DA 7.0+

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

DA 7.0+

Post by DeadAirRT »

Welp, by now everyone should know that I am bad about maintaining readme and forums posts. I do post quite a few patch notes in the releases section though so check them out.
As always with github mods, check the folder name please. If you use the releases section on the right, I include a zipped folder with everything set up (directly from my own extensions folder).

Here is my current mod list (20241022):

Mod name: DeadAir Scripts
Mod type: Script Package
Github page

Mod name: DeadAir Eco
Mod type: Economy Rework
Github page

Mod name: DeadAir Faction Amarr
Mod type: Faction and ships
Recommended Mods:
  • Balanced around VRO and DeadAir Mods
Github page

Mod name: DeadAir Faction Caldari
Mod type: Faction and ships
  • Balanced around VRO and DeadAir Mods
Github page

Mod name: DeadAir Factions Gallente
Mod type: Faction and ships
  • Balanced around VRO and DeadAir Mods
Github page

Mod name: DeadAir Factions Minmatar
Mod type: Faction and ships
  • Balanced around VRO and DeadAir Mods
Github page

Mod name: DeadAir Factions Shared Items
Mod type: Faction compatibility and music
Features:
  • Updates DeadAir Factions to use VRO weapons and Ships
Required Mods:
  • At least one DeadAir Faction mod and VRO
Github page

Mod name: KUDA
Mod type: AI changes
Github page
Nexus page

Mod name: Tater Trader
Mod type: Trade Script
Original Author: Ludsoe
Github page

Translations for some mods are a WIP.

If you are experiencing issues, please have a debug log. It isn't difficult and helps me help you. I do not get paid for this nor do not accept tips; so help me spend more time working on the mods I enjoy and not debugging your mod list.

Does this mod still work? Are these mods compatible? Is this mod working? Why isn't this working?

All of these can be possibly answered by the following: RUN DEBUG

To set up debug mode you add a few things to your target parameters or launch options.
Set the level of debug output. This can be all, scripts, error, general, or a few other rarely used.
Edit: 20240803: Egosoft implemented an improvement to debug with 7.0 so filter level of scripts is the preferred level of debug output.

Code: Select all

-debug scripts
Set the filename for the debug log. This file will be placed in your documents/egosoft folder.

Code: Select all

-logfile debuglog.txt
For the ctrl+c ctrl+v crowd

Code: Select all

-debug scripts -logfile debuglog.txt
To add the options above:
steam - right click on game in steam, properties, add to launch option
exe shortcut - add them after the filepath in target
User avatar
Baconnaise
Posts: 766
Joined: Sat, 23. Nov 13, 15:50
x4

Re: DA 7.0+

Post by Baconnaise »

You're doing God's work. Danke sehr.
User avatar
alexalsp
Posts: 1896
Joined: Fri, 18. Jul 14, 05:28
x4

Re: DA 7.0+

Post by alexalsp »

DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: DA 7.0+

Post by DeadAirRT »

alexalsp wrote: Wed, 23. Oct 24, 18:25 Rus lng
TY :D Should be less t-file changes from me for now so I can start working on incorporating the translations.
User avatar
alexalsp
Posts: 1896
Joined: Fri, 18. Jul 14, 05:28
x4

Re: DA 7.0+

Post by alexalsp »

Update when you update. It's not hard for me to make files for the new version of the mod. You will decide when to include them .... ))
I realize that updating all the text files yourself every time is unnecessary work for you. Therefore, I will post a link to the updated files for new versions of the mod, and you decide what to do with it and when.
User avatar
Baconnaise
Posts: 766
Joined: Sat, 23. Nov 13, 15:50
x4

Re: DA 7.0+

Post by Baconnaise »

I'm adding one of my edits to the DA_Scripts mod that I do to alter my playthroughs. What this does is make Dynamic Wars cost the player nothing. You will still need relations high enough to various degrees in some cases to alter relations between factions. That's a vanilla limitation based on relation not the Dynamic Wars section of the mod. If you open the deadairdynamicuniversemenus.xml file in the mod's deadair_scripts\md\ folder, you can edit the lines between 2237 and 2285. You can change the credit value and net worth values to zero. This can be helpful if you use mods such as Clear World or just custom starts, in general, to shape a new playthrough and various scenarios to keep things fresh. You can obviously adjust the costs to nothing to one you prefer. That's the fun part that keeps the game alive.
Scoob
Posts: 11170
Joined: Thu, 27. Feb 03, 22:28
x4

Re: DA 7.0+

Post by Scoob »

Your ongoing support and development of these mods is very much appreciated :)

Currently LOVING the absolute chaos turning Evolution up to 10 and buffing fleet numbers and sizes for the Xenon is causing. I've deliberately set up a game that I might lose! Fun.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: DA 7.0+

Post by DeadAirRT »

Scoob wrote: Fri, 1. Nov 24, 16:43 Your ongoing support and development of these mods is very much appreciated :)

Currently LOVING the absolute chaos turning Evolution up to 10 and buffing fleet numbers and sizes for the Xenon is causing. I've deliberately set up a game that I might lose! Fun.
Glad you enjoy it
User avatar
Baconnaise
Posts: 766
Joined: Sat, 23. Nov 13, 15:50
x4

Re: DA 7.0+

Post by Baconnaise »

Scoob wrote: Fri, 1. Nov 24, 16:43 Your ongoing support and development of these mods is very much appreciated :)

Currently LOVING the absolute chaos turning Evolution up to 10 and buffing fleet numbers and sizes for the Xenon is causing. I've deliberately set up a game that I might lose! Fun.
Good point, Scoob. DA Evolution is enabled even with vanilla values and the universe in total war mode. What's going to happen is a total crapshoot. I'll set Seta on, go to work, come home, and pick up the pieces if any are left. Good times.
Scoob
Posts: 11170
Joined: Thu, 27. Feb 03, 22:28
x4

Re: DA 7.0+

Post by Scoob »

Baconnaise wrote: Sun, 3. Nov 24, 16:11 Good point, Scoob. DA Evolution is enabled even with vanilla values and the universe in total war mode. What's going to happen is a total crapshoot. I'll set Seta on, go to work, come home, and pick up the pieces if any are left. Good times.
It's absolutely nuts. I'm using a variety of mods (the VRO-balanced Reemergence, extra ships etc.) and I'm losing large Fleets of Battleships to invading Xenon forces. My own economy and Military is strong, very strong, but I'm barely holding them back. Destroyer losses, let along Battleship losses, are a very rare thing when just on the defensive, as I am currently. Also, my HQ! It's under attack and I'm several loads of Advanced Electronics from being able to jump it to safety! Its defending fleet is decimated, but I was able to open a path for reinforcements to get through to aid in defence. Fun.

I recently lost three Aamon Battleships - a very competent ship 27 M-Class Turrets, 16 L-Class 2x XL shields - in the space of a couple of minutes due to an evolved Xenon fleet coming through the gate. Those modded Xenon ships can hit really hard. I might need to build more defence platforms to slow them down.

You know, I never intended this game to last, fully expecting I'd be overwhelmed. However, I'm holding on...just. Also, I think the "Existential Crysis" thing might have trigger, as I got a message from Boso about "Sensor Network Research" and suggesting I might find something...unfriendly.

With all this action going on, it really is a violent universe, the numerous mods I use (with RE adding 80+ sectors) the game is still running very well. I'm approaching day four, game time. This all really takes me back to the excellent Litcube Mod for X3, with the buffed Xenon faction invading...
Eukatae
Posts: 56
Joined: Thu, 28. Feb 13, 16:22
x4

DeadAir Eco bug

Post by Eukatae »

DeadAir Eco breaks my encyclopedia. I have other mods but in testing I disabled all of them and encyclopedia doesn't open with only DeadAir Eco enabled.
Rothank
XWiki Moderator
XWiki Moderator
Posts: 93
Joined: Mon, 11. Aug 14, 22:48
x4

Re: DeadAir Eco bug

Post by Rothank »

Eukatae wrote: Wed, 6. Nov 24, 23:51 DeadAir Eco breaks my encyclopedia. I have other mods but in testing I disabled all of them and encyclopedia doesn't open with only DeadAir Eco enabled.
Because you did not read the instructions. Remove -master from folder's name
Image Image
Image
Eukatae
Posts: 56
Joined: Thu, 28. Feb 13, 16:22
x4

Re: DeadAir Eco bug

Post by Eukatae »

Rothank wrote: Thu, 7. Nov 24, 03:22
Eukatae wrote: Wed, 6. Nov 24, 23:51 DeadAir Eco breaks my encyclopedia. I have other mods but in testing I disabled all of them and encyclopedia doesn't open with only DeadAir Eco enabled.
Because you did not read the instructions. Remove -master from folder's name
Amazing how being stupid and not reading the file titled README screws things up. Anyway thanks for setting me right.
Sirilius
Posts: 304
Joined: Fri, 26. Dec 03, 23:59
x4

Re: DA 7.0+

Post by Sirilius »

Running this with VRO. I believe the Job scrips can cause the xenon to spawn Us. I just had two Us show up in Family Kritt after 3 hours :S.

Should I avoid using Jobs till I am more developed?
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: DA 7.0+

Post by DeadAirRT »

Sirilius wrote: Fri, 3. Jan 25, 03:27 Running this with VRO. I believe the Job scrips can cause the xenon to spawn Us. I just had two Us show up in Family Kritt after 3 hours :S.

Should I avoid using Jobs till I am more developed?
Special overpowered job ships shouldn't be using generic tags. Fix the tags for the U and there wont be any issues.
User avatar
alexalsp
Posts: 1896
Joined: Fri, 18. Jul 14, 05:28
x4

Re: DA 7.0+

Post by alexalsp »

J.Deep
Posts: 2
Joined: Thu, 24. Sep 09, 23:04
x4

Re: DA 7.0+

Post by J.Deep »

Any news about update to 7.50?
ObsidianOne
Posts: 42
Joined: Sun, 23. Dec 18, 10:16

Re: DA 7.0+

Post by ObsidianOne »

Came for to ask same thing, i assume these needs update for 7.50.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: DA 7.0+

Post by DeadAirRT »

Working on updates
J.Deep
Posts: 2
Joined: Thu, 24. Sep 09, 23:04
x4

Re: DA 7.0+

Post by J.Deep »

DeadAirRT wrote: Sun, 23. Feb 25, 02:31 Working on updates
Awesome! You're the best!

Return to “X4: Foundations - Scripts and Modding”