[REQUEST] Mod to kickstart the Player HQ Mission

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khadgarion
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[REQUEST] Mod to kickstart the Player HQ Mission

Post by khadgarion »

Howdy modders!

I have been having issues with not being able to find the signal to initiate the player HQ mission line. I humbly request that someone put together a small mod that would essentially trigger the plotline (instead of scanning the signal triggering the plot line).

At this point I have scanned over 100 comm signals at nearly 10 different stations (including the EQ dock where I started with the Young Gun start) and I just cannot find it. Someone in the discord saw in the code that a part of the Hatikvah plot line will disable any other plot type mission signals from spawning (temporarily???) so I completed that plot last night and have had no success in finding the signal.

I don't want to be doomed to never be able to teleport or make equipment mods!!

Help! :)

Thank you.
Khad
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euclid
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Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by euclid »

Hi,

This may be a bug but to determine that (and a possible fix) please upload a saved game and post a corresponding link here. The Dev team would be interested to check that.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
khadgarion
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Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by khadgarion »

Thanks for the reply. I didn't want to post it in the beta forum since it's a modded game, but I don't think any of the mods I use mess around with the data leak / signal leaks.

I can make a save available and mod list if you think they would be interested.

I did also try a new, unmodded game but I quickly lost interest in scanning for leaks since I have done so much scanning in my modded game (did not find the HQ quest after 3 or so comm leaks unmodded).
TheDeliveryMan
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Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by TheDeliveryMan »

khadgarion wrote: Mon, 25. Jan 21, 21:38 Thanks for the reply. I didn't want to post it in the beta forum since it's a modded game, but I don't think any of the mods I use mess around with the data leak / signal leaks.

I can make a save available and mod list if you think they would be interested.

I did also try a new, unmodded game but I quickly lost interest in scanning for leaks since I have done so much scanning in my modded game (did not find the HQ quest after 3 or so comm leaks unmodded).
I restart very often, and it's almost always the first leak of that kind I spot. Are you sure you are looking for the right kind of signal, maybe you are overlooking something? When you spot it, you have fly with your ship right into the signal center until you hear something like "Can you here me?". Then some person appears on your monitor and you have to press "F" to interact with them.
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euclid
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Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by euclid »

TheDeliveryMan is right. I did many new games in all of the versions and it's amongst the first few, often directly at the starting station. Provided you did the scans correct, it is likely that one of your mods is causing the problem. I suggest you disable one at a time, start a new game and scan the leaks at the starting (or nearest) station. If memory serves right, then it should not take more than 5 scans.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
flatbush71

Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by flatbush71 »

It worked a long time ago in the old version,
But its busted bad now and it never works.
I build the station where its at now, no point in trying anymore
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euclid
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Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by euclid »

Again, if anyone has an unmodded saved game, the Dev Team would be interested to look into that problem. Please load it up somewhere (for example Dropbox) and provide the link here.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
khadgarion
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Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by khadgarion »

euclid wrote: Tue, 26. Jan 21, 14:25 Again, if anyone has an unmodded saved game, the Dev Team would be interested to look into that problem. Please load it up somewhere (for example Dropbox) and provide the link here.

Cheers Euclid
I tried again today. Uninstalled all mods. Started 3 new games (Young Gun Start, Beta 5), scanned all the signals at the BHS Eq Dock. I would get 3-5 regular missions and a couple data leaks, no HQ. I even disabled the Split DLC just in case that was the issue.

I was going to poke around in the save files to see if I saw anything, but since they are 250MB xml files I decided not to, hehe.

https://www.dropbox.com/s/l15iiqp1wnt26 ... ml.gz?dl=0
https://www.dropbox.com/s/g5mv5e8lwje70 ... ml.gz?dl=0

Thanks for checking into this. Please let me know if it's just me being stupid!
khadgarion
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Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by khadgarion »

I'm pretty sure it was me being stupid.

I just tried again at the Argon Prime wharf. The first signal I scanned was a comm signal, which some generic NPC in the video window. I decided to press F just for the hell of it, and then it was the Boron guy. I thought you could hear the Boron before scanning too, and I didn't hear him that time, but I am probably mistaken.

So, not a bug, but something that could be easily missed. I hadn't been pressing F because the missions are added to the available mission list without pressing F.
kmunoz
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Re: [REQUEST] Mod to kickstart the Player HQ Mission

Post by kmunoz »

khadgarion wrote: Sun, 31. Jan 21, 03:25 I'm pretty sure it was me being stupid.

I just tried again at the Argon Prime wharf. The first signal I scanned was a comm signal, which some generic NPC in the video window. I decided to press F just for the hell of it, and then it was the Boron guy. I thought you could hear the Boron before scanning too, and I didn't hear him that time, but I am probably mistaken.

So, not a bug, but something that could be easily missed. I hadn't been pressing F because the missions are added to the available mission list without pressing F.
The Boron has always had his voice masked until you decrypt the message, as far back as 1.0.
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