[MOD]DeadAir Mods

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Sturmer
Posts: 505
Joined: Thu, 9. Jun 11, 19:17

Re: [MOD]DeadAir Mods

Post by Sturmer »

Rothank wrote: Fri, 7. Jun 24, 19:24 1) you are using an old, deprecated thread. The new one is here: viewtopic.php?f=181&t=434243
Oops, thanks for help! XR shipmod is not the issue, the issue are the ships that THIS mod spawns that I'd like to delete/remove.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD]DeadAir Mods

Post by DeadAirRT »

Sturmer wrote: Fri, 7. Jun 24, 16:43 @DeadAir I've run into issues with one of your mods and am here to request help how to overcome it.

Hundreds of hours ago I installed your Jobs mod (for a war heavy economy, or however the description went) which created a bucketload of ships, capital ships (military and civilian) around shipyards in the galaxy, like Argon Prime and Profit Sector Something. All those ships are stuck in "undocking" order. Stupidly back then I really didn't care and played with it enabled.

Now I'm doing the Argon vs Xenon campaign and a ship (mod ship in my case, a Balor) was spawned by the mission that I need to cap cause the eggheads on board want to study Xenon from up close. The ship is also stuck among the ships that are undocking for eternity. Since there is a dozen battleships everywhere around (not to mention an Argon shipyard with it's defences) I'm sure as heck not gonna try to capture that ship right there lol.

I tried disabling your mod to remove the faulty ships, but that did nothing.

Is there a way or a command or anything that I could do (like adding a line in Notepad++ in your mod's files) that would remove those ships that it created?

Or, hell, even a cheat mod that would destroy those ships or reset them to delete the undocking command?

Thanks in advance.
My mods wouldn't cause the issues you are experiencing. What mods are you running?

Also, Rothank is completely right. Jobs doesn't spawn ships, it adjusts the number of jobs.

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