[MOD]DeadAir Mods pt2

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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sat, 6. Mar 21, 20:54
DeadAirRT wrote: Sat, 6. Mar 21, 20:48 ok, folder names look good. Can you check inside the faction folders and make sure it is:
assets (folder)
index (folder)
libraries (folder)
maps (folder)
md (folder)
t (folder)
content.xml (file)
Each file contains all subfolders+files inside of them. Also removed the -master tags on all the mods that had them, still no change. Those mods seem to be working fine either way anyways. It's just the sectors being blacked out and inaccessable, along with no gates (active or inactive) that could potentially lead to them.
The problem is expanded sectors. It may be the single worst written mod for compability that I've ever seen. He doesn't replace values at all, he just replaces the entire god damn file.

Taking a look at your other mods too to see what else is poorly written

The only other ones that may cause issues are the gamestarts (gotta get ready for work so don't have time to track them all down). If they aren't written well then it could cause issues.
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

DeadAirRT wrote: Sat, 6. Mar 21, 20:56 The problem is expanded sectors. It may be the single worst written mod for compability that I've ever seen. He doesn't replace values at all, he just replaces the entire god damn file.

Taking a look at your other mods too to see what else is poorly written

The only other ones that may cause issues are the gamestarts (gotta get ready for work so don't have time to track them all down). If they aren't written well then it could cause issues.
Okay, I don't need the gamestarts, I tend to not even use them, so I can remove those without issue.

I swapped VRO for VRO lite and still no change. I will remove expanded sectors =(
-And see if that helps. If you have a safer expanded sectors mod, please send it my way. It makes things feel nicer and less cramped together when paired with VRO.

EDIT: I left the gamestarts and removed Expanded Sectors, that solved the issue.
Last edited by Manawydn on Sat, 6. Mar 21, 21:20, edited 1 time in total.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sat, 6. Mar 21, 21:10
DeadAirRT wrote: Sat, 6. Mar 21, 20:56 The problem is expanded sectors. It may be the single worst written mod for compability that I've ever seen. He doesn't replace values at all, he just replaces the entire god damn file.

Taking a look at your other mods too to see what else is poorly written

The only other ones that may cause issues are the gamestarts (gotta get ready for work so don't have time to track them all down). If they aren't written well then it could cause issues.
Okay, I don't need the gamestarts, I tend to not even use them, so I can remove those without issue.

I swapped VRO for VRO lite and still no change. I will remove expanded sectors =(
-And see if that helps. If you have a safer expanded sectors mod, please send it my way. It makes things feel nicer and less cramped together when paired with VRO.
If the modder rewrites the mod with good practices, it should be completely safe to use. But if he continues to just replace the entire sectors root node then it will remove any sectors added by any mod that comes before his. That's why you could see the clusters on the galaxy map but they were empty.
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

So I got it running, and I noticed a few things. Bear in mind you can see how beastly of a mod list I have, so my experience is based on that. I am noticing that the sectors with yellow and/or heavy fog are killing fps down to the point where I can't really do much in sector. I'm wondering if performance is better on a much lighter mod list. I also saw that once I claimed a Deadair sector, factions did start expanding as intended. Last, Even though they are expanding as intended, all non-special stations (standard production stations) are missing docks both large and small/medium. I'm wondering if that has anything to do with my mod list or not. Thanks!
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sun, 7. Mar 21, 00:55 So I got it running, and I noticed a few things. Bear in mind you can see how beastly of a mod list I have, so my experience is based on that. I am noticing that the sectors with yellow and/or heavy fog are killing fps down to the point where I can't really do much in sector. I'm wondering if performance is better on a much lighter mod list. I also saw that once I claimed a Deadair sector, factions did start expanding as intended. Last, Even though they are expanding as intended, all non-special stations (standard production stations) are missing docks both large and small/medium. I'm wondering if that has anything to do with my mod list or not. Thanks!
So they definitely have docks in the mod so something is clearing ownership (probably another terrible diff). I'll take a look at your list tonight after I get off work.

What is your volumetric fog setting at? I can tune it down more but it's honestly not noticable in my game on high settings.

Where are most of these mods from? I'm guessing steam?
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

DeadAirRT wrote: Sun, 7. Mar 21, 01:15 So they definitely have docks in the mod so something is clearing ownership (probably another terrible diff). I'll take a look at your list tonight after I get off work.

What is your volumetric fog setting at? I can tune it down more but it's honestly not noticable in my game on high settings.

Where are most of these mods from? I'm guessing steam?
Yeah, the majority are Steam mods, only the older QoL mods are from nexus. With 4.0 CoH around the corner, I will be doing a full revamp of the list. Some may be outdates, and it seems like the Faction Enhancers aren't quite so necessary with 4.0. I'm noticing that it's mostly the fringe, yellow fogged sectors that are killing my fps, but as you can see by the mod list, I got quite alot going on in the game. With the new update coming soon, I will certainly be trimming it down, but I wanted to give it a test to see how much my cpu could handle. FOCW settings are medium, with the exception of the Xenon being maxed out. VRO-Lite would probably also help with cpu lag as well, but yeah. I wanted to see if I could handle all your mods on top of mine. FPS is playable everywhere except the yellow-sectors you have added. The main faction sectors take a hit as well, but it's definitely workable with all these mods in.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sun, 7. Mar 21, 18:27
DeadAirRT wrote: Sun, 7. Mar 21, 01:15 So they definitely have docks in the mod so something is clearing ownership (probably another terrible diff). I'll take a look at your list tonight after I get off work.

What is your volumetric fog setting at? I can tune it down more but it's honestly not noticable in my game on high settings.

Where are most of these mods from? I'm guessing steam?
Yeah, the majority are Steam mods, only the older QoL mods are from nexus. With 4.0 CoH around the corner, I will be doing a full revamp of the list. Some may be outdates, and it seems like the Faction Enhancers aren't quite so necessary with 4.0. I'm noticing that it's mostly the fringe, yellow fogged sectors that are killing my fps, but as you can see by the mod list, I got quite alot going on in the game. With the new update coming soon, I will certainly be trimming it down, but I wanted to give it a test to see how much my cpu could handle. FOCW settings are medium, with the exception of the Xenon being maxed out. VRO-Lite would probably also help with cpu lag as well, but yeah. I wanted to see if I could handle all your mods on top of mine. FPS is playable everywhere except the yellow-sectors you have added. The main faction sectors take a hit as well, but it's definitely workable with all these mods in.
I'm reworking my resource regions and volumetric fog to be less intensive, once I get it to a level that I find acceptable, I'll upload an update.
shovelmonkey
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Re: [MOD]DeadAir Mods pt2

Post by shovelmonkey »

Getting ready for one last new start before COH drops. Planning on using FOCW Corporations, all of your mods except the extra factions (I'm hoping waiting for a compatch for xr shipack), and a few qol mods. Question I have is do you find your Fill mod to be necessary these days? Will the economy grind to a halt without it?
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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

shovelmonkey wrote: Mon, 8. Mar 21, 17:53 Getting ready for one last new start before COH drops. Planning on using FOCW Corporations, all of your mods except the extra factions (I'm hoping waiting for a compatch for xr shipack), and a few qol mods. Question I have is do you find your Fill mod to be necessary these days? Will the economy grind to a halt without it?
I still use it for getting ship mods to ai factions but don't have it inject wares into the economy personally. There will always be a hull part shortage a few hours into the game from my testing but the factions recover quickly after they get through their wave of station expansion. This is of course based on using my mods so outside of it, I couldn't say.

Note: xr ship pack will change the balancing I accomplished with jobs because he blindly changes vanilla job quotas and load outs.
shovelmonkey
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Re: [MOD]DeadAir Mods pt2

Post by shovelmonkey »

DeadAirRT wrote: Mon, 8. Mar 21, 19:35
shovelmonkey wrote: Mon, 8. Mar 21, 17:53 Getting ready for one last new start before COH drops. Planning on using FOCW Corporations, all of your mods except the extra factions (I'm hoping waiting for a compatch for xr shipack), and a few qol mods. Question I have is do you find your Fill mod to be necessary these days? Will the economy grind to a halt without it?
I still use it for getting ship mods to ai factions but don't have it inject wares into the economy personally. There will always be a hull part shortage a few hours into the game from my testing but the factions recover quickly after they get through their wave of station expansion. This is of course based on using my mods so outside of it, I couldn't say.

Note: xr ship pack will change the balancing I accomplished with jobs because he blindly changes vanilla job quotas and load outs.
Ah yes, I think I vaguely recall having that conversation awhile back in your other thread last year. I'll give it ago without the ship pack. Thanks.
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Newinger
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Re: [MOD]DeadAir Mods pt2

Post by Newinger »

Do your new factions have their separate sectors?

If so, could you show maybe two or three screenshots to give an impression how these sectors look (visually)?

Edit: And how is the sun light in your sectors? Is it everywhere the same? (For the base game, I use the starbright mod).
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Newinger wrote: Tue, 9. Mar 21, 17:21 Do your new factions have their separate sectors?

If so, could you show maybe two or three screenshots to give an impression how these sectors look (visually)?

Edit: And how is the sun light in your sectors? Is it everywhere the same? (For the base game, I use the starbright mod).
Yes they have their own sectors. I'll get some screenshots up.

They have different sunlight values. It should be completely compatible with star bright as long as they wrote the mod decently.
Newinger
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Re: [MOD]DeadAir Mods pt2

Post by Newinger »

DeadAirRT wrote: Tue, 9. Mar 21, 18:09
Newinger wrote: Tue, 9. Mar 21, 17:21 Do your new factions have their separate sectors?

If so, could you show maybe two or three screenshots to give an impression how these sectors look (visually)?

Edit: And how is the sun light in your sectors? Is it everywhere the same? (For the base game, I use the starbright mod).
Yes they have their own sectors. I'll get some screenshots up.

They have different sunlight values. It should be completely compatible with star bright as long as they wrote the mod decently.
Thank you!

I was curious, so in the meantime I took a look at the Damarr empire. I like very much that you added a faction description text. ^^

But I did not find their home planet -- are they are pure space-faring faction without planet? (Or was adding planets not possible due to technical limitations of X4?)
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Newinger wrote: Tue, 9. Mar 21, 18:47
I spent the better part of a day trying to get a custom skybox working but had no luck. I could never get a planet to actually "move" based on coordinates to control how close or far they were. I'll probably revisit it again some day but for now, that's the best I could do.
shovelmonkey
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Re: [MOD]DeadAir Mods pt2

Post by shovelmonkey »

DeadAirRT wrote: Tue, 9. Mar 21, 20:39
Newinger wrote: Tue, 9. Mar 21, 18:47
I spent the better part of a day trying to get a custom skybox working but had no luck. I could never get a planet to actually "move" based on coordinates to control how close or far they were. I'll probably revisit it again some day but for now, that's the best I could do.
Guy just posted on reddit who may have got it working: https://www.reddit.com/r/X4Foundations/ ... nge_planet
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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

shovelmonkey wrote: Thu, 11. Mar 21, 18:18 Guy just posted on reddit who may have got it working: https://www.reddit.com/r/X4Foundations/ ... nge_planet
That has nothing to do with skyboxes. He changed some values for super highways.
Newinger
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Re: [MOD]DeadAir Mods pt2

Post by Newinger »

DeadAirRT wrote: Tue, 9. Mar 21, 20:39
Newinger wrote: Tue, 9. Mar 21, 18:47
I spent the better part of a day trying to get a custom skybox working but had no luck. I could never get a planet to actually "move" based on coordinates to control how close or far they were. I'll probably revisit it again some day but for now, that's the best I could do.
Ah I see...

Hmm after playing for a while, I like the basic premise of your mod, but I really miss home worlds for the factions... or some "lore" explanation why they are living only in space. Maybe they are all descendants of one people which has lost its home way way back and they fell apart into several factions who are now roaming through the universe, at war with their neighbours... yes, that could work...

also, that the sectors of one faction are exactly next to each other feels a bit unnatural in comparison to the rest of the game, where there are longer distances between some hexes (i mean just how it looks on the map; the gate connections themselves are fine).
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Newinger wrote: Thu, 11. Mar 21, 19:57
Ah I see...

Hmm after playing for a while, I like the basic premise of your mod, but I really miss home worlds for the factions... or some "lore" explanation why they are living only in space. Maybe they are all descendants of one people which has lost its home way way back and they fell apart into several factions who are now roaming through the universe, at war with their neighbours... yes, that could work...

also, that the sectors of one faction are exactly next to each other feels a bit unnatural in comparison to the rest of the game, where there are longer distances between some hexes (i mean just how it looks on the map; the gate connections themselves are fine).
I'm actually not big on lore or immersion features. I care about clean and organized, functional, and efficient designs/implementations. I would counter that the rest of the systems make zero sense from my stand point (and if you consider my original map mod, you would understand).

The inspiration for the factions are from eve online. I could say that they are small portions of those factions that were stranded in null sec systems when the gates suddenly connected to a different universe (but I have near zero creativity).

The purpose of my factions are to add more economies, more variety, and more conflict to the vanilla universe that I consider far too static (pre scripted storylines are the opposite of what I want from the game).

I have plans for more polish so to speak, but they are low on the priority list, on hold due to engine limitations, or waiting until I learn how to implement something.
shovelmonkey
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Re: [MOD]DeadAir Mods pt2

Post by shovelmonkey »

DeadAirRT wrote: Thu, 11. Mar 21, 19:27
shovelmonkey wrote: Thu, 11. Mar 21, 18:18 Guy just posted on reddit who may have got it working: https://www.reddit.com/r/X4Foundations/ ... nge_planet
That has nothing to do with skyboxes. He changed some values for super highways.
My bad, I thought it may have been helpful with getting to different positions relative to planets. I misunderstood what you were after. Sorry.
“Not even once has life or the weather complained about a human being.”
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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

shovelmonkey wrote: Thu, 11. Mar 21, 22:24
DeadAirRT wrote: Thu, 11. Mar 21, 19:27
shovelmonkey wrote: Thu, 11. Mar 21, 18:18 Guy just posted on reddit who may have got it working: https://www.reddit.com/r/X4Foundations/ ... nge_planet
That has nothing to do with skyboxes. He changed some values for super highways.
My bad, I thought it may have been helpful with getting to different positions relative to planets. I misunderstood what you were after. Sorry.
No worries, I appreciate the info. I'm definitely on the look out for anyone who accomplishes similar so anything I may have missed could help.

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