[MOD]DeadAir Mods pt2

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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Chickenattor wrote: Thu, 25. Jul 24, 02:36 Hey gang, I was wondering if anyone has encountered or has any idea how to fix this - essentially the 4 modules that add factions break my wharfs/shipyards/equipment docs.
If I try to buy a ship, either from space or directly from the vendor NPC, all I get is a black screen with the back and close tooltips in the upper right corner
If I try repair/restock equipment, a static image of the ships loads, but the rest of the UI does not
I've tried a clean install of the game, re-installing the mods(fresh downloads), disabling all other mods, enabling them one by one, installing 1 faction mod or a combination of them, it still won't work.
Also the Encyclopedia seems to be broken as well, as in I click on it and nothing loads, but that's less of a problem.

Any suggestions or ideas?

Cheers!
Fix your folder name
Chickenattor
Posts: 2
Joined: Thu, 25. Jul 24, 02:33

Re: [MOD]DeadAir Mods pt2

Post by Chickenattor »

DeadAirRT wrote: Thu, 25. Jul 24, 05:13
Chickenattor wrote: Thu, 25. Jul 24, 02:36 Hey gang, I was wondering if anyone has encountered or has any idea how to fix this - essentially the 4 modules that add factions break my wharfs/shipyards/equipment docs.
If I try to buy a ship, either from space or directly from the vendor NPC, all I get is a black screen with the back and close tooltips in the upper right corner
If I try repair/restock equipment, a static image of the ships loads, but the rest of the UI does not
I've tried a clean install of the game, re-installing the mods(fresh downloads), disabling all other mods, enabling them one by one, installing 1 faction mod or a combination of them, it still won't work.
Also the Encyclopedia seems to be broken as well, as in I click on it and nothing loads, but that's less of a problem.

Any suggestions or ideas?

Cheers!
Fix your folder name
Thank you kind Sir! That fixed it.
DeadAirRT
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Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Chickenattor wrote: Thu, 25. Jul 24, 15:35 Thank you kind Sir! That fixed it.
Glad to help
fraeulein78
Posts: 14
Joined: Sat, 3. Aug 13, 14:19

Re: [MOD]DeadAir Mods pt2

Post by fraeulein78 »

Hello DeadAir.

Are your lovely mods compatible with 7.10?
I think 7.00 is out of beta so I just would like to know if they have been updated.

Thank you for all your work.
DeadAirRT
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Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

fraeulein78 wrote: Fri, 26. Jul 24, 11:46 Hello DeadAir.

Are your lovely mods compatible with 7.10?
I think 7.00 is out of beta so I just would like to know if they have been updated.

Thank you for all your work.
I have not tested/updated for beta.
bhorton22
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Re: [MOD]DeadAir Mods pt2

Post by bhorton22 »

According to the github page, the mods for the factions (e.g. Caldari) there are no required mods, but the content.xml says the eco mod is required. Which is it? Can I play the faction mods without the eco mod (by removing the requirement in the content.xml) or do I have to have the eco mod?

Edit: Nevermind, you answered this back in May in a previous post. I just missed it the first time I searched.
Ludiks
Posts: 10
Joined: Sat, 3. Aug 24, 20:25

Re: [MOD]DeadAir Mods pt2

Post by Ludiks »

Hi!
Thanks for all this, amazing work!

But I run into issues, I was trying to install Amarr faction (I assume now it come with ships since the link to the amarr ships is down) on a clean game, no mods.
Once I installed Deadair Eco (that was required when launching the game once AmarrFaction was installed) there was no Amarr, no faction registered in the Standing status of all faction.
But I went to the system where there is supposedly a gate leading to Amarr Empire but no gates.
So I installed
Scripts, nothing more.
Shared Items, same.
VRO and Assets, still the same and with this When opening window to buy ship, page dont load and remain black.

I am really confused about how to install this also, on the screenshots you provided about the folder name, it is egp_nameofmod but on the Github it is "folder must be named "deadairfactionamarr", tried both anyways but no luck.

Could anyone enlighten me please? :)

Thank you.
DeadAirRT
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Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

bhorton22 wrote: Sat, 3. Aug 24, 19:33 According to the github page, the mods for the factions (e.g. Caldari) there are no required mods, but the content.xml says the eco mod is required. Which is it? Can I play the faction mods without the eco mod (by removing the requirement in the content.xml) or do I have to have the eco mod?

Edit: Nevermind, you answered this back in May in a previous post. I just missed it the first time I searched.
Sorry about that, i need to get around to updating the read me for the mod
DeadAirRT
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Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Ludiks wrote: Sat, 3. Aug 24, 20:35 Hi!
Thanks for all this, amazing work!

But I run into issues, I was trying to install Amarr faction (I assume now it come with ships since the link to the amarr ships is down) on a clean game, no mods.
Once I installed Deadair Eco (that was required when launching the game once AmarrFaction was installed) there was no Amarr, no faction registered in the Standing status of all faction.
But I went to the system where there is supposedly a gate leading to Amarr Empire but no gates.
So I installed
Scripts, nothing more.
Shared Items, same.
VRO and Assets, still the same and with this When opening window to buy ship, page dont load and remain black.

I am really confused about how to install this also, on the screenshots you provided about the folder name, it is egp_nameofmod but on the Github it is "folder must be named "deadairfactionamarr", tried both anyways but no luck.

Could anyone enlighten me please? :)

Thank you.
The egp_ is the old stuff so you can ignore that. If you grab the release version on GitHub, there will be a zip file for the mod that is named correctly. You just have to extract that folder into the game's extensions folder, not the one in documents.
Ludiks
Posts: 10
Joined: Sat, 3. Aug 24, 20:25

Re: [MOD]DeadAir Mods pt2

Post by Ludiks »

DeadAirRT wrote: Sat, 3. Aug 24, 21:06 The egp_ is the old stuff so you can ignore that. If you grab the release version on GitHub, there will be a zip file for the mod that is named correctly. You just have to extract that folder into the game's extensions folder, not the one in documents.
Thank you for quick reply !
Well, at first it didnt work so I installed Caldari and they showed up in reputations windows, then when heading to Perimeter I came across a Providence and Amarr showed up in Reputations also ! Great, this is just amazing work!!
Still cant find the gates to Amarr empire but they might have changed since the screenshots showed at early posts here, if anyone have a clue...thanks =)
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Ludiks wrote: Sat, 3. Aug 24, 23:43
DeadAirRT wrote: Sat, 3. Aug 24, 21:06 The egp_ is the old stuff so you can ignore that. If you grab the release version on GitHub, there will be a zip file for the mod that is named correctly. You just have to extract that folder into the game's extensions folder, not the one in documents.
Thank you for quick reply !
Well, at first it didnt work so I installed Caldari and they showed up in reputations windows, then when heading to Perimeter I came across a Providence and Amarr showed up in Reputations also ! Great, this is just amazing work!!
Still cant find the gates to Amarr empire but they might have changed since the screenshots showed at early posts here, if anyone have a clue...thanks =)
Ah they definitely changed. You should find a gate in company regard or you can explore caldari space
bhorton22
Posts: 40
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Re: [MOD]DeadAir Mods pt2

Post by bhorton22 »

DeadAirRT wrote: Sat, 3. Aug 24, 21:04
bhorton22 wrote: Sat, 3. Aug 24, 19:33 According to the github page, the mods for the factions (e.g. Caldari) there are no required mods, but the content.xml says the eco mod is required. Which is it? Can I play the faction mods without the eco mod (by removing the requirement in the content.xml) or do I have to have the eco mod?

Edit: Nevermind, you answered this back in May in a previous post. I just missed it the first time I searched.
Sorry about that, i need to get around to updating the read me for the mod
No apologies needed, you have a lot to keep updated, and I was the one that missed your post that clearly stated that the eco mod is needed and why.
Ludiks
Posts: 10
Joined: Sat, 3. Aug 24, 20:25

Re: [MOD]DeadAir Mods pt2

Post by Ludiks »

DeadAirRT wrote: Sun, 4. Aug 24, 02:39
Ludiks wrote: Sat, 3. Aug 24, 23:43
DeadAirRT wrote: Sat, 3. Aug 24, 21:06 The egp_ is the old stuff so you can ignore that. If you grab the release version on GitHub, there will be a zip file for the mod that is named correctly. You just have to extract that folder into the game's extensions folder, not the one in documents.
Thank you for quick reply !
Well, at first it didnt work so I installed Caldari and they showed up in reputations windows, then when heading to Perimeter I came across a Providence and Amarr showed up in Reputations also ! Great, this is just amazing work!!
Still cant find the gates to Amarr empire but they might have changed since the screenshots showed at early posts here, if anyone have a clue...thanks =)
Ah they definitely changed. You should find a gate in company regard or you can explore caldari space
Got it, thank you so much again for this amazing work .
bhorton22
Posts: 40
Joined: Sun, 29. Aug 10, 22:30
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Re: [MOD]DeadAir Mods pt2

Post by bhorton22 »

In the sector Seyllin (added by the Gallente Faction mod). The gate to Ocean of Fantasy is open and I haven't started the Boron mission line at all yet (I haven't even been to Heretic's End).
bhorton22
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Re: [MOD]DeadAir Mods pt2

Post by bhorton22 »

Would the Following work to fix the issue:

..\X4 Foundations\extensions\deadairfactiongallente\extensions\ego_dlc_boron\maps\xu_ep2_universe\zones.xml:

<?xml version="1.0" encoding="utf-8"?>
<diff>
<add sel="/macros">
<macro name="ZoneDGA4_Cluster_604_Sector001_macro" class="zone">
<component ref="standardzone"/>
<connections>
<connection name="connection_ClusterGate604ToDGA8" ref="gates">
<offset>
<position x="0" y="250" z="-500"/>
<quaternion qx="0" qy="0" qz="0" qw="1"/>
</offset>
<macro ref="props_gates_anc_gate_macro" connection="space"/>
<properties>
<state active="false"/>
</properties>
</macro>
</connection>
</connections>
</macro>
</add>
</diff>
Last edited by bhorton22 on Mon, 5. Aug 24, 04:48, edited 1 time in total.
bhorton22
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Re: [MOD]DeadAir Mods pt2

Post by bhorton22 »

..\X4 Foundations\extensions\deadairfactiongallente\maps\xu_ep2_universe\zones.xml:

<macro name="ZoneDGA1_Cluster_DGA8_Sector001_macro" class="zone">
<component ref="standardzone"/>
<connections>
<connection name="connection_ClusterGateDGA8To604" ref="gates">
<offset>
<position x="0" y="0" z="32000"/>
<quaternion qx="0" qy="1" qz="0" qw="0"/>
</offset>
<macro ref="props_gates_anc_gate_macro" connection="space"/>
<properties>
<state active="false"/>
</properties>
</macro>
</connection>
</connections>
</macro>
bhorton22
Posts: 40
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Re: [MOD]DeadAir Mods pt2

Post by bhorton22 »

..\X4 Foundations\extensions\deadairfactiongallente\extensions\ego_dlc_boron\md\setup_dlc_boron.xml:

<?xml version="1.0" encoding="utf-8"?>
<diff>

<add sel="//cue[@name='Boron_Gates_Open_KingdomEnd']/actions">
<find_sector macro="macro.Cluster_DGA8_Sector001_macro" space="player.galaxy" required="true" name="$SeyllinSector" />

<!-- Ocen Of Fantasy <-> Seyllin -->
<find_gate name="$OceanOfFantasyGates" multiple="true" space="$OceanOfFantasySector" active="false" />
<do_for_each name="$g" in="$OceanOfFantasyGates">
<do_if value=" ($g.exit.exists) and ($g.exit.sector == $SeyllinSector)">
<set_value name="$Urvasi_OceanOfFantasyGate" exact="$g.exit" />
<set_value name="$OceanOfFantasy_SeyllinGate" exact="$g" />
</do_if>
</do_for_each>
<remove_value name="$OceanOfFantasyGates" />

<set_object_active object="$OceanOfFantasy_SeyllinGate" />
</add>

</diff>
bhorton22
Posts: 40
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Re: [MOD]DeadAir Mods pt2

Post by bhorton22 »

..\X4 Foundations\extensions\deadairfactiongallente\md\midsavesetup.xml:

<?xml version="1.0" encoding="utf-8"?>
<mdscript name="MidSaveGallenteFaction" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
<cues>
<!-- will run once, either on gamestart or when a game is loaded where this mod was not active before -->
<cue name="Setup" namespace="this" version="1">
<conditions>
<event_cue_signalled cue="md.Setup.Start"/>
</conditions>
<actions/>
<cues/>
</cue>

<!--Run Start_Actions on a new game-->
<cue name="Start" namespace="this">
<actions>
<include_actions ref="Start_Actions"/>
<cancel_cue cue="Game_Loaded"/>
</actions>
</cue>

<!--Run Start_Actions when loading a savegame with the DLC enabled for the first time-->
<cue name="Game_Loaded" namespace="this">
<conditions>
<event_game_loaded/>
<check_value value="md.Setup_DLC_Boron.Boron_Gates_Open_KingdomEnd.state == cuestate.complete"/>
</conditions>
<actions>
<cancel_cue cue="Start"/>

<find_sector macro="macro.cluster_604_sector001_macro" space="player.galaxy" extension="'ego_dlc_boron'" required="true" name="$OceanOfFantasy" />
<find_sector macro="macro.Cluster_DGA8_Sector001_macro" space="player.galaxy" required="true" name="$SeyllinSector" />

<!-- Ocen Of Fantasy <-> Seyllin -->
<find_gate name="$OceanOfFantasyGates" multiple="true" space="$OceanOfFantasySector" active="false" />
<do_for_each name="$g" in="$OceanOfFantasyGates">
<do_if value=" ($g.exit.exists) and ($g.exit.sector == $SeyllinSector)">
<set_value name="$Urvasi_OceanOfFantasyGate" exact="$g.exit" />
<set_value name="$OceanOfFantasy_SeyllinGate" exact="$g" />
</do_if>
</do_for_each>
<remove_value name="$OceanOfFantasyGates" />

<set_object_active object="$OceanOfFantasy_SeyllinGate" />
</actions>
</cue>
</cues>
</mdscript>
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

bhorton22 wrote: Mon, 5. Aug 24, 00:19 In the sector Seyllin (added by the Gallente Faction mod). The gate to Ocean of Fantasy is open and I haven't started the Boron mission line at all yet (I haven't even been to Heretic's End).
Code looks fine (just glanced over). You could also just disabled the gate if you have my scripts mod in the options menu.
bhorton22
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Re: [MOD]DeadAir Mods pt2

Post by bhorton22 »

DeadAirRT wrote: Mon, 5. Aug 24, 05:10
bhorton22 wrote: Mon, 5. Aug 24, 00:19 In the sector Seyllin (added by the Gallente Faction mod). The gate to Ocean of Fantasy is open and I haven't started the Boron mission line at all yet (I haven't even been to Heretic's End).
Code looks fine (just glanced over). You could also just disabled the gate if you have my scripts mod in the options menu.
I do have your scripts mod, I never thought of just disabling the gate, lol.

However, I tested the above, and the following code does not work and for the life of me I can't figure out why (the gates just disappear - all of them every single one ion the deadairfactiongallente mod). I was wondering if you could take a look and tell me what am I doing wrong:

<macro name="ZoneDGA1_Cluster_DGA8_Sector001_macro" class="zone">
<component ref="standardzone"/>
<connections>
<connection name="connection_ClusterGateDGA8To604" ref="gates">
<offset>
<position x="0" y="0" z="32000"/>
<quaternion qx="0" qy="1" qz="0" qw="0"/>
</offset>
<macro ref="props_gates_anc_gate_macro" connection="space"/>
<properties>
<state active="false"/>
</properties>
</macro>
</connection>
</connections>
</macro>

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