[MOD]DeadAir Mods pt2

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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Fri, 6. Sep 24, 06:23
DeadAirRT wrote: Fri, 6. Sep 24, 03:45
user1679 wrote: Fri, 6. Sep 24, 02:58 I think it's been mentioned before but there's a problem with the Gallente ship textures. They do not appear at a distance, the ship is white/grey until you get within about 50km then the correct texture pops in. I've tried playing with LOD but it's very consistent. It's particularly noticeable on the Obelisk which I see a lot of in Argon Prime.

I have an RTX 3060 with 12 Gb VRAM and have gfx settings on "medium" textures so I don't think it's an issue with texture memory.
I haven't gotten any screenshots so it's pretty difficult to even guess what to work on.
Here's an Obelisk:

Image 1 - far away, white texture
Image 2 - close, grey texture
Image 3 - close, correct texture pops in (same distance as Image 2)


I also found a Caldari Charon, though I couldn't get close enoug to get the correct texture to pop in:

https://i.imgur.com/cpawG47.jpeg
https://i.imgur.com/f5iJ7kR.jpeg


Both these images are captured with LOD / Effect Distance at 100%.
Thanks. I'll take a look and see if i can't figure something out
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Fri, 6. Sep 24, 06:23*snip*
So I've managed to reproduce it on several of my ships. The game is loading the paint mod on the ships at varying distances causing them to seemingly shift between different colors. I'll see if there's anything I can do to fix/alleviate the issue.
user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

DeadAirRT wrote: Wed, 11. Sep 24, 02:49
user1679 wrote: Fri, 6. Sep 24, 06:23*snip*
So I've managed to reproduce it on several of my ships. The game is loading the paint mod on the ships at varying distances causing them to seemingly shift between different colors. I'll see if there's anything I can do to fix/alleviate the issue.
Interesting. Did they change the textures in one of the updates to use varying LODs?
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Wed, 11. Sep 24, 02:54Interesting. Did they change the textures in one of the updates to use varying LODs?
It could be separate issues still but when testing, paint mods were loading as far as 65km and as close as 24km. There was a change to dirt/rust texture in 7.0 afaik that might have something to do with it as well but I'm not really knowledgeable on shader/modeling stuff.

EDIT - Figured it out, it was an issue with how I set the models up. Since I initially didn't get the paint mod stuff compatible...only the highest LOD supports paint mods.

I really am not a 3d modeller so I may get around to it eventually
Mr.Freud
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Re: [MOD]DeadAir Mods pt2

Post by Mr.Freud »

Are traders and miners added by Jobs Quotas built and maintained on top of vanilla limits, or do Job Quota limits overwrite vanilla limits?
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Mr.Freud wrote: Thu, 12. Sep 24, 03:46 Are traders and miners added by Jobs Quotas built and maintained on top of vanilla limits, or do Job Quota limits overwrite vanilla limits?
Jobs SST is separate from the games jobs engine, they are built (never spawned), and they are requested using custom logic that should ensure they are actually useful. (faction logic can also commandeer the ships for invasions/defense)
user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

Possible conflict with deadair_eco and FOCW_CorporationsRevised

My conversation over there: viewtopic.php?p=5249609#p5249609


There are stations being build by FOCW that have no S/M docks. I was browsing through code to locate conflicts and noticed your deadair_eco replaces the function that determines how many docks to build. In the past I was able to use both mods together because deadair_eco was separate, optional mods. But now it is rolled into one and required for the EVE factions.

Could you look into this? Thanks.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Tue, 24. Sep 24, 06:07 Possible conflict with deadair_eco and FOCW_CorporationsRevised

My conversation over there: viewtopic.php?p=5249609#p5249609


There are stations being build by FOCW that have no S/M docks. I was browsing through code to locate conflicts and noticed your deadair_eco replaces the function that determines how many docks to build. In the past I was able to use both mods together because deadair_eco was separate, optional mods. But now it is rolled into one and required for the EVE factions.

Could you look into this? Thanks.
I'm not looking into anything in anyone's mod list without at least a debug log.
user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

DeadAirRT wrote: Wed, 25. Sep 24, 22:30
user1679 wrote: Tue, 24. Sep 24, 06:07 Possible conflict with deadair_eco and FOCW_CorporationsRevised

My conversation over there: viewtopic.php?p=5249609#p5249609


There are stations being build by FOCW that have no S/M docks. I was browsing through code to locate conflicts and noticed your deadair_eco replaces the function that determines how many docks to build. In the past I was able to use both mods together because deadair_eco was separate, optional mods. But now it is rolled into one and required for the EVE factions.

Could you look into this? Thanks.
I'm not looking into anything in anyone's mod list without at least a debug log.
Sorry to hear that you're not willing to compare source code for any obvious conflicts.

A debug log is impossible because it is too random and I don't play with debug enabled 100%. By the time you notice a station is built without docks, it could be hours after its construction when traders start piling up and saving/reloading with debug enabled would be pointless. For now, I just disabled your replacement of functions that determine how many S/M docks need to be build. Seems to work.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Thu, 26. Sep 24, 03:06
DeadAirRT wrote: Wed, 25. Sep 24, 22:30
user1679 wrote: Tue, 24. Sep 24, 06:07 Possible conflict with deadair_eco and FOCW_CorporationsRevised

My conversation over there: viewtopic.php?p=5249609#p5249609


There are stations being build by FOCW that have no S/M docks. I was browsing through code to locate conflicts and noticed your deadair_eco replaces the function that determines how many docks to build. In the past I was able to use both mods together because deadair_eco was separate, optional mods. But now it is rolled into one and required for the EVE factions.

Could you look into this? Thanks.
I'm not looking into anything in anyone's mod list without at least a debug log.
Sorry to hear that you're not willing to compare source code for any obvious conflicts.

A debug log is impossible because it is too random and I don't play with debug enabled 100%. By the time you notice a station is built without docks, it could be hours after its construction when traders start piling up and saving/reloading with debug enabled would be pointless. For now, I just disabled your replacement of functions that determine how many S/M docks need to be build. Seems to work.
No, a debug log is not impossible.

You expect me to look through all of relevant lines of code when there could be countless numbers of conflicts/problems with YOUR mod list causing this issue. The amount of time i have wasted looking for issues people report when their mods (especially calling them QOL) are the culprit.

My altering of the logic works without issue for my factions, vanilla factions, and dlc factions. It also has not had any reports from users of RE/OTAS. It also doesn't have issues with my own scripts mod signalling the same finalize stations md.
user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

DeadAirRT wrote: Thu, 26. Sep 24, 04:18
user1679 wrote: Thu, 26. Sep 24, 03:06
DeadAirRT wrote: Wed, 25. Sep 24, 22:30

I'm not looking into anything in anyone's mod list without at least a debug log.
Sorry to hear that you're not willing to compare source code for any obvious conflicts.

A debug log is impossible because it is too random and I don't play with debug enabled 100%. By the time you notice a station is built without docks, it could be hours after its construction when traders start piling up and saving/reloading with debug enabled would be pointless. For now, I just disabled your replacement of functions that determine how many S/M docks need to be build. Seems to work.
No, a debug log is not impossible.

You expect me to look through all of relevant lines of code when there could be countless numbers of conflicts/problems with YOUR mod list causing this issue. The amount of time i have wasted looking for issues people report when their mods (especially calling them QOL) are the culprit.

My altering of the logic works without issue for my factions, vanilla factions, and dlc factions. It also has not had any reports from users of RE/OTAS. It also doesn't have issues with my own scripts mod signalling the same finalize stations md.
I actually don't expect anything.

I asked about a specific mod that I identified the conflict in. I don't particularly understand how the code works to know wether I should change something in your mod or the other one. When I comment out *your* code, I don't get stations without docks. But that doesn't mean the error isn't in the other mod and now I've broken your factions in my game.

The other mod author asked me to ask you. Seems like nobody wants to provide support for their mods, which is OK. Everyone has their limits. I will try to fix it for myself or simply remove one, no big deal.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Fri, 27. Sep 24, 04:12
DeadAirRT wrote: Thu, 26. Sep 24, 04:18
user1679 wrote: Thu, 26. Sep 24, 03:06

Sorry to hear that you're not willing to compare source code for any obvious conflicts.

A debug log is impossible because it is too random and I don't play with debug enabled 100%. By the time you notice a station is built without docks, it could be hours after its construction when traders start piling up and saving/reloading with debug enabled would be pointless. For now, I just disabled your replacement of functions that determine how many S/M docks need to be build. Seems to work.
No, a debug log is not impossible.

You expect me to look through all of relevant lines of code when there could be countless numbers of conflicts/problems with YOUR mod list causing this issue. The amount of time i have wasted looking for issues people report when their mods (especially calling them QOL) are the culprit.

My altering of the logic works without issue for my factions, vanilla factions, and dlc factions. It also has not had any reports from users of RE/OTAS. It also doesn't have issues with my own scripts mod signalling the same finalize stations md.
I actually don't expect anything.

I asked about a specific mod that I identified the conflict in. I don't particularly understand how the code works to know wether I should change something in your mod or the other one. When I comment out *your* code, I don't get stations without docks. But that doesn't mean the error isn't in the other mod and now I've broken your factions in my game.

The other mod author asked me to ask you. Seems like nobody wants to provide support for their mods, which is OK. Everyone has their limits. I will try to fix it for myself or simply remove one, no big deal.
You asked about a mod you *think* there is a conflict in. The most prevalent cause of missing dock issues has been problems in modules.xml. Sending me a debug log would tell me all the conflicts going on in your modlist that could be causing issues in the appropriate files, and if there happened to be none then I would take a look at the code interactions between the two mods. Going through the code without checking for file conflicts first is the equivalent of changing a cars engine before checking if the thing has oil/gas. It's not that I don't want to provide support, it's that I don't want to spend the time outside of my full time job hunting ghost bugs because someone doesn't want to spend the 2 minutes getting a debug log.

If that seems unreasonable to you, then feel free to try deleting everything of mine in finalisestations.xml
user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

DeadAirRT wrote: Fri, 27. Sep 24, 14:38
user1679 wrote: Fri, 27. Sep 24, 04:12
DeadAirRT wrote: Thu, 26. Sep 24, 04:18

No, a debug log is not impossible.

You expect me to look through all of relevant lines of code when there could be countless numbers of conflicts/problems with YOUR mod list causing this issue. The amount of time i have wasted looking for issues people report when their mods (especially calling them QOL) are the culprit.

My altering of the logic works without issue for my factions, vanilla factions, and dlc factions. It also has not had any reports from users of RE/OTAS. It also doesn't have issues with my own scripts mod signalling the same finalize stations md.
I actually don't expect anything.

I asked about a specific mod that I identified the conflict in. I don't particularly understand how the code works to know wether I should change something in your mod or the other one. When I comment out *your* code, I don't get stations without docks. But that doesn't mean the error isn't in the other mod and now I've broken your factions in my game.

The other mod author asked me to ask you. Seems like nobody wants to provide support for their mods, which is OK. Everyone has their limits. I will try to fix it for myself or simply remove one, no big deal.
You asked about a mod you *think* there is a conflict in. The most prevalent cause of missing dock issues has been problems in modules.xml. Sending me a debug log would tell me all the conflicts going on in your modlist that could be causing issues in the appropriate files, and if there happened to be none then I would take a look at the code interactions between the two mods. Going through the code without checking for file conflicts first is the equivalent of changing a cars engine before checking if the thing has oil/gas. It's not that I don't want to provide support, it's that I don't want to spend the time outside of my full time job hunting ghost bugs because someone doesn't want to spend the 2 minutes getting a debug log.

If that seems unreasonable to you, then feel free to try deleting everything of mine in finalisestations.xml
Not unreasonable at all. I was hesitant to generate a log because I thought I had already identified the conflicting mod. But if what you say is true, my changes probably won't fix the issue.

To make sure I get sufficient info, how long do you think I should run the game? I will start a new game so factories will be forced to generate but I can't guarantee they will fail, it's very random. Let me know what you think would get the most useful data sample, I'm pretty sure starting a game then quitting won't be much.

Thanks.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Sat, 28. Sep 24, 03:28
DeadAirRT wrote: Fri, 27. Sep 24, 14:38
user1679 wrote: Fri, 27. Sep 24, 04:12

I actually don't expect anything.

I asked about a specific mod that I identified the conflict in. I don't particularly understand how the code works to know wether I should change something in your mod or the other one. When I comment out *your* code, I don't get stations without docks. But that doesn't mean the error isn't in the other mod and now I've broken your factions in my game.

The other mod author asked me to ask you. Seems like nobody wants to provide support for their mods, which is OK. Everyone has their limits. I will try to fix it for myself or simply remove one, no big deal.
You asked about a mod you *think* there is a conflict in. The most prevalent cause of missing dock issues has been problems in modules.xml. Sending me a debug log would tell me all the conflicts going on in your modlist that could be causing issues in the appropriate files, and if there happened to be none then I would take a look at the code interactions between the two mods. Going through the code without checking for file conflicts first is the equivalent of changing a cars engine before checking if the thing has oil/gas. It's not that I don't want to provide support, it's that I don't want to spend the time outside of my full time job hunting ghost bugs because someone doesn't want to spend the 2 minutes getting a debug log.

If that seems unreasonable to you, then feel free to try deleting everything of mine in finalisestations.xml
Not unreasonable at all. I was hesitant to generate a log because I thought I had already identified the conflicting mod. But if what you say is true, my changes probably won't fix the issue.

To make sure I get sufficient info, how long do you think I should run the game? I will start a new game so factories will be forced to generate but I can't guarantee they will fail, it's very random. Let me know what you think would get the most useful data sample, I'm pretty sure starting a game then quitting won't be much.

Thanks.
For the log you really just need to start a game/load into it. The most likely culprit would be a diff conflict in modules.xml, modulegroups.xml, or wares.xml. If there ends up being nothing, then I'll have to see how FOCWcorp is taking care of it's modules differently than vanilla factions, dlc factions, and my own factions. I specifically do the entries the way I do in modules.xml of my factions to not have to worry about other mods breaking my stuff.

The logic in finalizestations that I have added in eco does not replace the logic. For the dock selection, it makes it prefer better docks in higher quality sectors; the failsafe of the code not having a hightech one etc still runs the same. For the number of dock modules to add, it runs my own calculation before the vanilla one and only affects anything IF it succeeds. If the factions still don't have a dock after both my logic and the vanilla logic, the script itself is having trouble finding any valid docks for that faction.
G-Fiti
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Re: [MOD]DeadAir Mods pt2

Post by G-Fiti »

Hey. I just installed VRO first time and the modder links to these mods as they go nicely with VRO.

Was wondering which ones are currently save to use? I looked at the first page of this thread and I am completely lost. I ended up looking on Github to find all the mods ( https://github.com/DeadAirRT?tab=repositories ) Many of the mods seem to have not been updated for over a year, are any of those save to use?
user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

Hi DeadAir, here are two debug logs:

debug_logs.7z on GoFile (limited retention, let me know if you can't get them)

debuglog_all-mods.txt - my full modlist
debuglog_deadair+focw_only.txt - only deadair_eco/scripts/eve factions + focw + focwcorp

I created them as follows:

* "custom game (creative)" with all the defaults
* loaded in and let it run for 2 minutes (the all-mods version took this long to stop initializing everything so I ran the other as long)
* used Notepad++ to remove the junk "====" spacers and the junk "missing sig file" lines

Thanks for looking at it. I'm not sure there's much of use in there, I don't know if FOCWCorporations spawned any stations that early.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

user1679 wrote: Sun, 29. Sep 24, 05:39 Hi DeadAir, here are two debug logs:

debug_logs.7z on GoFile (limited retention, let me know if you can't get them)

debuglog_all-mods.txt - my full modlist
debuglog_deadair+focw_only.txt - only deadair_eco/scripts/eve factions + focw + focwcorp

I created them as follows:

* "custom game (creative)" with all the defaults
* loaded in and let it run for 2 minutes (the all-mods version took this long to stop initializing everything so I ran the other as long)
* used Notepad++ to remove the junk "====" spacers and the junk "missing sig file" lines

Thanks for looking at it. I'm not sure there's much of use in there, I don't know if FOCWCorporations spawned any stations that early.
I'll look into it but I have to say it: Holy crap there are so many conflicts, bugs, and problems with your mod list.
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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise »

user1679 wrote: Sun, 29. Sep 24, 05:39 I don't know if FOCWCorporations spawned any stations that early.
You can use deadair scripts and under extension options check the economic stats like stations and ships to verify any corporation spawn. Main faction-aligned corps generally spawn immediately if the shipyards and economy aren't choked up.
user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 »

Baconnaise wrote: Mon, 30. Sep 24, 13:52
user1679 wrote: Sun, 29. Sep 24, 05:39 I don't know if FOCWCorporations spawned any stations that early.
You can use deadair scripts and under extension options check the economic stats like stations and ships to verify any corporation spawn. Main faction-aligned corps generally spawn immediately if the shipyards and economy aren't choked up.
Yes but most of them are from SVE and Reactive Factions Retribution, and are mostly harmless.

The "missing root node" and other errors from SVE are related to the Viper ship it adds which gets removed by VRO. Apparently it's not removed cleanly so it causes a bunch of macro errors because the ship doesn't exist. The hundreds of "property lookup failed" from ReactiveMain are, I think, from the RFR mod not playing nice with FOCW's random corporation spawns. I just noticed that RFR has an update from last month that I haven't downloaded yet.

But thank you for looking into the station issue.
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Re: [MOD]DeadAir Mods pt2

Post by BlackRain »

user1679 wrote: Sun, 29. Sep 24, 05:39 Hi DeadAir, here are two debug logs:

debug_logs.7z on GoFile (limited retention, let me know if you can't get them)

debuglog_all-mods.txt - my full modlist
debuglog_deadair+focw_only.txt - only deadair_eco/scripts/eve factions + focw + focwcorp

I created them as follows:

* "custom game (creative)" with all the defaults
* loaded in and let it run for 2 minutes (the all-mods version took this long to stop initializing everything so I ran the other as long)
* used Notepad++ to remove the junk "====" spacers and the junk "missing sig file" lines

Thanks for looking at it. I'm not sure there's much of use in there, I don't know if FOCWCorporations spawned any stations that early.
Just so you know, FOCWCorporations does not spawn stations, they get built just like other stations. I also call the vanilla script to finalize the stations so if there is an issue with the docks which get decided at that stage, there must be a mod messing with that script. Also, I don't know if it is a deadair script causing this, i didn't look at your mod list or anything as I do not have the time to figure out the issue. All I know is, FOCWCorporations works just fine with vanilla and with the mods I play. Therefore, it is definitely a mod incompatibility issue with your mod list. What is the cause of that, I have no idea.

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