[MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
Glad you continue your project. I feared after you few posts a while ago that you will quit modding X4.
Re: [MOD]DeadAir Mods pt2
Cant wait to start a new game once your done updating all your mods! Great work and thanks for the awesome mods!
Re: [MOD]DeadAir Mods pt2
Re: [MOD]DeadAir Mods pt2
Is there any incompatibilities with Faction Enhancer?
DeadAir Jobs vs. FE:War Module, DeadAir Ware vs. FE:Economy Balance ?
DeadAir Jobs vs. FE:War Module, DeadAir Ware vs. FE:Economy Balance ?
Re: [MOD]DeadAir Mods pt2
Hello, sorry if it is a dumb question but how do you install the "DeadAir God" mod ? I don't see anything in the release section of github
Re: [MOD]DeadAir Mods pt2
Sorry, I'll get on that. There is the option of downloading it via code button but should only take me a minute to post a release rq
edit - done
Re: [MOD]DeadAir Mods pt2
Just wanted to pop back in and say the game is running great, only problem I have seen is the Terran dock problem but that is a vanilla problem I hope gets fixed soon!
Re: [MOD]DeadAir Mods pt2
Hi DeadAir,
Quick query regarding Tater Trader... I have the latest version v1.14 - yet it does not have the new Factions included in the Faction list. I can work around things by creating an Included Sector List of course, which I've done, but this isn't quite ideal.
Additionally, I'm using FOCW Corporations Revised, which adds numerous additional Factions. These Factions each have an affiliation to a given Major Faction, but I suspect this is just a Lore thing, and these new Corporation Faction don't count as the Major Faction when it comes to Black / Whitelists. Not really a problem from what I can tell, but if I *did* want to refine things further, I'd be a bit stuck.
Edit: Scratch that, I added a list of Included Sectors, but it's not exclusive. I.e. it doesn't include *just* those sectors...my Tater Traders are roaming where I don't want them to.
Thought: can a Mod dynamically detect what Factions are present in a given game? I.e. can they be made to automatically detect additional Factions added by mods? Note: I notice you have additional mods that add a faction each, I'd like like to play with this, but not sure how it'll work with FOCW Corporations...
Scoob.
Quick query regarding Tater Trader... I have the latest version v1.14 - yet it does not have the new Factions included in the Faction list. I can work around things by creating an Included Sector List of course, which I've done, but this isn't quite ideal.
Additionally, I'm using FOCW Corporations Revised, which adds numerous additional Factions. These Factions each have an affiliation to a given Major Faction, but I suspect this is just a Lore thing, and these new Corporation Faction don't count as the Major Faction when it comes to Black / Whitelists. Not really a problem from what I can tell, but if I *did* want to refine things further, I'd be a bit stuck.
Edit: Scratch that, I added a list of Included Sectors, but it's not exclusive. I.e. it doesn't include *just* those sectors...my Tater Traders are roaming where I don't want them to.
Thought: can a Mod dynamically detect what Factions are present in a given game? I.e. can they be made to automatically detect additional Factions added by mods? Note: I notice you have additional mods that add a faction each, I'd like like to play with this, but not sure how it'll work with FOCW Corporations...
Scoob.
Re: [MOD]DeadAir Mods pt2
The traders follow trade restrictions so all of those buttons are unnecessary. I was trying to get a faction drop down list but the parameters are hard coded to not accept it.Scoob wrote: ↑Mon, 22. Mar 21, 01:08Hi DeadAir,
Quick query regarding Tater Trader... I have the latest version v1.14 - yet it does not have the new Factions included in the Faction list. I can work around things by creating an Included Sector List of course, which I've done, but this isn't quite ideal.
Additionally, I'm using FOCW Corporations Revised, which adds numerous additional Factions. These Factions each have an affiliation to a given Major Faction, but I suspect this is just a Lore thing, and these new Corporation Faction don't count as the Major Faction when it comes to Black / Whitelists. Not really a problem from what I can tell, but if I *did* want to refine things further, I'd be a bit stuck.
Thought: can a Mod dynamically detect what Factions are present in a given game? I.e. can they be made to automatically detect additional Factions added by mods? Note: I notice you have additional mods that add a faction each, I'd like like to play with this, but not sure how it'll work with FOCW Corporations...
Scoob.
Re: [MOD]DeadAir Mods pt2
Oh ok, I'll have to test that again as the Tater Trader I set up didn't seem to be obeying the standard trade restrictions. I even set up a default one to only trade with me (I default everything to "Me Only" initially) yet it still tried to buy things it shouldn't. Can't think why the restriction didn't work once the ship was running the TT command...but will try it again this evening.
Scoob.
Re: [MOD]DeadAir Mods pt2
Ok, let me know if it ends up having issues for you. It has been working fine for me with multiple factions in the trade restrictions but I haven't actually tried player only via restrictions.Scoob wrote: ↑Mon, 22. Mar 21, 13:16Oh ok, I'll have to test that again as the Tater Trader I set up didn't seem to be obeying the standard trade restrictions. I even set up a default one to only trade with me (I default everything to "Me Only" initially) yet it still tried to buy things it shouldn't. Can't think why the restriction didn't work once the ship was running the TT command...but will try it again this evening.
Scoob.
Re: [MOD]DeadAir Mods pt2
The faction sectors are misplaced on my map, partly overlapping with existing sectors:
Discovering Rhy's Defiance will place it directly in the same spot as CL-85V. Other factions sectors are also looking to be wrongly placed, like not in the tight circle like in your pictures, but with spaces in between.
This is with all your mods, VRO, Mules Supply & Warehouses Extended and of course Split & CoH DLCs.
What might be the reason for this?
Discovering Rhy's Defiance will place it directly in the same spot as CL-85V. Other factions sectors are also looking to be wrongly placed, like not in the tight circle like in your pictures, but with spaces in between.
This is with all your mods, VRO, Mules Supply & Warehouses Extended and of course Split & CoH DLCs.
What might be the reason for this?
Re: [MOD]DeadAir Mods pt2
I recently updated the positions to be spread out and more "vanilla" like. I still need to update the pictures in the post.
None of the sectors should overlap though. I'll double check cl-85v and rhy's defiance.
Re: [MOD]DeadAir Mods pt2
Ok, I see. All good then, except Rhy‘s Defiance.
Can that be fixed in an ongoing save, or would I have to start over eventually?
Can that be fixed in an ongoing save, or would I have to start over eventually?
Re: [MOD]DeadAir Mods pt2
Hi,
It did finally work. Weirdly I had to set up the Blacklist several times before it took. The first two times - with a Blacklist allowing ONLY Terran and Segaris to trade - simply did not work, the ship still went to buy from ANT. I have had weirdness with Tater Traders before, where it'd take several attempt before they'd do anything, but I used to always use TT's own trade restrictions, not Blacklists.
Still, it's working now, but odd that it'd be so temperamental using the vanilla blacklist system.
Scoob.