mod request
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 5
- Joined: Fri, 27. Dec 24, 01:17
mod request
Has anyone made a mod with a blank universe where the races have to expand from one or two sectors?
-
- Posts: 124
- Joined: Sun, 1. Jun 14, 02:53
-
- Posts: 5
- Joined: Fri, 27. Dec 24, 01:17
Re: mod request
Thanks for the reply.
Clear Universe looks like just what I was looking for. I also got "jobs shuffle" to go with it but I noticed several other faction logic mods by Treybor like "Nopileos' Fortune FactionLogic", etc. Are these mods from Treybor necessary if I have the "jobs shuffle" mod? I intended to run Dynamic Wars as well and have no idea if it included any faction logic/jobs for the AI to claim all the sectors.
Is there a mod that makes all sectors claimable by the AI? How do custom sectors get claimed by the AI if there isn't a dedicated faction logic for the sector like the several Treybor made?
Clear Universe looks like just what I was looking for. I also got "jobs shuffle" to go with it but I noticed several other faction logic mods by Treybor like "Nopileos' Fortune FactionLogic", etc. Are these mods from Treybor necessary if I have the "jobs shuffle" mod? I intended to run Dynamic Wars as well and have no idea if it included any faction logic/jobs for the AI to claim all the sectors.
Is there a mod that makes all sectors claimable by the AI? How do custom sectors get claimed by the AI if there isn't a dedicated faction logic for the sector like the several Treybor made?
-
- Posts: 124
- Joined: Sun, 1. Jun 14, 02:53
Re: mod request
Jobs Shuffle only allows DLC ships to leave DLC sectors. It is completely separate from the expansion faction logic.
Only specific sectors have logic to block expansion. Treybor's FactionLogic mods remove these restrictions. If you have all his FactionLogic mods, factions should be able to expand to all non-mod sectors. I'm not sure how expansion blocking works for mods, but since it is an opt-in for vanilla, I assume it is also an opt-in for mods.
Only specific sectors have logic to block expansion. Treybor's FactionLogic mods remove these restrictions. If you have all his FactionLogic mods, factions should be able to expand to all non-mod sectors. I'm not sure how expansion blocking works for mods, but since it is an opt-in for vanilla, I assume it is also an opt-in for mods.
-
- Posts: 5
- Joined: Fri, 27. Dec 24, 01:17
Re: mod request
That makes sense. So "able to expand" is the default. I've looked more at Dynamic wars and it appears to have a menu to add/remove the opt-out logic for any sector. I don't think the menu will appear though since SirNukes Mod support API is out of date (best I can tell). Any work-around for this that you know of?
-
- Posts: 124
- Joined: Sun, 1. Jun 14, 02:53
Re: mod request
Are you using Dynamic Wars from Steam or the version integrated in Deadair Scripts?
The Steam version has not been updated for 2 years. Deadair Scripts includes many new features beyond Dynamic Wars, but I consider them all to be improvements over vanilla, and they can be disabled through the Extension Options if you dislike them.
The Extensions Options menu should work. It is accessible after loading your save, not from the main menu. After loading into your save, press ESC, click Extension Options, and then configure it from that menu. If you do not see this menu while in-game, Mod Support API is not correctly installed.
The Steam version has not been updated for 2 years. Deadair Scripts includes many new features beyond Dynamic Wars, but I consider them all to be improvements over vanilla, and they can be disabled through the Extension Options if you dislike them.
The Extensions Options menu should work. It is accessible after loading your save, not from the main menu. After loading into your save, press ESC, click Extension Options, and then configure it from that menu. If you do not see this menu while in-game, Mod Support API is not correctly installed.
-
- Posts: 5
- Joined: Fri, 27. Dec 24, 01:17
Re: mod request
I used DeadAir's mods (deadair scripts, deadair eco, and tator trader)from his Github page but they don't show up in the list of mods to enable/disable.
The extensions options menu doesn't appear even after loading a save. Can't even pull up the map ingame.
I got SirNukes Mod Support APIs from steam. I'm pretty sure I didn't screw up clicking "subscribe" though.
Would a complete mod list be helpful? I'm running 7.1.
Thanks
The extensions options menu doesn't appear even after loading a save. Can't even pull up the map ingame.
I got SirNukes Mod Support APIs from steam. I'm pretty sure I didn't screw up clicking "subscribe" though.

Would a complete mod list be helpful? I'm running 7.1.
Thanks
-
- Posts: 124
- Joined: Sun, 1. Jun 14, 02:53
Re: mod request
This should only happen if you incorrectly installed everything.
The folder structure should be like this:
Code: Select all
\X4 Foundations\extensions\deadair_scripts\
Not like this:
Code: Select all
\X4 Foundations\extensions\deadair_scripts\deadair_scripts\
Code: Select all
\X4 Foundations\deadair_scripts\
-
- Posts: 5
- Joined: Fri, 27. Dec 24, 01:17
Re: mod request
Thanks Ramdat,
Looks like everything is working.
DeadAir's mods: Yup, there was a folder within a folder. I found that to be the case with several mods I downloaded from Nexus. Just clicked on each one in C:\Program Files (x86)\Steam\steamapps\common\X4 Foundations\extensions to make sure I got them all.
Extension options menu: Apparently I can screw up hitting "Subscribe" on Steam. I was running an old version of SirNukes Mod Support APIs. I deleted it from the extension folder, unsubscribed then re-subscribed. It's the new working version now.
Couldn't bring up the map: Not only was I running an old version of kuertee_ui_extensions, but the new version I downloaded had a folder within a folder.
Is there a way to change the Topic's subject to Mod Request/Troubleshooting? It morphed into a troubleshooting guide. Maybe someone else will see it and save themselves some headaches.
Looks like everything is working.
DeadAir's mods: Yup, there was a folder within a folder. I found that to be the case with several mods I downloaded from Nexus. Just clicked on each one in C:\Program Files (x86)\Steam\steamapps\common\X4 Foundations\extensions to make sure I got them all.
Extension options menu: Apparently I can screw up hitting "Subscribe" on Steam. I was running an old version of SirNukes Mod Support APIs. I deleted it from the extension folder, unsubscribed then re-subscribed. It's the new working version now.
Couldn't bring up the map: Not only was I running an old version of kuertee_ui_extensions, but the new version I downloaded had a folder within a folder.
Is there a way to change the Topic's subject to Mod Request/Troubleshooting? It morphed into a troubleshooting guide. Maybe someone else will see it and save themselves some headaches.
-
- Posts: 124
- Joined: Sun, 1. Jun 14, 02:53
Re: mod request
Glad you got it sorted out.
For future reference, you can avoid the folder in folder problem by using:
Instead of:
If you use:
Either uncheck the option to create "deadair_scripts\" directory, or check the option for "eliminate duplication of root folder".
For future reference, you can avoid the folder in folder problem by using:
Code: Select all
extract here
Code: Select all
extract to "deadair_scripts\"
Code: Select all
extract files...