[TOOL] X4 Sector Creator

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Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: [TOOL] X4 Sector Creator

Post by Caldari Navy »

Fabulous thank you so much


Btw what about put some option to mapdefaults.xml for music ?
<sounds>
<music ref ="music_soundtrack_periphery">
</sounds>

So just we dont have to add it manually everytime :D
Venomaus
Posts: 38
Joined: Thu, 20. Dec 18, 22:23
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

Caldari Navy wrote: Fri, 11. Apr 25, 12:42 Fabulous thank you so much


Btw what about put some option to mapdefaults.xml for music ?
<sounds>
<music ref ="music_soundtrack_periphery">
</sounds>

So just we dont have to add it manually everytime :D
Good idea, I will look into it for next release!
Edit: 1.2.2 is released which includes soundtrack selection + couple of bugfixes regarding regions not generating in vanilla sectors.
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sd_jasper
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Re: [TOOL] X4 Sector Creator

Post by sd_jasper »

Any plans for a Linux release?
Venomaus
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

sd_jasper wrote: Sat, 12. Apr 25, 01:06 Any plans for a Linux release?
Kinda impossible since the tool uses Winforms which is a wrapper around windows user interface libraries.
It's a windows only tool.
Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: [TOOL] X4 Sector Creator

Post by Caldari Navy »

I think i find a bug ..
When you crate jobs and add new job as escort escort name is changed during exporting to yourgalaxyname escort and in game you dont have that escort as there is wrong name linking to it if you know what i mean

Entire problem is on generating universe subordinate jobs name are changes its add yourunivers name before actual job id

Just noticed every jobs get your_galaxy_name before job id name after generating mod
Venomaus
Posts: 38
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

Caldari Navy wrote: Sun, 13. Apr 25, 17:50 I think i find a bug ..
When you crate jobs and add new job as escort escort name is changed during exporting to yourgalaxyname escort and in game you dont have that escort as there is wrong name linking to it if you know what i mean

Entire problem is on generating universe subordinate jobs name are changes its add yourunivers name before actual job id

Just noticed every jobs get your_galaxy_name before job id name after generating mod
Ahh.. yes good catch, the same issue happens with location macros not getting "PREFIX" replaced properly. i'll fix it in upcoming patch thx
Last edited by Venomaus on Sun, 13. Apr 25, 19:55, edited 1 time in total.
Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: [TOOL] X4 Sector Creator

Post by Caldari Navy »

And after you exit your tool and launch it again after u import ur savegalaxy.json starting postion in gamestart is not saved
Venomaus
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

Caldari Navy wrote: Sun, 13. Apr 25, 19:28 And after you exit your tool and launch it again after u import ur savegalaxy.json starting postion in gamestart is not saved
Released new version.

### Improvements
- Added a small informative label to StartingSector property in Galaxy Settings window to indicate when the selector becomes available

### Fixed
- Custom jobs that have custom subordinates now have their ids properly prefixed
- Custom jobs with PREFIX location now get replaced properly
- Custom factories with PREFIX location now get replaced properly
- StartingSector property is now also exported properly when using export functionality
Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: [TOOL] X4 Sector Creator

Post by Caldari Navy »

Find issue whith crating job for specificaly " Zyarth" when you select job faction you can select fresplit fallen split and zyart , when you choose zyarth it add <category faction = "zyarth" etc.....
But zyarth space in jobs.xml is actually "split"
Venomaus
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

Caldari Navy wrote: Mon, 14. Apr 25, 21:49 Find issue whith crating job for specificaly " Zyarth" when you select job faction you can select fresplit fallen split and zyart , when you choose zyarth it add <category faction = "zyarth" etc.....
But zyarth space in jobs.xml is actually "split"
Oops.. Seems also the case for vigor, riptide, quettanauts, segaris
Thanks will have a fix for this in the upcoming patch.
Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: [TOOL] X4 Sector Creator

Post by Caldari Navy »

Btw how i create anomaly in sector is it possible whith sector creator ?
Venomaus
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

Caldari Navy wrote: Thu, 17. Apr 25, 00:33 Btw how i create anomaly in sector is it possible whith sector creator ?
They spawn randomly in the sector from what I understand, the game controls it.
Aslong as in the Sector configuration in the tool you have enabled allow anomalies.
Venomaus
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

Hello all,

Just uploaded V1.2.4 of X4 Sector Creator which introduces the ability to create custom factions.
A lot of work went into this, and its still pretty much an "alpha" version, bugs most likely exist
but it has been quite stable since my testing.
Hope you guys enjoy.

Download the latest build here:
https://github.com/Ven0maus/X4SectorCreator/releases
Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: [TOOL] X4 Sector Creator

Post by Caldari Navy »

Hello there cool new update really thx.

But there is something off whith jobs and factories quotas , if you change number of jobs or factories and save it then you open it again very often number is same like before you change it its very random but very often . Ii you open particiluraj job or factory from list its working well jist quotas seting doing some hawok in numbers
Venomaus
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

Caldari Navy wrote: Mon, 21. Apr 25, 09:36 Hello there cool new update really thx.

But there is something off whith jobs and factories quotas , if you change number of jobs or factories and save it then you open it again very often number is same like before you change it its very random but very often . Ii you open particiluraj job or factory from list its working well jist quotas seting doing some hawok in numbers
Hi
Can you provide exact steps to reproduce the issue, i'm not sure how you're doing it, I've tried:
1. Manual edit job/factory quota by editing job/factory xml directly (works)
2. Using Quick Quota Editor (works)

If you mean by changing the sector coverage in the preset import.
It works like this: (originalQuotaValue / total sectors owned by vanilla faction * selectedSectorCoverage)

For example: basegame argon advancedcomposites job has galaxy quota of 2
That will be divided by the amount of sectors that argon owns (12) in the basegame
2 / 12 = 0.17 * SelectedSectorCoverage (and it will be ceiled up, so you always have atleast one)
If you set SelectedSectorCoverage = 10 it would be 0.17 * 10 = 1.7 that will be ceiled to 2

This way your jobs/factories will retain the same vanilla balance (market not saturated, and you need to help the factions)
NitramAkloh
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Re: [TOOL] X4 Sector Creator

Post by NitramAkloh »

Venomaus wrote: Wed, 9. Apr 25, 16:09 This is even more complex, creating your own backgrounds requires to include a bunch of base game assets which would increase the executable size by a lot
which is something I don't want to do. + all the interfaces required for the dozens of options and ways to customize the backgrounds is crazy work.
I've thought about it again. Perhaps a compromise can be reached. It is sufficient if you can write or edit the XML part of your own background (as text). So the file “\assets\environments\cluster\<cluster-with-id>.xml”. No dialogs or resource browsers are needed for all the background objects.
Why am I asking again? The problem is: Every time I generate a new mod XML of my galaxy in X4SectorCreator, I would have to enter all the references for the new background or the background itself again. That is also quite a lot of work.
Perhaps it would be possible to implement something to this effect.
Venomaus
Posts: 38
Joined: Thu, 20. Dec 18, 22:23
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

NitramAkloh wrote: Wed, 30. Apr 25, 16:09
Venomaus wrote: Wed, 9. Apr 25, 16:09 This is even more complex, creating your own backgrounds requires to include a bunch of base game assets which would increase the executable size by a lot
which is something I don't want to do. + all the interfaces required for the dozens of options and ways to customize the backgrounds is crazy work.
I've thought about it again. Perhaps a compromise can be reached. It is sufficient if you can write or edit the XML part of your own background (as text). So the file “\assets\environments\cluster\<cluster-with-id>.xml”. No dialogs or resource browsers are needed for all the background objects.
Why am I asking again? The problem is: Every time I generate a new mod XML of my galaxy in X4SectorCreator, I would have to enter all the references for the new background or the background itself again. That is also quite a lot of work.
Perhaps it would be possible to implement something to this effect.
Could you make an Issue on the github page with your exact feature well described to what exactly you would need and how you envision it in the tool / how it would be most useful to you and exactly which files are expected to be generated? This will help me a lot to track this and I'll see what I can do.
Venomaus
Posts: 38
Joined: Thu, 20. Dec 18, 22:23
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

NitramAkloh wrote: Wed, 30. Apr 25, 16:09
Venomaus wrote: Wed, 9. Apr 25, 16:09 This is even more complex, creating your own backgrounds requires to include a bunch of base game assets which would increase the executable size by a lot
which is something I don't want to do. + all the interfaces required for the dozens of options and ways to customize the backgrounds is crazy work.
I've thought about it again. Perhaps a compromise can be reached. It is sufficient if you can write or edit the XML part of your own background (as text). So the file “\assets\environments\cluster\<cluster-with-id>.xml”. No dialogs or resource browsers are needed for all the background objects.
Why am I asking again? The problem is: Every time I generate a new mod XML of my galaxy in X4SectorCreator, I would have to enter all the references for the new background or the background itself again. That is also quite a lot of work.
Perhaps it would be possible to implement something to this effect.
Has the new cluster xml editing feature been useful for you since its release?
NitramAkloh
Posts: 105
Joined: Fri, 5. May 23, 09:56
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Re: [TOOL] X4 Sector Creator

Post by NitramAkloh »

I tried it once, but couldn't get it to work yet. I'm still not sure whether it's just me. I took the cluster background XML file from a sector as a test and inserted it in the new editor dialog. However, the sector background was pitch black. Then I copied the corresponding XMF files into the folder \assets\enviroments\cluster\<my-cluster-id>\. I changed this ID in the editor dialog. That didn't help either. I'll have to take another look at the tutorial to see if I've forgotten anything else.
Venomaus
Posts: 38
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Re: [TOOL] X4 Sector Creator

Post by Venomaus »

NitramAkloh wrote: Mon, 19. May 25, 18:30 I tried it once, but couldn't get it to work yet. I'm still not sure whether it's just me. I took the cluster background XML file from a sector as a test and inserted it in the new editor dialog. However, the sector background was pitch black. Then I copied the corresponding XMF files into the folder \assets\enviroments\cluster\<my-cluster-id>\. I changed this ID in the editor dialog. That didn't help either. I'll have to take another look at the tutorial to see if I've forgotten anything else.
Let me know if I f'd something up in the generation, then I'll fix it if possible.

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