Yes I am having the same issue with github and steam.VPanda wrote: ↑Mon, 27. Apr 20, 16:55 Why can't I launch X4 with your mods from github? The game just won't start(process is ok in task manager).
I guess it is because all other Steam mods are packed in some .cat and .dat files, and yours not?
edit:the game starts when I put mods to MyDocuments/x4/extensions folder, but says "gate overhaul" requeries SPLIT dlc not found(I have one)
UPD: it won't work with steam aswell, "installing extension" screen hangs up on "deadair ware".
Am I the only having these problems here?)
[MOD]DeadAir Mods
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 7
- Joined: Mon, 1. Oct 18, 17:15
Re: [MOD]DeadAir Mods
-
- Posts: 68
- Joined: Wed, 15. Apr 20, 14:37
Re: [MOD]DeadAir Mods
Do you need help? After all it works for me.Travisaggie04 wrote: ↑Tue, 28. Apr 20, 17:18Yes I am having the same issue with github and steam.VPanda wrote: ↑Mon, 27. Apr 20, 16:55 Why can't I launch X4 with your mods from github? The game just won't start(process is ok in task manager).
I guess it is because all other Steam mods are packed in some .cat and .dat files, and yours not?
edit:the game starts when I put mods to MyDocuments/x4/extensions folder, but says "gate overhaul" requeries SPLIT dlc not found(I have one)
UPD: it won't work with steam aswell, "installing extension" screen hangs up on "deadair ware".
Am I the only having these problems here?)
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
it would effect xenon stations as well. If they are below 5% on a resource, they will get a bump up to 10%. This may not actually be enough to build a ship though depending on the cost of said ship.
Code: Select all
<do_if value="$waresAmount lt $maxWaresAmount * 0.05">
<set_value name="$addWaresAmount" exact="(($maxWaresAmount * 0.1) - $waresAmount)i" />
</do_if>
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
Dynamic Wars 1.19
Added T file support, dynamic war script now considers a factions race, their current relations, and the relations of other factions (ie friend of friend, enemy of friend, etc), fixed "besties" event, lowered the effect of military strength on decisions, adjusted cost of peace between two factions to either be a set value or % of money the player has (whichever is higher)
Added T file support, dynamic war script now considers a factions race, their current relations, and the relations of other factions (ie friend of friend, enemy of friend, etc), fixed "besties" event, lowered the effect of military strength on decisions, adjusted cost of peace between two factions to either be a set value or % of money the player has (whichever is higher)
-
- Posts: 68
- Joined: Wed, 15. Apr 20, 14:37
Re: [MOD]DeadAir Mods
This didn't help me, still "gateoverhaul not found" issue.DeadAirRT wrote: ↑Mon, 27. Apr 20, 18:55Better yet, since you have the steam version:
Go into the gateoverhaul folder content.xml
Copy the id, steam changes it to ws_###### and paste that into id in content of other mods that are having dependency issue.
There can be some issues with load order isn't working properly, which is what dependency is for.
This is part of the reason i hate steam lol
So the only option now is to remove dependency?
I tried nosteam exe also, changed nothing.
One more problem is the guy who imported your mods to steam - he haven't updated them long ago... so I have to download them from github and have these issues
and he forgot to steam add DynamicWarStart - its the only mod with dependency issue
Now I have these mods in documents folder: https://prnt.sc/s82clp
may it cause any bugs?
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
If it still isn't finding it, you can rename dynamicwarstart folder to zdynamicwarstart and the id to zdynamicwarstartVPanda wrote: ↑Wed, 29. Apr 20, 16:38 This didn't help me, still "gateoverhaul not found" issue.
So the only option now is to remove dependency?
I tried nosteam exe also, changed nothing.
One more problem is the guy who imported your mods to steam - he haven't updated them long ago... so I have to download them from github and have these issues
and he forgot to steam add DynamicWarStart - its the only mod with dependency issue
Now I have these mods in documents folder: https://prnt.sc/s82clp
may it cause any bugs?
The only mod of mine that is sensitive to folder name and location is deadairgateoverhaul
-
- Posts: 223
- Joined: Tue, 4. Sep 07, 22:32
Re: [MOD]DeadAir Mods
Do you have the access to download the non steam start from EGO? I had some issues getting mods to play nice together and used it to test with. Steam will overwrite a mod with the version in the workshop, if you upgraded it seprately from somewhere else.as Dead Air said order of mods make a difference.DeadAirRT wrote: ↑Wed, 29. Apr 20, 17:01If it still isn't finding it, you can rename dynamicwarstart folder to zdynamicwarstart and the id to zdynamicwarstartVPanda wrote: ↑Wed, 29. Apr 20, 16:38 This didn't help me, still "gateoverhaul not found" issue.
So the only option now is to remove dependency?
I tried nosteam exe also, changed nothing.
One more problem is the guy who imported your mods to steam - he haven't updated them long ago... so I have to download them from github and have these issues
and he forgot to steam add DynamicWarStart - its the only mod with dependency issue
Now I have these mods in documents folder: https://prnt.sc/s82clp
may it cause any bugs?
The only mod of mine that is sensitive to folder name and location is deadairgateoverhaul
-
- Posts: 68
- Joined: Wed, 15. Apr 20, 14:37
Re: [MOD]DeadAir Mods
ok thx!DeadAirRT wrote: ↑Wed, 29. Apr 20, 17:01If it still isn't finding it, you can rename dynamicwarstart folder to zdynamicwarstart and the id to zdynamicwarstartVPanda wrote: ↑Wed, 29. Apr 20, 16:38 This didn't help me, still "gateoverhaul not found" issue.
So the only option now is to remove dependency?
I tried nosteam exe also, changed nothing.
One more problem is the guy who imported your mods to steam - he haven't updated them long ago... so I have to download them from github and have these issues
and he forgot to steam add DynamicWarStart - its the only mod with dependency issue
Now I have these mods in documents folder: https://prnt.sc/s82clp
may it cause any bugs?
The only mod of mine that is sensitive to folder name and location is deadairgateoverhaul
I've just updated tatertrader from github(deleted steam because he won't update) and almost all options in trade configuration shows as "=ReadText328...."
advice please
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
Windows 7 is going to be the bane of my existance.
If it is showing that instead of the normal thing, it means your computer is having issues with t-files.
You probably have to pack the files into a cat for windows 7 I would assume.
-
- Posts: 68
- Joined: Wed, 15. Apr 20, 14:37
Re: [MOD]DeadAir Mods
how do I pack them?
I saw some manual how to change xml encoding, but lost it now^^
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
https://steamcommunity.com/linkfilter/? ... wnload=589
1. Open XRCatToolGUI
2. Drag & Drop files & Folders you want inside (basically the content of your mod)
3. [Save as Catalog..] (button on the bottom of the tool), choose destination folder, name the cat/dat ext_01, and press [Save]
-
- Posts: 68
- Joined: Wed, 15. Apr 20, 14:37
Re: [MOD]DeadAir Mods
Finally=)DeadAirRT wrote: ↑Wed, 29. Apr 20, 18:23https://steamcommunity.com/linkfilter/? ... wnload=589
1. Open XRCatToolGUI
2. Drag & Drop files & Folders you want inside (basically the content of your mod)
3. [Save as Catalog..] (button on the bottom of the tool), choose destination folder, name the cat/dat ext_01, and press [Save]
Packed(whole mod except content.xml, not only t folder) file names should be ext_01.cat/dat
and after packing I moved tatertrader to game folder, now it works
thx!
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods
did you put the cat with everything except content in documents or root folder?
glad to see you got it.
-
- Posts: 68
- Joined: Wed, 15. Apr 20, 14:37
Re: [MOD]DeadAir Mods
-
- Posts: 26
- Joined: Thu, 13. Dec 18, 12:36
Re: [MOD]DeadAir Mods
Was checking out the Gate Overhaul mod, and was wondering. Is it normal that quite a few sectors are pitch black, like Rhy's desire for example?
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
-
- Posts: 26
- Joined: Thu, 13. Dec 18, 12:36
Re: [MOD]DeadAir Mods
Ah thanks! Do I also need to do this for your other mods?
-
- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
-
- Posts: 26
- Joined: Thu, 13. Dec 18, 12:36
Re: [MOD]DeadAir Mods
Ah good to know! Thanks!
EDIT: is it normal that after a few hours of playing the performance drops significantly? Was at 50-60fps at stations at the start, and now im at 25fps
-
- Posts: 68
- Joined: Wed, 15. Apr 20, 14:37
Re: [MOD]DeadAir Mods
We need someone who will export your mods to Steam and set them to autoupdate, if this is possible.
Because each update I have to download from github, then make cat/dat package, and then rewrite files=(
and there are more complaints in steam, about DeadAir updates...
Because each update I have to download from github, then make cat/dat package, and then rewrite files=(
and there are more complaints in steam, about DeadAir updates...