[MOD]DeadAir Mods pt2

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DeadAirRT
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[MOD]DeadAir Mods pt2

Post by DeadAirRT »

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Last edited by DeadAirRT on Mon, 23. Dec 24, 02:10, edited 11 times in total.
DeadAirRT
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Re: [MOD]DeadAir Mods - The Return of the Modder

Post by DeadAirRT »

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DeadAirRT
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Re: [MOD]DeadAir Mods - The Return of the Modder

Post by DeadAirRT »

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Trup2
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Re: [MOD]DeadAir Mods pt2

Post by Trup2 »

Never have so much fun with eve-online race names :lol:

Thx :D
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Trup2 wrote: Thu, 4. Mar 21, 06:09 Never have so much fun with eve-online race names :lol:

Thx :D
Wait till you see these non-eve faction logos!
Aranov
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Re: [MOD]DeadAir Mods pt2

Post by Aranov »

Pretty neat, just a two bits of feedback.

First, there's a mod conflict with X Universe + and maybe X Universe + reconfig from the Steam Workshop.
Spoiler
Show
Tycoon Avarice is located on top of I-CUVX
Second, faction colors are kinda hard to identify.
Mindatar and Zyarth are too similar in my mind, as are the Galdente and the Rise of Orissen Raider mod Terran Trade Corp.
Meanwhile the Daldari blend into the fog of war on the map, and don't even have a proper sector outline.
Note these faction issues are with "Show Faction Colors" enable for the map.

Nothing major, just thought I'd bring this to your attention if it matters. Don't really expect the mod conflicts to be patched, but I thought I'd bring them up.
One thing I thought I'd bring up is a patch for the X:R Ship mod, so the new factions can use the new ships. Dunno if that'd be you or Max Bain to patch that.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Aranov wrote: Thu, 4. Mar 21, 15:06 Pretty neat, just a two bits of feedback.

First, there's a mod conflict with X Universe + and maybe X Universe + reconfig from the Steam Workshop.
Spoiler
Show
Tycoon Avarice is located on top of I-CUVX
Second, faction colors are kinda hard to identify.
Mindatar and Zyarth are too similar in my mind, as are the Galdente and the Rise of Orissen Raider mod Terran Trade Corp.
Meanwhile the Daldari blend into the fog of war on the map, and don't even have a proper sector outline.
Note these faction issues are with "Show Faction Colors" enable for the map.

Nothing major, just thought I'd bring this to your attention if it matters. Don't really expect the mod conflicts to be patched, but I thought I'd bring them up.
One thing I thought I'd bring up is a patch for the X:R Ship mod, so the new factions can use the new ships. Dunno if that'd be you or Max Bain to patch that.
Thanks for the feedback. I can definitely take a look at the faction colors to try and improve visibility. Daldari sectors do have the border but I guess the dark blue tends to blend in far too well.

It shouldn't be too much work to get X:R ships working as long as he added the ships to shipgroups properly. If his mod just added a bunch of different jobs for his ships then it would be a bit more work but I'll take a look.

edit: new colors are in and they are much easier to tell apart (according to my eyes). expect an update once I get a few more changes/fixes in.
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

Are these compatible with the faction enhancers and FOCW? What's the main difference between VRO and VRO Lite? Thanks for the awesome mods!
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sat, 6. Mar 21, 02:38 Are these compatible with the faction enhancers and FOCW? What's the main difference between VRO and VRO Lite? Thanks for the awesome mods!
VRO lite is just my version with a little bit of tweaks. I removed the extra L jobs, vanilla job quota adjustments, a little bit slower travel speed. I aim to reduce any performance impact of vro so I can use as much cpu as I can for other things.

They are compatible with pretty much anything that is done correctly except directly conflicting map stuff. FOCW is compatible but my jobs are balanced differently; if using my jobs I would recommend only adjusting xenon with focw.

My adjustments to logic are very minimal so it should have no issues with FE although I no longer use it myself.

If you have any more compatibility questions, feel free to ask. I use all my mods together and some qol mods that are quite old. I get as low as 90 fps in certain sectors with max graphics and volumetric fog but 12 hours in and I'm still usually at 120 fps.
shovelmonkey
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Re: [MOD]DeadAir Mods pt2

Post by shovelmonkey »

Well there goes my weekend...
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

Hey so I am just having one issue that needs to be addressed before I move on. I have all of your mods installed, and properly named (I think), and when I start a new game, cheatmenu all sectors to be visible, I do see your added sectors, but they have no grey fog and no way to access them. Am I needing to do something to trigger that, or did I miss something in the install process?

Edit: I tried one of your new game starts, and it crashed back to main menu. Not sure where I went wrong lol

I'm going to try a fresh reinstall of the mods and see if that fixes it.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sat, 6. Mar 21, 17:26 Hey so I am just having one issue that needs to be addressed before I move on. I have all of your mods installed, and properly named (I think), and when I start a new game, cheatmenu all sectors to be visible, I do see your added sectors, but they have no grey fog and no way to access them. Am I needing to do something to trigger that, or did I miss something in the install process?

Edit: I tried one of your new game starts, and it crashed back to main menu. Not sure where I went wrong lol

I'm going to try a fresh reinstall of the mods and see if that fixes it.
Usually when something like that happens, it means there is a problem with the install.

I put some info in the second post here about folder names. If the problem persists, please let me know.
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

Do any of the -master or -main files need to be renamed? I am using VRO-proper, but I can give it a shot with VRO lite and see if that helps.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sat, 6. Mar 21, 19:23 Do any of the -master or -main files need to be renamed? I am using VRO-proper, but I can give it a shot with VRO lite and see if that helps.
OK. Finally figured this all out.

On the mod page, goto releases.
Click the download link for the mod (not the source code)(it's name will match the ideal mod folder name)
extract into extensions, good to go.
Spoiler
Show
Image
Last edited by DeadAirRT on Sat, 6. Mar 21, 19:43, edited 1 time in total.
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

I mean they are named properly as far as I can tell, I tried both renaming the nested file, and taking out the file and placing it in Extensions, both with the right names. Hmm. Idk what it is, I'm using all your pt2 mods except VRO Lite

Also de-nested deadairgate, and deadairfactions_vro to see if that would change anything, did not help.

https://imgur.com/a/zUskNsl
Last edited by Manawydn on Sat, 6. Mar 21, 20:33, edited 4 times in total.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sat, 6. Mar 21, 19:42 https://drive.google.com/file/d/1WreO2L ... sp=sharing

I mean they are named properly as far as I can tell, I tried both renaming the nested file, and taking out the file and placing it in Extensions, both with the right names. Hmm. Idk what it is, I'm using all your pt2 mods except VRO Lite
Access denied. Sent a request.
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sat, 6. Mar 21, 19:42 https://drive.google.com/file/d/1WreO2L ... sp=sharing

I mean they are named properly as far as I can tell, I tried both renaming the nested file, and taking out the file and placing it in Extensions, both with the right names. Hmm. Idk what it is, I'm using all your pt2 mods except VRO Lite
I updated the installation instructions viewtopic.php?f=181&t=434243#p5016031
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

DeadAirRT wrote: Sat, 6. Mar 21, 19:56 I updated the installation instructions viewtopic.php?f=181&t=434243#p5016031
Reinstalled per your instructions, and still nothing. As for Google Drive, I'm not sure where I can see your request. I can look for an alternative way to send you screenshots.

Here is my full mod list

https://imgur.com/a/L67JQhH
DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT »

Manawydn wrote: Sat, 6. Mar 21, 20:31
DeadAirRT wrote: Sat, 6. Mar 21, 19:56 I updated the installation instructions viewtopic.php?f=181&t=434243#p5016031
Reinstalled per your instructions, and still nothing. As for Google Drive, I'm not sure where I can see your request. I can look for an alternative way to send you screenshots.

Here is my full mod list

https://imgur.com/a/L67JQhH
ok, folder names look good. Can you check inside the faction folders and make sure it is:
assets (folder)
index (folder)
libraries (folder)
maps (folder)
md (folder)
t (folder)
content.xml (file)
Manawydn
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Re: [MOD]DeadAir Mods pt2

Post by Manawydn »

DeadAirRT wrote: Sat, 6. Mar 21, 20:48 ok, folder names look good. Can you check inside the faction folders and make sure it is:
assets (folder)
index (folder)
libraries (folder)
maps (folder)
md (folder)
t (folder)
content.xml (file)
Each file contains all subfolders+files inside of them. Also removed the -master tags on all the mods that had them, still no change. Those mods seem to be working fine either way anyways. It's just the sectors being blacked out and inaccessable, along with no gates (active or inactive) that could potentially lead to them.

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