[MOD]DeadAir Mods pt2

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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Tue, 5. Oct 21, 21:42

Dethhand wrote:
Thu, 15. Jul 21, 09:35
Found a fix.
Very good catch! Seems like you are a good candidate to take over tater :D

I stopped modding several months back as I lost all interest in x4. I honestly doubt I'll be returning so I apologize for any errors/unfinished work.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Tue, 5. Oct 21, 21:44

PlateGlassArmour wrote:
Tue, 5. Oct 21, 03:24
Got an issue with TaterTrade.
It's impossible to ban the sale of an item.
I want a trader to keep a small supply of energy cells in it's inventory for use with another mod, but the first thing TaterTrade does when I turn it on, without fail, is sell all the energy cells in it's inventory, regardless of the settings I try. Explicitly removing them from the trade list doesn't help. Adding the trader to a station that's not selling doesn't help. Adding them to a station which has the sell price set to max doesn't help.

So far, I haven't found a way to get the trader to hold onto an item in any way.

Am I just doing something wrong?
So it's not that you are doing anything wrong, it just wasn't designed to accommodate this. It tries to empty out it's hull prior to trading to maximize profit or recover from a failed trade. The possibility of writing in yet another option into the trader is there, but sadly I stopped modding for x4 months ago.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Tue, 5. Oct 21, 21:48

Ashitaka-san wrote:
Wed, 1. Sep 21, 14:44
Are these mods, specifically deadair ai tweaks and deadair jobs, compatible with the 4.1 beta?
They should be fine. I stopped modding quite a while ago but the way I wrote my diffs make them tend to either work perfect, or have no result at all. The easiest way to check would be to run the game in debug and check the log. If any errors other than the spam .sig messages come up, something may have broken.

As far as what version I specifically built them for and tested, the last was 4.0.

ScandyNav
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Re: [MOD]DeadAir Mods pt2

Post by ScandyNav » Sat, 9. Oct 21, 19:29

DeadAirRT wrote:
Tue, 5. Oct 21, 21:48
They should be fine. I stopped modding quite a while ago but the way I wrote my diffs make them tend to either work perfect, or have no result at all.
So, AI tweaks and Jobs are OK to use right now?

palentier
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Re: [MOD]DeadAir Mods pt2

Post by palentier » Sat, 11. Dec 21, 02:29

Sad to see you go. I just reinstalled the game after seeing that this new update really fixed a lot of performance issues. Your mods were a must have for my play throughs. I am curious if any / all of them still work with this newest update?

Jaskan
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Re: [MOD]DeadAir Mods pt2

Post by Jaskan » Mon, 13. Dec 21, 00:05

A question about DynamicWars

Is it easy for me and how do i go about adding other factions to the Mod, example i want to add Xenon, Yak, Khak etc.

I only really need to be able to use them in the extension options menu to be able to control their faction relations.
I dont want to get involved in the Dynamic war bit, just how to add remaining factions to the relations.


Any help from any Moders still working on X4 will be appreciated.

Currently i have stop the game and edit savefile to make this change and thats just such a pain, cause save file is so huge and slow to load /save etc, bedsides its great having a slider at run time, rather than ancient text edit.

thanks in advance,

Brisingr22
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Re: [MOD]DeadAir Mods pt2

Post by Brisingr22 » Sat, 25. Dec 21, 04:57

I take it these mods will not be updated in the future?

Halpog
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Re: [MOD]DeadAir Mods pt2

Post by Halpog » Sun, 26. Dec 21, 06:50

there should be at least a hint that an additional mod is needed ...
sir nukes modsupport api for example .....

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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise » Sun, 26. Dec 21, 14:01

Halpog wrote:
Sun, 26. Dec 21, 06:50
there should be at least a hint that an additional mod is needed ...
sir nukes modsupport api for example .....
He does state it needs nuke's mod on the one. Nexus will also state if you need another mod prior to downloading if it's posted there as an example. It could perhaps be made more clear or at least a link perhaps. Deadair isn't updating or maintaining the mods from what I gather or hasn't for half a year. Why bother unless someone takes them over with his blessing?

Halpog
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Re: [MOD]DeadAir Mods pt2

Post by Halpog » Thu, 30. Dec 21, 22:50

Baconnaise wrote:
Sun, 26. Dec 21, 14:01
Halpog wrote:
Sun, 26. Dec 21, 06:50
there should be at least a hint that an additional mod is needed ...
sir nukes modsupport api for example .....
He does state it needs nuke's mod on the one. Nexus will also state if you need another mod prior to downloading if it's posted there as an example. It could perhaps be made more clear or at least a link perhaps. Deadair isn't updating or maintaining the mods from what I gather or hasn't for half a year. Why bother unless someone takes them over with his blessing?
well, the mods are still working fine AND the main reason for me to use them is to set propper relations between AI factions ....
its realy annoing we cant change them with the custom game start ...
we can only change the relation for player and the factions.... not factions for factions

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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise » Fri, 31. Dec 21, 16:41

Halpog wrote:
Thu, 30. Dec 21, 22:50
Baconnaise wrote:
Sun, 26. Dec 21, 14:01
Halpog wrote:
Sun, 26. Dec 21, 06:50
there should be at least a hint that an additional mod is needed ...
sir nukes modsupport api for example .....
He does state it needs nuke's mod on the one. Nexus will also state if you need another mod prior to downloading if it's posted there as an example. It could perhaps be made more clear or at least a link perhaps. Deadair isn't updating or maintaining the mods from what I gather or hasn't for half a year. Why bother unless someone takes them over with his blessing?
well, the mods are still working fine AND the main reason for me to use them is to set propper relations between AI factions ....
its realy annoing we cant change them with the custom game start ...
we can only change the relation for player and the factions.... not factions for factions
I would love to be able to edit the NPC faction relations on the custom game starts as well. The deadair version is more of a random booster to relations with no control. I would in the meantime use something like the FOCW war mod, not the corp one. You can set up faction relations for everyone in the config.xml. It also allows you to tweak their military strengths but you could always leave that vanilla and just alter the relations. Blackrain mod if I recall. Well done at that. I've used it plenty of times to give Xenons more of a boost or certain factions that generally get wiped out in the first 10-50 hours. I like the deadair mods but the relations portion is kind of wonky on 4.2. It works but it'll conflict with player relations set by the custom starts as well.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 1. Jan 22, 21:47

Baconnaise wrote:
Fri, 31. Dec 21, 16:41
I would love to be able to edit the NPC faction relations on the custom game starts as well. The deadair version is more of a random booster to relations with no control. I would in the meantime use something like the FOCW war mod, not the corp one. You can set up faction relations for everyone in the config.xml. It also allows you to tweak their military strengths but you could always leave that vanilla and just alter the relations. Blackrain mod if I recall. Well done at that. I've used it plenty of times to give Xenons more of a boost or certain factions that generally get wiped out in the first 10-50 hours. I like the deadair mods but the relations portion is kind of wonky on 4.2. It works but it'll conflict with player relations set by the custom starts as well.
There was a good faction relation changing mod from mewosmith called illuminati iirc that was a simple ai:ai relation changing mod (while mine is designed more as a diplomacy tool because of the restrictions I put in place ex can't buy a relation raise higher than the faction likes you)

If you could expand on the custom start thing it may come in handy for me soon^tm

BlackRain
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Re: [MOD]DeadAir Mods pt2

Post by BlackRain » Sun, 2. Jan 22, 01:53

Baconnaise wrote:
Fri, 31. Dec 21, 16:41
Halpog wrote:
Thu, 30. Dec 21, 22:50
Baconnaise wrote:
Sun, 26. Dec 21, 14:01

He does state it needs nuke's mod on the one. Nexus will also state if you need another mod prior to downloading if it's posted there as an example. It could perhaps be made more clear or at least a link perhaps. Deadair isn't updating or maintaining the mods from what I gather or hasn't for half a year. Why bother unless someone takes them over with his blessing?
well, the mods are still working fine AND the main reason for me to use them is to set propper relations between AI factions ....
its realy annoing we cant change them with the custom game start ...
we can only change the relation for player and the factions.... not factions for factions
I would love to be able to edit the NPC faction relations on the custom game starts as well. The deadair version is more of a random booster to relations with no control. I would in the meantime use something like the FOCW war mod, not the corp one. You can set up faction relations for everyone in the config.xml. It also allows you to tweak their military strengths but you could always leave that vanilla and just alter the relations. Blackrain mod if I recall. Well done at that. I've used it plenty of times to give Xenons more of a boost or certain factions that generally get wiped out in the first 10-50 hours. I like the deadair mods but the relations portion is kind of wonky on 4.2. It works but it'll conflict with player relations set by the custom starts as well.
In my corporations mod, I included one of Deadair's scripts (which I edited a bit) to let you alter the relations in game for individual factions and this also includes all the corporations. You talk to their representative and see what the relations are and then if you have a good relation with the faction you can tell them to lower their relations with another faction (without paying) and you can also increase relations with that faction and another by paying money. You can talk to one of your own managers to do the same for your faction

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sun, 2. Jan 22, 05:54

BlackRain wrote:
Sun, 2. Jan 22, 01:53
*snip*
His version is probably much better than the one I gave him. I'm starting to get the modding itch again so there is hope. I kind of want to dive deeper into the ai side of things and maybe some ships.

BlackRain
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Re: [MOD]DeadAir Mods pt2

Post by BlackRain » Sun, 2. Jan 22, 16:28

DeadAirRT wrote:
Sun, 2. Jan 22, 05:54
BlackRain wrote:
Sun, 2. Jan 22, 01:53
*snip*
His version is probably much better than the one I gave him. I'm starting to get the modding itch again so there is hope. I kind of want to dive deeper into the ai side of things and maybe some ships.
That would be good news then, the game really needs some attention on the AI side of things. Especially when it comes to ship combat, carrier combat, etc.

Halpog
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Re: [MOD]DeadAir Mods pt2

Post by Halpog » Mon, 3. Jan 22, 20:59

before the customagamestart option came out from egososft itself.
there was a mod called customgamestart.at this mod u could at the faktion relation page ( where u set your relations to ai faktions ) just klick on your name, and choose for example argon fed. and than choose the fakrion relation to other faktions, totaly same like for the player vs AI .. just for argon, or any other faktion.

when the customgame start rleased from egosoft, this option was gone ...
so i guess it is still there, but no idea how to enable it.because that woule be epic to get this option back.
so far there is nothing that comes close to this . atm the best thing ive found so far in this case is the "diplomacy" part in deadair mods

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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise » Tue, 4. Jan 22, 15:49

Halpog wrote:
Mon, 3. Jan 22, 20:59
before the customagamestart option came out from egososft itself.
there was a mod called customgamestart.at this mod u could at the faktion relation page ( where u set your relations to ai faktions ) just klick on your name, and choose for example argon fed. and than choose the fakrion relation to other faktions, totaly same like for the player vs AI .. just for argon, or any other faktion.

when the customgame start rleased from egosoft, this option was gone ...
so i guess it is still there, but no idea how to enable it.because that woule be epic to get this option back.
so far there is nothing that comes close to this . atm the best thing ive found so far in this case is the "diplomacy" part in deadair mods
It's funny because EGO incorporates certain mods into the base game and usually never fully implements everything. XR had a mod where you comm everything without doing the station walk. They incorporated it into the game which was great but didn't fully add that feature so it wasn't nearly as good as the actual mod. Mod author stopped updating it when that happened so we were stuck with a subpar vanilla version. People still needed yet another mod to expand upon what was finally part of the game yet again. Quirks and features sometimes with EGO.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Wed, 12. Jan 22, 20:10

Welp, once again after a long hiatus...I'm back.

DeadAirAITweaks
v1.04
Replaced most skill checks with equivalent of 4+ star or actual pilot skill if higher, reduced aiming tolerance (more accurate fire), added docked check to combat script to prevent occasional soft-lock, ships launch more of their drones and faster, fighters will gain distance after attack run based on their combat range, ships oos combat is based more on their actual operational turrets, stations will launch drones at more consistent ranges, ships will use missile countermeasures more often, ships will fire missiles more often, ships will use travel drive much more often to reposition during fighting, police will occasionally detect pirates using cover of the same faction, lockboxes are less skill dependant for AI, pirates are more likely to be greedy when accepting dropped cargo from a victim.
v1.03
Updated for X4v4.2. Increased max distance on boost flee script, updated gate/generic scripts, improved vanilla explore behavior and removed inability of police to check a pirate posing as same faction. Experience gains will now be rather quick up to 3 stars for individuals and 2 stars for their crew, it will still be increased for higher stars after 3 but not as quickly.


BlackRain
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Re: [MOD]DeadAir Mods pt2

Post by BlackRain » Thu, 13. Jan 22, 01:28

Hey Deadair, there appears to be something in your new upload of deadairaitweaks which is causing the game to freeze. I have no idea what it could be, but when adding it to my active game, the game freezes every time. Remove it, and no freeze, It has to be one of the aiscripts. Now, I don't know if it is because it is running on so many ships at once or if there is some error somewhere. I didn't look through the scripts much, but I will try to narrow it down if I can.

Edit -- It might be a conflict with something I did, bleh, I will let you know if I figure it out. It might be because I also edited order.move.recon in some of the same spots.

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