Now, i have another issue, I wanted to buy blueprints from HoP representative, when i click on "modules" to display the modules list, the window just freezes and i had to cancel by pressing on esc.

This issue doesnt happen when i try to click on equipment or ship blueprints. It only happens on modules
I had hoped my latest version fixed it but apparently it happens with the young gun, scientist, and paranid game starts. It works fine with dynamic war start or the teladi start.
Warnoise
Posts: 675
Joined: Mon, 7. Mar 16, 23:47

Re: [MOD]DeadAirGate Overhaul v0.6

Post by Warnoise »

I see, I did the paranoid start so maybe that's why it happened. Is it possible to fix?
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

Warnoise wrote: Sun, 22. Mar 20, 16:09 I see, I did the paranoid start so maybe that's why it happened. Is it possible to fix?
If i knew how i would but it's something that i can't figure out at the moment. I had feedback from someone that it does work for some of the factions on those starts. See if ALI works, they have the exact same blueprints
jcdj
Posts: 27
Joined: Wed, 18. Mar 20, 19:25
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by jcdj »

DeadAirRT wrote: Sun, 22. Mar 20, 16:52
Warnoise wrote: Sun, 22. Mar 20, 16:09 I see, I did the paranoid start so maybe that's why it happened. Is it possible to fix?
If i knew how i would but it's something that i can't figure out at the moment. I had feedback from someone that it does work for some of the factions on those starts. See if ALI works, they have the exact same blueprints
Hi DeadAir, Im aware of this bug and for me it affets all starts except dynamic war start, even the Teladi start. But I didnt like to start with all the blueprints so I modified the Dynamic war gamestart, but after deleting this blueprints and start just with the "default" young gun blueprints, the ui module bug for Argon, Paranoid and ANT returned. I know that you dont know how to fix it but I hope this gives you an insight if you didnt tested it yet. Im going to test now which blueprints cause this.

EDIT 1: So I tested it deleting blueprints until I could buy from the quoted faction representatives and it seems that there is only one that causes this UI bug... Strange I know but it is this one "<ware ware="module_arg_prod_spacefuel_01"/>" I dont know how to add it to another game start like the young gun, but again, I hope this gives you an insight. Maybe if you can introduce this blueprint in the other starts it can be a temporary fix ?


This is the list of starting blueprints that Im using now but I also tested it with just base connections and spacefuel:
<ware ware="module_arg_conn_base_01"/>
<ware ware="module_arg_conn_base_02"/>
<ware ware="module_arg_conn_base_03"/>
<ware ware="module_arg_conn_cross_01"/>
<ware ware="module_arg_conn_vertical_01"/>
<ware ware="module_arg_conn_vertical_02"/>
<ware ware="module_arg_prod_meat_01"/>
<ware ware="module_arg_prod_spacefuel_01"/>
<ware ware="module_gen_prod_energycells_01"/>
<ware ware="module_gen_prod_spices_01"/>
<ware ware="module_par_prod_majadust_01"/>
<ware ware="module_par_prod_majasnails_01"/>

PD: english is not my native language I hope you can understand me well.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

jcdj wrote: Tue, 24. Mar 20, 10:45
DeadAirRT wrote: Sun, 22. Mar 20, 16:52
Warnoise wrote: Sun, 22. Mar 20, 16:09 I see, I did the paranoid start so maybe that's why it happened. Is it possible to fix?
If i knew how i would but it's something that i can't figure out at the moment. I had feedback from someone that it does work for some of the factions on those starts. See if ALI works, they have the exact same blueprints
Hi DeadAir, Im aware of this bug and for me it affets all starts except dynamic war start, even the Teladi start. But I didnt like to start with all the blueprints so I modified the Dynamic war gamestart, but after deleting this blueprints and start just with the "default" young gun blueprints, the ui module bug for Argon, Paranoid and ANT returned. I know that you dont know how to fix it but I hope this gives you an insight if you didnt tested it yet. Im going to test now which blueprints cause this.

EDIT 1: So I tested it deleting blueprints until I could buy from the quoted faction representatives and it seems that there is only one that causes this UI bug... Strange I know but it is this one "<ware ware="module_arg_prod_spacefuel_01"/>" I dont know how to add it to another game start like the young gun, but again, I hope this gives you an insight. Maybe if you can introduce this blueprint in the other starts it can be a temporary fix ?


This is the list of starting blueprints that Im using now but I also tested it with just base connections and spacefuel:
<ware ware="module_arg_conn_base_01"/>
<ware ware="module_arg_conn_base_02"/>
<ware ware="module_arg_conn_base_03"/>
<ware ware="module_arg_conn_cross_01"/>
<ware ware="module_arg_conn_vertical_01"/>
<ware ware="module_arg_conn_vertical_02"/>
<ware ware="module_arg_prod_meat_01"/>
<ware ware="module_arg_prod_spacefuel_01"/>
<ware ware="module_gen_prod_energycells_01"/>
<ware ware="module_gen_prod_spices_01"/>
<ware ware="module_par_prod_majadust_01"/>
<ware ware="module_par_prod_majasnails_01"/>

PD: english is not my native language I hope you can understand me well.
Thank you that narrows it down a lot! I'll try a fix later today that will hopefully fix it
jcdj
Posts: 27
Joined: Wed, 18. Mar 20, 19:25
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by jcdj »

DeadAirRT wrote: Tue, 24. Mar 20, 14:53 Thank you that narrows it down a lot! I'll try a fix later today that will hopefully fix it
I hope you can fix it with that, love your mod :D. Btw, will you work in a map for the oficial 3.0 release + split dlc ?
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

jcdj wrote: Tue, 24. Mar 20, 17:21
DeadAirRT wrote: Tue, 24. Mar 20, 14:53 Thank you that narrows it down a lot! I'll try a fix later today that will hopefully fix it
I hope you can fix it with that, love your mod :D. Btw, will you work in a map for the oficial 3.0 release + split dlc ?
It'll probably take me a couple of hours to get my mods all updated for the dlc but i set the map up in anticipation for new factions and sectors. It may require a new game but they will be incorporated and balanced.
jcdj
Posts: 27
Joined: Wed, 18. Mar 20, 19:25
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by jcdj »

Cool! I'm looking forward to it.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

jcdj wrote: Tue, 24. Mar 20, 20:14 Cool! I'm looking forward to it.
Patch uploaded for DeadAir Supplement that fixes the blueprint bug, Thanks for the info! I briefly tested it on the young gun and paranid start, let me know if you experience any issues.
jcdj
Posts: 27
Joined: Wed, 18. Mar 20, 19:25
x4

Re: [MOD]DeadAirGate Overhaul v0.6

Post by jcdj »

DeadAirRT wrote: Tue, 24. Mar 20, 22:04
jcdj wrote: Tue, 24. Mar 20, 20:14 Cool! I'm looking forward to it.
Patch uploaded for DeadAir Supplement that fixes the blueprint bug, Thanks for the info! I briefly tested it on the young gun and paranid start, let me know if you experience any issues.
I tested on the young gun and it seems to work fine, Im glad to help you, keep the good work.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAirGate Overhaul v0.6

Post by DeadAirRT »

After four hours of messing with regex to try and make my life easier only to fail.

I went and updated the resources/skybox/planets of all the systems I added previously. They are all mostly different in one way or another but I still roughly keep solid objects outside of the gates.
jcdj
Posts: 27
Joined: Wed, 18. Mar 20, 19:25
x4

Re: [MOD]DeadAirGate Overhaul v0.6

Post by jcdj »

DeadAirRT wrote: Fri, 27. Mar 20, 05:14 After four hours of messing with regex to try and make my life easier only to fail.

I went and updated the resources/skybox/planets of all the systems I added previously. They are all mostly different in one way or another but I still roughly keep solid objects outside of the gates.
Did you changed Shadows End ? I updated the mod and now my miners are struggling to find minerals, because the HQ is no longer surrounded by asteroids.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAir Mods

Post by DeadAirRT »

I changed all the resources, the types in shadow's end is the same but there is less resources per rock.
jcdj
Posts: 27
Joined: Wed, 18. Mar 20, 19:25
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Re: [MOD]DeadAir Mods

Post by jcdj »

DeadAirRT wrote: Mon, 30. Mar 20, 16:28 I changed all the resources, the types in shadow's end is the same but there is less resources per rock.
It seems like they are trying to mine the place where previusly were asteroids... A strange behavior. Do you have the previous version to the last one ? To try to fix it, but it doesnt bother me too much because Im going to start a new game few days later after DLC release.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

You're in luck, I actually forgot to delete an old version of the file. I have noticed that behavior before when moving/changing resources which is why I try to avoid doing it as much as I can.

As you can probably guess, I'm trying to knock out a few things that are more likely to require a new game since the DLC is just around the corner. I'll try to make sure to put in the patch notes on github if I think it will cause issues.
SWAT400
Posts: 15
Joined: Fri, 10. Aug 07, 08:57
xr

Re: [MOD]DeadAir Mods

Post by SWAT400 »

Hey DeadAir,

How save would it be for me to use your mod https://github.com/DeadAirRT/DeadAirSupplement ( HAT/ALI/SCA/MIN: Factions have complete economy incl. Shipyard/Wharf) when starting a New game RIGHT NOW with Split Vendetta + VRO 2.0 + Faciton/War enchancer?

I love the sound of your mod but am unsure..
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods

Post by DeadAirRT »

SWAT400 wrote: Tue, 31. Mar 20, 18:50 Hey DeadAir,

How save would it be for me to use your mod https://github.com/DeadAirRT/DeadAirSupplement ( HAT/ALI/SCA/MIN: Factions have complete economy incl. Shipyard/Wharf) when starting a New game RIGHT NOW with Split Vendetta + VRO 2.0 + Faciton/War enchancer?

I love the sound of your mod but am unsure..
I'm currently in the process of going through everything right now for split. I should have updates out today in a couple of hours.
jcdj
Posts: 27
Joined: Wed, 18. Mar 20, 19:25
x4

Re: [MOD]DeadAir Mods

Post by jcdj »

DeadAirRT wrote: Tue, 31. Mar 20, 19:58 I'm currently in the process of going through everything right now for split. I should have updates out today in a couple of hours.
Cool.Your mod is the last one Im waiting for to start my new game.

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