[SOLVED] Homemade mods don't apply unless hard-modded??
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 380
- Joined: Sat, 13. Apr 13, 14:45
[SOLVED] Homemade mods don't apply unless hard-modded??
Very strange issue. For some reason, mods I create myself are no longer "accepted" by the game. Mods shows up under extensions and they are activated but, have no effect. The game seems to prioritize original game files over mod files if the mod is created on the same PC that the game is installed on.
Simple mods I created worked on 1.2 but, since 1.3, none of them work anymore. I've tried different descriptions, mod names, author names, version numbers, created date, copying the mod contents into a working mod folder... nothing works. Mods I download or copy over from friends work, only mod files I create on the same PC refuse to apply. I also tried using the extensions folder inside the save folder instead of the game's root folder but, this doesn't help either.
If I hard-mod the game by packing the modded files directly into the game's catalogue files, all works perfectly well so, it's not a problem with folder structure or modifications made. This is not recommended but, currently the only way for me to apply homemade mods. Extensions folders simply doesn't work, only for downloaded/external mods.
It appears then that the game blocks modded files if extracted from the same installation, but why? Is this normal? Or is my PC possessed by evil code spirits?
Simple mods I created worked on 1.2 but, since 1.3, none of them work anymore. I've tried different descriptions, mod names, author names, version numbers, created date, copying the mod contents into a working mod folder... nothing works. Mods I download or copy over from friends work, only mod files I create on the same PC refuse to apply. I also tried using the extensions folder inside the save folder instead of the game's root folder but, this doesn't help either.
If I hard-mod the game by packing the modded files directly into the game's catalogue files, all works perfectly well so, it's not a problem with folder structure or modifications made. This is not recommended but, currently the only way for me to apply homemade mods. Extensions folders simply doesn't work, only for downloaded/external mods.
It appears then that the game blocks modded files if extracted from the same installation, but why? Is this normal? Or is my PC possessed by evil code spirits?
Last edited by EmperorDragon on Tue, 8. Jan 19, 12:01, edited 1 time in total.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin
-
- Posts: 73
- Joined: Wed, 5. Dec 18, 07:04
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
Care to share one of your mods here for one of us to help? Or pop over to the discord and you'll be able to get more help quicker?
-
- Posts: 380
- Joined: Sat, 13. Apr 13, 14:45
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
I don't have internet access at home at the moment but, I'll toss it on a flash drive, bring it along and upload in the morning.
Basically two simple mods that removes random encounters and moves the PHQ to a desired sector. And then a slightly larger mod that improves turret damage and turn rate, reduce missile damage and improves L and XL shield capacity and recharge delay to give capital ships a bit more meaning.
Basically two simple mods that removes random encounters and moves the PHQ to a desired sector. And then a slightly larger mod that improves turret damage and turn rate, reduce missile damage and improves L and XL shield capacity and recharge delay to give capital ships a bit more meaning.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin
-
- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
i guess you assume x4 modding is like X3 modding with full file replacements only, which is not the case. X4 used xml diff files which describe the changes in the files rather than replacing them entirely. See https://tools.ietf.org/html/rfc5261 for a description on how changes are made (or look into published mods for examples)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 6
- Joined: Sat, 1. Dec 18, 01:03
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
Pardon me, I do not want to sound rude, offensive, nor confrontational, but they explicitly state in their OP that the mods they made worked in version 1.2 but have not worked since. This would imply that they understood how to implement a mod in X4 versus X3, but that there was some change since that version that is stalling their ability to recompile into something that functions in the current build of the game.UniTrader wrote: ↑Mon, 7. Jan 19, 18:22 i guess you assume x4 modding is like X3 modding with full file replacements only, which is not the case. X4 used xml diff files which describe the changes in the files rather than replacing them entirely. See https://tools.ietf.org/html/rfc5261 for a description on how changes are made (or look into published mods for examples)
-
- Posts: 813
- Joined: Fri, 11. Nov 05, 23:18
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
Very odd, almost sounds like a file permission issue where the game cannot read the mod files in the extensions directory. Does a debug log show the game trying to read the mod at all? I always get the normal signature check error spam in my debug log for my mod files like:EmperorDragon wrote: ↑Mon, 7. Jan 19, 14:21 Very strange issue. For some reason, mods I create myself are no longer "accepted" by the game. Mods shows up under extensions and they are activated but, have no effect. The game seems to prioritize original game files over mod files if the mod is created on the same PC that the game is installed on.
Simple mods I created worked on 1.2 but, since 1.3, none of them work anymore. I've tried different descriptions, mod names, author names, version numbers, created date, copying the mod contents into a working mod folder... nothing works. Mods I download or copy over from friends work, only mod files I create on the same PC refuse to apply. I also tried using the extensions folder inside the save folder instead of the game's root folder but, this doesn't help either.
If I hard-mod the game by packing the modded files directly into the game's catalogue files, all works perfectly well so, it's not a problem with folder structure or modifications made. This is not recommended but, currently the only way for me to apply homemade mods. Extensions folders simply doesn't work, only for downloaded/external mods.
It appears then that the game blocks modded files if extracted from the same installation, but why? Is this normal? Or is my PC possessed by evil code spirits?
Code: Select all
[General] 0.00 ======================================
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\aai - deployables\libraries\loadoutrules.xml.sig'
[General] 0.00 ======================================
[General] 0.00 File I/O: Failed to verify the file signature for file '.\extensions\aai - deployables\libraries\loadoutrules.xml' (error: 14)
[General] 0.00 ======================================
-
- Posts: 380
- Joined: Sat, 13. Apr 13, 14:45
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
Mmmm, may have to check the debug logs, thanks for the tip.7ate9tin11s wrote: ↑Tue, 8. Jan 19, 08:22
Very odd, almost sounds like a file permission issue where the game cannot read the mod files in the extensions directory. Does a debug log show the game trying to read the mod at all? I always get the normal signature check error spam in my debug log for my mod files like:If it is not getting that then it really sounds like an OS thing.Code: Select all
[General] 0.00 ====================================== [=ERROR=] 0.00 File I/O: Could not find file '.\extensions\aai - deployables\libraries\loadoutrules.xml.sig' [General] 0.00 ====================================== [General] 0.00 File I/O: Failed to verify the file signature for file '.\extensions\aai - deployables\libraries\loadoutrules.xml' (error: 14) [General] 0.00 ======================================
Anyway, attached is one of the mods if anyone wants to check if it works from the extensions folder or check for any possible errors. Best way to check if the mod applies is to buy an L ship from the Argon shipyard and equip an L shield, shield values should be ~30000 for Mk1 and ~36000 for Mk2 instead of the default ~27000 and ~33000.
https://mega.nz/#F!pKBnwKJC!516h-9jpVGmBp_7e8mc2yg
Don't be bothered about the mod itself at the moment, it still needs a lot of testing and balancing.
To reiterate, the mods work if packed directly back into the game's catalogue files but, fails to apply if placed in the extensions folder even if it shows up under extensions in the main menu and activated.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin
-
- Posts: 549
- Joined: Sat, 31. Mar 07, 23:44
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
It looks like UniTrader had it right. Your files are modified originals and not formatted as diffs. The game loading logic is treating them as extra xml child nodes, iirc, causing there to be duplicately named macros. An easy solution is to reform the files as diff patches that replace the main node (<replace sel="//macro"> or something like that) with your changed version.
Alternatively, (shameless plug) the X4 Customizer puts weapon data into easily editable tables and will make the diff patches for you.
Alternatively, (shameless plug) the X4 Customizer puts weapon data into easily editable tables and will make the diff patches for you.
Author of X3 Customizer and X4 Customizer
-
- Posts: 69
- Joined: Tue, 13. Mar 18, 00:25
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
Hows that foot tasting?PringleMan5 wrote: ↑Tue, 8. Jan 19, 04:14Pardon me, I do not want to sound rude, offensive, nor confrontational, but they explicitly state in their OP that the mods they made worked in version 1.2 but have not worked since. This would imply that they understood how to implement a mod in X4 versus X3, but that there was some change since that version that is stalling their ability to recompile into something that functions in the current build of the game.UniTrader wrote: ↑Mon, 7. Jan 19, 18:22 i guess you assume x4 modding is like X3 modding with full file replacements only, which is not the case. X4 used xml diff files which describe the changes in the files rather than replacing them entirely. See https://tools.ietf.org/html/rfc5261 for a description on how changes are made (or look into published mods for examples)
-
- Posts: 380
- Joined: Sat, 13. Apr 13, 14:45
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
Ah, thanks for the help everyone.
And thanks for the X4 Customizer, a very helpful and convenient program and I believe I used X3 Customizer during it's heyday as well. X3 was indeed the last X game I modded extensively.
And thanks for the X4 Customizer, a very helpful and convenient program and I believe I used X3 Customizer during it's heyday as well. X3 was indeed the last X game I modded extensively.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin
-
- Posts: 6
- Joined: Sat, 1. Dec 18, 01:03
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
Pretty good, since I did my best to be respectful and point out that OP had at least claimed that they had previously had mods working in the game. Turns out he made a mistake that he had already somehow avoided previously, perhaps accidentally the first time. The world keeps spinning.Azran_Zala wrote: ↑Tue, 8. Jan 19, 11:37Hows that foot tasting?PringleMan5 wrote: ↑Tue, 8. Jan 19, 04:14Pardon me, I do not want to sound rude, offensive, nor confrontational, but they explicitly state in their OP that the mods they made worked in version 1.2 but have not worked since. This would imply that they understood how to implement a mod in X4 versus X3, but that there was some change since that version that is stalling their ability to recompile into something that functions in the current build of the game.UniTrader wrote: ↑Mon, 7. Jan 19, 18:22 i guess you assume x4 modding is like X3 modding with full file replacements only, which is not the case. X4 used xml diff files which describe the changes in the files rather than replacing them entirely. See https://tools.ietf.org/html/rfc5261 for a description on how changes are made (or look into published mods for examples)
-
- Posts: 69
- Joined: Tue, 13. Mar 18, 00:25
Re: [MYSTERY] Homemade mods don't apply unless hard-modded??
An arguably unhealthy cynicism often has me assuming that a sentence beginning along the lines of "respectfully" or "no offence intended" is usually followed with an intention to undermine the person they are addressing.PringleMan5 wrote: ↑Wed, 9. Jan 19, 01:14Pretty good, since I did my best to be respectful and point out that OP had at least claimed that they had previously had mods working in the game. Turns out he made a mistake that he had already somehow avoided previously, perhaps accidentally the first time. The world keeps spinning.Azran_Zala wrote: ↑Tue, 8. Jan 19, 11:37Hows that foot tasting?PringleMan5 wrote: ↑Tue, 8. Jan 19, 04:14
Pardon me, I do not want to sound rude, offensive, nor confrontational, but they explicitly state in their OP that the mods they made worked in version 1.2 but have not worked since. This would imply that they understood how to implement a mod in X4 versus X3, but that there was some change since that version that is stalling their ability to recompile into something that functions in the current build of the game.
But I think Unitrader read the same OP you did; And is equally skilled at basic comprehension, so unsure of why the need.
It would stand out (to someone who knows it) - In the clue the OP provided:
"If I hard-mod the game by packing the modded files directly into the game's catalogue files, all works perfectly well so"
That would only work - if he was doing a full replacement instead of a patch
(This part is my own speculation - I do not know how or in what order the game loads files):
While duplicate named nodes could still randomly be applied from extensions in in race condition - depending how the game loads them - giving the illusion they are working as intended by pure chance.
Order of objects in a global macro list for instance could be random if populated asynchronously from two or more sources. And what is applied is simply the first named match in the list.
Last edited by Azran_Zala on Wed, 9. Jan 19, 18:44, edited 4 times in total.
-
- Posts: 380
- Joined: Sat, 13. Apr 13, 14:45
Re: [SOLVED] Homemade mods don't apply unless hard-modded??
Mods in the extensions folder indeed worked on 1.2. Don't ask me how but, I know for a fact that my HQ Position mod worked because the HQ appeared in Nopileos' Fortune after doing the Boso Ta quest, as per the mod. Could have just been pure chance.
In any case, UniTrader pointed out the issue with subsequent mods and SirNukes confirmed. I know how mods are applied in X4 now and all is good, I guess we can leave it at that.
In any case, UniTrader pointed out the issue with subsequent mods and SirNukes confirmed. I know how mods are applied in X4 now and all is good, I guess we can leave it at that.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin