[MOD]DeadAir Mods pt2

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Schimera
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Re: [MOD]DeadAir Mods pt2

Post by Schimera » Sun, 24. Mar 24, 22:34

The github pages for the faction ships seem to no longer be available?

user1679
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Re: [MOD]DeadAir Mods pt2

Post by user1679 » Mon, 25. Mar 24, 07:41

Schimera wrote:
Sun, 24. Mar 24, 22:34
The github pages for the faction ships seem to no longer be available?
Do you mean the EVE factions? Try here: https://github.com/DeadAirRT?tab=repositories

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 25. Mar 24, 16:09

The original post is pretty outdated

Schimera
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Re: [MOD]DeadAir Mods pt2

Post by Schimera » Mon, 25. Mar 24, 16:13

Ahhh i understand,
yeah i was following the main post as i didnt want to mess anything up.
Got it clear now though!

Peppi
Posts: 2
Joined: Sun, 31. Mar 24, 00:34

Re: [MOD]DeadAir Mods pt2

Post by Peppi » Sun, 31. Mar 24, 00:36

do i need to have more than vro added to get these to work? when im in x4 at extensions there all red saying i need jobs, i got jobs now jobs says i need fishpeople lol i dont even see fishpeople

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sun, 31. Mar 24, 13:40

Peppi wrote:
Sun, 31. Mar 24, 00:36
do i need to have more than vro added to get these to work? when im in x4 at extensions there all red saying i need jobs, i got jobs now jobs says i need fishpeople lol i dont even see fishpeople
All of the dependencies are in content.xml for each mod. Fish people is the Boron dlc. You can try changing it to optional and it should mostly work since that faction is pretty separated.

Peppi
Posts: 2
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Re: [MOD]DeadAir Mods pt2

Post by Peppi » Sun, 31. Mar 24, 16:13

DeadAirRT wrote:
Sun, 31. Mar 24, 13:40


All of the dependencies are in content.xml for each mod. Fish people is the Boron dlc. You can try changing it to optional and it should mostly work since that faction is pretty separated.
ah ty, sorry pretty newish to x4 but ive played eve alot so wanted the ships haha, thanks alot

Lastexile01
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Re: [MOD]DeadAir Mods pt2

Post by Lastexile01 » Tue, 2. Apr 24, 05:26

The github page for the Gallente faction lists nothing under the required mods section.

The in game menu lists DeadAirJobs as a required mod. Which one is right?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Tue, 2. Apr 24, 14:09

Lastexile01 wrote:
Tue, 2. Apr 24, 05:26
The github page for the Gallente faction lists nothing under the required mods section.

The in game menu lists DeadAirJobs as a required mod. Which one is right?
I am terrible at maintaining read-me and forum posts. The patch notes and the actual mods are where i put most of my effort. Apologies for any confusion.

zibafu
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Re: [MOD]DeadAir Mods pt2

Post by zibafu » Wed, 3. Apr 24, 18:45

like ermagerd eve ships :o

will these mods work with the reemergence mod map

https://www.nexusmods.com/x4foundations/mods/1166

or will they only work on the vanilla map ?

cheers

Lastexile01
Posts: 18
Joined: Sun, 17. Mar 13, 21:09
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Re: [MOD]DeadAir Mods pt2

Post by Lastexile01 » Wed, 3. Apr 24, 19:25

Hello,

I installed the eve faction mods, and noticed that several of them overlap on the map with other mods that add sectors. I think the main conflict is with XPANed Sectors Advanced on nexusmods. I am also using X Universe + on steam, but I don't think those sectors are the ones in conflict. The only faction that I didn't see any conflicts with was Amarr.

Here's the minor changes I made, I hope it didn't screw up any game logic. I think I just changed the positions on the map.
The connections with <!--comments--> are the ones I changed. It wasn't that many sectors.

steamapps\common\X4 Foundations\extensions\deadairfactiongallente\maps\xu_ep2_universe\galaxy.xml

Code: Select all

	<connection name="Cluster_DGA1_connection" ref="clusters"><!--mies -->
		<offset>
			<position x="30000000" y="0" z="-86600000" />
        </offset>
        <macro ref="Cluster_DGA1_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DGA2_connection" ref="clusters"><!--Oursulaert -->
		<offset>
			<position x="15000000" y="0" z="-95260000" />
        </offset>
        <macro ref="Cluster_DGA2_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DGA3_connection" ref="clusters"><!--Duripant -->
		<offset>
			<position x="45000000" y="0" z="-77940000" />
        </offset>
        <macro ref="Cluster_DGA3_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DGA4_connection" ref="clusters"><!--luminaire -->
		<offset>
			<position x="45000000" y="0" z="-95260000" />
        </offset>
        <macro ref="Cluster_DGA4_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DGA5_connection" ref="clusters"><!--algogile -->
		<offset>
			<position x="45000000" y="0" z="-147220000" />
        </offset>
        <macro ref="Cluster_DGA5_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DGA6_connection" ref="clusters">
		<offset>
			<position x="60000000" y="0" z="-103920000" />
        </offset>
        <macro ref="Cluster_DGA6_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DGA7_connection" ref="clusters">
		<offset>
			<position x="60000000" y="0" z="-121240000" />
        </offset>
        <macro ref="Cluster_DGA7_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DGA8_connection" ref="clusters"><!--Seyllin -->
		<offset>
			<position x="15000000" y="0" z="-43300000" />
        </offset>
        <macro ref="Cluster_DGA8_macro" connection="galaxy" />
	</connection>
steamapps\common\X4 Foundations\extensions\deadairfactioncaldari\maps\xu_ep2_universe\galaxy.xml

Code: Select all

	<connection name="Cluster_DAL1_connection" ref="clusters">
		<offset>
			<position x="105000000" y="0" z="-60620000" />
        </offset>
        <macro ref="Cluster_DAL1_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DAL2_connection" ref="clusters">
		<offset>
			<position x="105000000" y="0" z="-77940000" />
        </offset>
        <macro ref="Cluster_DAL2_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DAL3_connection" ref="clusters">
		<offset>
			<position x="120000000" y="0" z="-51960000" />
        </offset>
        <macro ref="Cluster_DAL3_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DAL4_connection" ref="clusters"><!--New Caldari -->
		<offset>
			<position x="120000000" y="0" z="-86600000" />
        </offset>
        <macro ref="Cluster_DAL4_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DAL5_connection" ref="clusters"><!--Jita -->
		<offset>
			<position x="120000000" y="0" z="-103920000" />
        </offset>
        <macro ref="Cluster_DAL5_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DAL6_connection" ref="clusters">
		<offset>
			<position x="135000000" y="0" z="-60620000" />
        </offset>
        <macro ref="Cluster_DAL6_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DAL7_connection" ref="clusters">
		<offset>
			<position x="135000000" y="0" z="-77940000" />
        </offset>
        <macro ref="Cluster_DAL7_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DAL8_connection" ref="clusters">
		<offset>
			<position x="30000000" y="0" z="34640000" />
        </offset>
        <macro ref="Cluster_DAL8_macro" connection="galaxy" />
	</connection>
The minmatar ones I had to move quite a bit, there were 4 sector overlaps so I put some notes in the comments as I figured out what to do.
steamapps\common\X4 Foundations\extensions\deadairfactionminmatar\maps\xu_ep2_universe\galaxy.xml

Code: Select all

	<connection name="Cluster_DMI1_connection" ref="clusters"><!--Onga, up 1 -->
		<offset>
			<position x="0" y="0" z="173200000" />
        </offset>
        <macro ref="Cluster_DMI1_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DMI2_connection" ref="clusters">
		<offset>
			<position x="0" y="0" z="138560000" />
        </offset>
        <macro ref="Cluster_DMI2_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DMI3_connection" ref="clusters"> <!--Ammold, right 1 up half -->
		<offset>
			<position x="30000000" y="0" z="173200000" />
        </offset>
        <macro ref="Cluster_DMI3_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DMI4_connection" ref="clusters"><!--Pator, left 2 -->
		<offset>
			<position x="-15000000" y="0" z="147220000" />
        </offset>
        <macro ref="Cluster_DMI4_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DMI5_connection" ref="clusters">
		<offset>
			<position x="15000000" y="0" z="129900000" />
        </offset>
        <macro ref="Cluster_DMI5_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DMI6_connection" ref="clusters"><!--Ivar, right 1 up half -->
		<offset>
			<position x="45000000" y="0" z="164540000" />
        </offset>
        <macro ref="Cluster_DMI6_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DMI7_connection" ref="clusters"><!--Rens, down 1 -->
		<offset>
			<position x="30000000" y="0" z="121240000" />
        </offset>
        <macro ref="Cluster_DMI7_macro" connection="galaxy" />
	</connection>
	<connection name="Cluster_DMI8_connection" ref="clusters">
		<offset>
			<position x="-60000000" y="0" z="51960000" />
        </offset>
        <macro ref="Cluster_DMI8_macro" connection="galaxy" />
	</connection>
And I didn't see anything for Amarr.

It seems to have fixed the sector overlaps. I figured I'd post what I did since I searched the thread for any other mentions of XPANed conflicts and I didn't see anything. So if anyone else wants to make these minor changes, it's just a couple of integers.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 4. Apr 24, 04:28

zibafu wrote:
Wed, 3. Apr 24, 18:45
like ermagerd eve ships :o

will these mods work with the reemergence mod map

https://www.nexusmods.com/x4foundations/mods/1166

or will they only work on the vanilla map ?

cheers
They would probably work but would need some editing to fix overlap on the map.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 4. Apr 24, 04:32

Lastexile01 wrote:
Wed, 3. Apr 24, 19:25
It seems to have fixed the sector overlaps. I figured I'd post what I did since I searched the thread for any other mentions of XPANed conflicts and I didn't see anything. So if anyone else wants to make these minor changes, it's just a couple of integers.
Well done. I don't plan on making compatibility patches or changes to my positioning for other mods but it's always nice seeing people find solutions. I'm always happy to answer specific questions though so feel free to ask if you need any help.

Eaglestrike999
Posts: 1
Joined: Fri, 5. Apr 24, 01:19

Re: [MOD]DeadAir Mods pt2

Post by Eaglestrike999 » Fri, 5. Apr 24, 01:38

I'm having issues installing DeadAir Fill. I've downloaded the zipped master folder from Github and they all seem to validate correctly in the extensions screen apart from DeadAir Fill which upon launch, modifies the folders to the following:

https://ibb.co/R44gw06
After fresh install and before game launch
https://ibb.co/V34FQfZ
Folders split after game launch
https://ibb.co/WzsrwwX
Extensions screen after game launch
https://ibb.co/T2dn5J7
Folder structure after game launch

Has anyone had this before? I've tried re-installing a few times, renaming the folders, etc. Not sure if it even impacts it working in-game but wanted to check.

user1679
Posts: 803
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD]DeadAir Mods pt2

Post by user1679 » Fri, 5. Apr 24, 04:53

zibafu wrote:
Wed, 3. Apr 24, 18:45
like ermagerd eve ships :o

will these mods work with the reemergence mod map

https://www.nexusmods.com/x4foundations/mods/1166

or will they only work on the vanilla map ?

cheers
The description page of that mod says it is not compatible with DeadAir's Eve mods.

DeadAirRT
Posts: 1022
Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Fri, 5. Apr 24, 14:23

Eaglestrike999 wrote:
Fri, 5. Apr 24, 01:38
I'm having issues installing DeadAir Fill. I've downloaded the zipped master folder from Github and they all seem to validate correctly in the extensions screen apart from DeadAir Fill which upon launch, modifies the folders to the following:

https://ibb.co/R44gw06
After fresh install and before game launch
https://ibb.co/V34FQfZ
Folders split after game launch
https://ibb.co/WzsrwwX
Extensions screen after game launch
https://ibb.co/T2dn5J7
Folder structure after game launch

Has anyone had this before? I've tried re-installing a few times, renaming the folders, etc. Not sure if it even impacts it working in-game but wanted to check.
Looks like it's getting grabbed by steam workshop when you install the github version since it has the ws_id in the content file. The folder name for fill isn't important iirc but if you specifically want the github version (I think they are the same) then unsub from the ws version, install from the zip, and change the content id to be DAFill or something similar.

Folder names are only really important for when assets (ships, icons, textures, etc) are added that need a declared filepath.

zibafu
Posts: 507
Joined: Sat, 13. Aug 05, 23:46
x3tc

Re: [MOD]DeadAir Mods pt2

Post by zibafu » Fri, 5. Apr 24, 19:31

user1679 wrote:
Fri, 5. Apr 24, 04:53
zibafu wrote:
Wed, 3. Apr 24, 18:45
like ermagerd eve ships :o

will these mods work with the reemergence mod map

https://www.nexusmods.com/x4foundations/mods/1166

or will they only work on the vanilla map ?

cheers
The description page of that mod says it is not compatible with DeadAir's Eve mods.
ahh, didnt see that, had the emergence map for a while so didnt read. Too bad as I do like that map

DeadAirRT
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Joined: Fri, 25. Jan 19, 03:26
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 6. Apr 24, 01:46

I will just put a PSA put ahead of time

7.0 beta likely broke every single one of my mods
Even mods that still mostly function will have missing features.
Sir nukes mod api appears to not be working as well.

I do not plan on trying to maintain beta compatibility as it would take a substantial amount of time each patch to review freshly broken stuff. Once it is more stable then I will be testing my newest project that I have worked on for the past 5 months.

If you are on 6.2 and would like to help test stuff (and don't mind broken saves) then feel free to help me test deadair_eco and deadair_scripts on my github. As always, readme's are the lowest priority below improving my mods, writing in-depth patch notes, and testing my code for plenty of situations. If you have any questions feel free to ask me on the egosoft discord in the modding channel or on here.

user1679
Posts: 803
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD]DeadAir Mods pt2

Post by user1679 » Sat, 6. Apr 24, 03:03

zibafu wrote:
Fri, 5. Apr 24, 19:31
user1679 wrote:
Fri, 5. Apr 24, 04:53
zibafu wrote:
Wed, 3. Apr 24, 18:45
like ermagerd eve ships :o

will these mods work with the reemergence mod map

https://www.nexusmods.com/x4foundations/mods/1166

or will they only work on the vanilla map ?

cheers
The description page of that mod says it is not compatible with DeadAir's Eve mods.
ahh, didnt see that, had the emergence map for a while so didnt read. Too bad as I do like that map
You can use the two mods together, I tried it. The problem is some of the Eve sectors are overwritten by emergence. For example, the Caldari home sector has an emergence sector spawned over the top of it. They both show up on the map, offset by a few pixels but the Caldari sector is not selectable. This makes me wonder if the jumpgates still work though. There was also a couple sectors from Amarr overwritten. I didn't check them all.

So they're not completely incompatible but who knows what bugs appear after you play like that for several hours.

Caldari Navy
Posts: 68
Joined: Tue, 18. Jul 23, 18:43

Re: [MOD]DeadAir Mods pt2

Post by Caldari Navy » Sat, 6. Apr 24, 18:00

DeadAirRT wrote:
Sat, 6. Apr 24, 01:46
I will be testing my newest project that I have worked on for the past 5 months.
Hmmm now im interested does it include some new stuff for asset folder ?? ( meaning ships ) for example

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