[MOD]DeadAir Mods pt2

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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Scoob wrote: Mon, 22. Mar 21, 21:17
DeadAirRT wrote: Mon, 22. Mar 21, 15:57 Ok, let me know if it ends up having issues for you. It has been working fine for me with multiple factions in the trade restrictions but I haven't actually tried player only via restrictions.
Hi,

It did finally work. Weirdly I had to set up the Blacklist several times before it took. The first two times - with a Blacklist allowing ONLY Terran and Segaris to trade - simply did not work, the ship still went to buy from ANT. I have had weirdness with Tater Traders before, where it'd take several attempt before they'd do anything, but I used to always use TT's own trade restrictions, not Blacklists.

Still, it's working now, but odd that it'd be so temperamental using the vanilla blacklist system.

Scoob.
It can be strange at times because it only really wants to apply them when completely restarting the script. The good thing is that mimic will copy over the restriction to all it's subordinates.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Phiolin wrote: Mon, 22. Mar 21, 19:00
Thanks for the bug report, fixed.

mindatar hotfix uploaded/released
Stadle
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Re: [MOD]DeadAir Mods pt2

Post by Stadle »

work the deadAir faction mod with the https://steamcommunity.com/workshop/fil ... 1672198487 Faction War/Economy Enhancer mods?
do you influence them?
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Hector0x
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Re: [MOD]DeadAir Mods pt2

Post by Hector0x »

DeadAirRT wrote: Thu, 4. Mar 21, 02:58 Trading and Mining ships will flee instead of returning attacks when on default response (AI + player)
Hi, does default response just mean that the ship needs to have global order usage active. Or do i actually need to set the global order to something specific?
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Hector0x wrote: Fri, 26. Mar 21, 19:43
DeadAirRT wrote: Thu, 4. Mar 21, 02:58 Trading and Mining ships will flee instead of returning attacks when on default response (AI + player)
Hi, does default response just mean that the ship needs to have global order usage active. Or do i actually need to set the global order to something specific?
It means if left on use judgement they will use the old ai with my tweaks. If you set them to flee everytime then they will bypass the logic and always flee.
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Hector0x
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Re: [MOD]DeadAir Mods pt2

Post by Hector0x »

DeadAirRT wrote: Fri, 26. Mar 21, 19:51
I really wanted to start with vanilla balance. But 1 day into i realize that X4 is unplayable. And your AI module seems to fix some of my biggest complaints so far. Thanks a lot for your mods!
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Hector0x wrote: Fri, 26. Mar 21, 20:05
DeadAirRT wrote: Fri, 26. Mar 21, 19:51
I really wanted to start with vanilla balance. But 1 day into i realize that X4 is unplayable. And your AI module seems to fix some of my biggest complaints so far. Thanks a lot for your mods!
Thank you. Keep in mind any time I do something to make the players life easier, I tend to also apply it to npcs
LoqLamp
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Re: [MOD]DeadAir Mods pt2

Post by LoqLamp »

In regards to the dynamic relations mod do they actually go to war like factions to against xenon or hop (recon, war defend, attack and so on) or do they just attack their ships when they see them?
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

LoqLamp wrote: Fri, 26. Mar 21, 22:38 In regards to the dynamic relations mod do they actually go to war like factions to against xenon or hop (recon, war defend, attack and so on) or do they just attack their ships when they see them?
They use the same logic as those examples.
LoqLamp
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Re: [MOD]DeadAir Mods pt2

Post by LoqLamp »

Nice. Thanks for the reply.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

LoqLamp wrote: Sat, 27. Mar 21, 02:28 Nice. Thanks for the reply.
Glad to help. Note that active invasions only occur when they border but there are still economic impacts of two factions at war far apart. It also effects their likelihood of going to war with others (common friends and common enemies okay a part)
st3k
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Re: [MOD]DeadAir Mods pt2

Post by st3k »

Hi,

Thank you for your mods.

Can we expect them to be released on steam workshop?

Thank you.
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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise »

How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

st3k wrote: Sun, 28. Mar 21, 14:22 Hi,

Thank you for your mods.

Can we expect them to be released on steam workshop?

Thank you.
Once I get them more stable they will be released on steam.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Baconnaise wrote: Sun, 28. Mar 21, 14:48 How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.
The only potential conflicts with faction enhancer would be from ai tweaks but I haven't checked his code recently.

With the build times, assuming they did proper diffs, whichever loads last will be the one that applies.

There is still a minimum build time on modules, it's 60 seconds iirc. Number of drones above 30 have no effect.
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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise »

DeadAirRT wrote: Sun, 28. Mar 21, 16:12
Baconnaise wrote: Sun, 28. Mar 21, 14:48 How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.
The only potential conflicts with faction enhancer would be from ai tweaks but I haven't checked his code recently.

With the build times, assuming they did proper diffs, whichever loads last will be the one that applies.

There is still a minimum build time on modules, it's 60 seconds iirc. Number of drones above 30 have no effect.
Thanks for the heads up! Yes, the build times are still locked to 60s at the minimum. It was likely the same in XR however the station building was for whole swathes not individual modules so it ended up being much faster.
TR0LL
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Re: [MOD]DeadAir Mods pt2

Post by TR0LL »

Thoughts on adding Eve ships for the custom factions? That would be really awesome.

I have the meshes in a basic form now, just need to add detail and texture them, but am still trying to find requirements for X4 in that regard.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

TR0LL wrote: Thu, 1. Apr 21, 02:46 Thoughts on adding Eve ships for the custom factions? That would be really awesome.

I have the meshes in a basic form now, just need to add detail and texture them, but am still trying to find requirements for X4 in that regard.
I would really like to but have to figure out the whole permissions thing. I actually have no experience modding ships in this game either lol.
TR0LL
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Re: [MOD]DeadAir Mods pt2

Post by TR0LL »

DeadAirRT wrote: Thu, 1. Apr 21, 03:39
TR0LL wrote: Thu, 1. Apr 21, 02:46 Thoughts on adding Eve ships for the custom factions? That would be really awesome.

I have the meshes in a basic form now, just need to add detail and texture them, but am still trying to find requirements for X4 in that regard.
I would really like to but have to figure out the whole permissions thing. I actually have no experience modding ships in this game either lol.
For the most part, fan created mods are in the clear when borrowing ip, just don't try to charge for it, you could even use the proper names of the factions, insted of Daldari for example, just look at the silly number of Star Wars mods there are out there for various games.
Angsaar
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Re: [MOD]DeadAir Mods pt2

Post by Angsaar »

TR0LL wrote: Thu, 1. Apr 21, 03:51
For the most part, fan created mods are in the clear when borrowing ip, just don't try to charge for it, you could even use the proper names of the factions, insted of Daldari for example, just look at the silly number of Star Wars mods there are out there for various games.
Quite the opposite actually, that depends entirely on IP holder and CCP has threatened legal action on modders before:

https://www.moddb.com/mods/sins-of-empires

Going in blind is how you end up with a Cease and Desist Letter from the likes of CCP, Blizzard, Take Two, Zenimax, Nintendo, Warner Brothers, the list goes on and on.

Some try to stay hidden through Discords and such, but that's just playing the roulette on the court of law, bills for copyright infringement can go into six figures on attorneys fees alone. And good luck having better lawyers than them =/

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