[MOD]DeadAir Mods pt2

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DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sat, 27. Mar 21, 04:11

LoqLamp wrote:
Sat, 27. Mar 21, 02:28
Nice. Thanks for the reply.
Glad to help. Note that active invasions only occur when they border but there are still economic impacts of two factions at war far apart. It also effects their likelihood of going to war with others (common friends and common enemies okay a part)

st3k
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Re: [MOD]DeadAir Mods pt2

Post by st3k » Sun, 28. Mar 21, 14:22

Hi,

Thank you for your mods.

Can we expect them to be released on steam workshop?

Thank you.

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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise » Sun, 28. Mar 21, 14:48

How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sun, 28. Mar 21, 16:10

st3k wrote:
Sun, 28. Mar 21, 14:22
Hi,

Thank you for your mods.

Can we expect them to be released on steam workshop?

Thank you.
Once I get them more stable they will be released on steam.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Sun, 28. Mar 21, 16:12

Baconnaise wrote:
Sun, 28. Mar 21, 14:48
How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.
The only potential conflicts with faction enhancer would be from ai tweaks but I haven't checked his code recently.

With the build times, assuming they did proper diffs, whichever loads last will be the one that applies.

There is still a minimum build time on modules, it's 60 seconds iirc. Number of drones above 30 have no effect.

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Baconnaise
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Re: [MOD]DeadAir Mods pt2

Post by Baconnaise » Mon, 29. Mar 21, 00:44

DeadAirRT wrote:
Sun, 28. Mar 21, 16:12
Baconnaise wrote:
Sun, 28. Mar 21, 14:48
How well do these play with Mysterials Faction Enhancer mod if anyone knows? I'm also using a station build mod so the build time reduction on specific modules on the ware mod could be a potential problem. Load order roulette? Off-topic but is there a hard cap on station build times still? I recall in XR you could cheat build times if you loaded up drones instead of using mods to adjust times.
The only potential conflicts with faction enhancer would be from ai tweaks but I haven't checked his code recently.

With the build times, assuming they did proper diffs, whichever loads last will be the one that applies.

There is still a minimum build time on modules, it's 60 seconds iirc. Number of drones above 30 have no effect.
Thanks for the heads up! Yes, the build times are still locked to 60s at the minimum. It was likely the same in XR however the station building was for whole swathes not individual modules so it ended up being much faster.

TR0LL
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Re: [MOD]DeadAir Mods pt2

Post by TR0LL » Thu, 1. Apr 21, 02:46

Thoughts on adding Eve ships for the custom factions? That would be really awesome.

I have the meshes in a basic form now, just need to add detail and texture them, but am still trying to find requirements for X4 in that regard.

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Thu, 1. Apr 21, 03:39

TR0LL wrote:
Thu, 1. Apr 21, 02:46
Thoughts on adding Eve ships for the custom factions? That would be really awesome.

I have the meshes in a basic form now, just need to add detail and texture them, but am still trying to find requirements for X4 in that regard.
I would really like to but have to figure out the whole permissions thing. I actually have no experience modding ships in this game either lol.

TR0LL
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Re: [MOD]DeadAir Mods pt2

Post by TR0LL » Thu, 1. Apr 21, 03:51

DeadAirRT wrote:
Thu, 1. Apr 21, 03:39
TR0LL wrote:
Thu, 1. Apr 21, 02:46
Thoughts on adding Eve ships for the custom factions? That would be really awesome.

I have the meshes in a basic form now, just need to add detail and texture them, but am still trying to find requirements for X4 in that regard.
I would really like to but have to figure out the whole permissions thing. I actually have no experience modding ships in this game either lol.
For the most part, fan created mods are in the clear when borrowing ip, just don't try to charge for it, you could even use the proper names of the factions, insted of Daldari for example, just look at the silly number of Star Wars mods there are out there for various games.

Angsaar
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Re: [MOD]DeadAir Mods pt2

Post by Angsaar » Thu, 1. Apr 21, 13:50

TR0LL wrote:
Thu, 1. Apr 21, 03:51

For the most part, fan created mods are in the clear when borrowing ip, just don't try to charge for it, you could even use the proper names of the factions, insted of Daldari for example, just look at the silly number of Star Wars mods there are out there for various games.
Quite the opposite actually, that depends entirely on IP holder and CCP has threatened legal action on modders before:

https://www.moddb.com/mods/sins-of-empires

Going in blind is how you end up with a Cease and Desist Letter from the likes of CCP, Blizzard, Take Two, Zenimax, Nintendo, Warner Brothers, the list goes on and on.

Some try to stay hidden through Discords and such, but that's just playing the roulette on the court of law, bills for copyright infringement can go into six figures on attorneys fees alone. And good luck having better lawyers than them =/

RockLeeRocco
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Re: [MOD]DeadAir Mods pt2

Post by RockLeeRocco » Thu, 1. Apr 21, 16:29

Can somebody please tell me where to find the VRO Lite Mod? I think I`m not able to find it.

Txs

Cyres
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Re: [MOD]DeadAir Mods pt2

Post by Cyres » Thu, 1. Apr 21, 16:46

RockLeeRocco wrote:
Thu, 1. Apr 21, 16:29
Can somebody please tell me where to find the VRO Lite Mod? I think I`m not able to find it.
https://github.com/DeadAirRT/VRO

sanas
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Re: [MOD]DeadAir Mods pt2

Post by sanas » Sun, 4. Apr 21, 22:13

DeadAir Ware SCA build civilian factory with medics, hull part etc. its from mod?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 5. Apr 21, 00:25

sanas wrote:
Sun, 4. Apr 21, 22:13
DeadAir Ware SCA build civilian factory with medics, hull part etc. its from mod?
They shouldn't be building any stations since they don't have the logic for it afaik. Ware doesn't change logic at all so it would be something else.

julian_stargazer
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Re: [MOD]DeadAir Mods pt2

Post by julian_stargazer » Mon, 5. Apr 21, 14:35

Hello DeadAir,

I am currently trying out the following mod combination with VRO and all your mods - with the exception of VRO Lite, deadairgate and deadairfill:

NoSuperHighways

Code: Select all

https://www.nexusmods.com/x4foundations/mods/80
Longer Production (VRO)

Code: Select all

https://www.nexusmods.com/x4foundations/mods/625
Travel Mod (VRO)

Code: Select all

https://www.nexusmods.com/x4foundations/mods/624
My question relate to using your mod, VRO Lite:

a) Can I get your 2 cents on this mod combination and the changes from your mods?
b) Can you sell me VRO Lite? I understand you made tweaks to VRO to prioritize performance and reduce the pace/speeds. By using the travel mod, It seems to me that achieves the same goal, regarding the travel speeds. I am wondering if you can share the specifics on performance enhancing tweaks.
c) is it possible to break VRO Lite even further, meaning more modular?

Also, in another note, do you know of any mod that increases sector size?
I found this one, but doesn't seem to be updated:

Expanded Sectors x2

Code: Select all

https://www.nexusmods.com/x4foundations/mods/417
I am trying to get the feeling of X3's expansive universe. Whenever I begin the game in Blackhole Sun @ Argon Equipment Dock, I immediately see the large gates up close. Everything feels very close.
Disabling the travel drives is an option, and I did find a mod for that, but I don't like that option. Travel drives have a use - and are also cool to engage eheh.

What is your opinion on sector size - station, gate, object placement distances ?

Thanks for reading the rant/questions.

Keep doing the great work and stay safe

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Hector0x
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Re: [MOD]DeadAir Mods pt2

Post by Hector0x » Mon, 5. Apr 21, 16:09

julian_stargazer wrote:
Mon, 5. Apr 21, 14:35
Disabling the travel drives is an option, and I did find a mod for that, but I don't like that option.
Which mod disables travel drive? For me it's the 1 thing missing to make this game bearable.

julian_stargazer
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Re: [MOD]DeadAir Mods pt2

Post by julian_stargazer » Mon, 5. Apr 21, 16:14

Hector0x wrote:
Mon, 5. Apr 21, 16:09
julian_stargazer wrote:
Mon, 5. Apr 21, 14:35
Disabling the travel drives is an option, and I did find a mod for that, but I don't like that option.
Which mod disables travel drive? For me it's the 1 thing missing to make this game bearable.
Hello,

this works on vanilla ships and there is an optional version for VRO ships too:

No Travel

Code: Select all

https://www.nexusmods.com/x4foundations/mods/310
No Travel - Split Version

Code: Select all

https://www.nexusmods.com/x4foundations/mods/567
No Travel - Terran Version - Optional VRO Version

Code: Select all

https://www.nexusmods.com/x4foundations/mods/641
Fly safe!

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Mon, 5. Apr 21, 23:50

julian_stargazer wrote:
Mon, 5. Apr 21, 14:35
Hello DeadAir,

I am currently trying out the following mod combination with VRO and all your mods - with the exception of VRO Lite, deadairgate and deadairfill:

NoSuperHighways

Code: Select all

https://www.nexusmods.com/x4foundations/mods/80
Longer Production (VRO)

Code: Select all

https://www.nexusmods.com/x4foundations/mods/625
Travel Mod (VRO)

Code: Select all

https://www.nexusmods.com/x4foundations/mods/624
My question relate to using your mod, VRO Lite:

a) Can I get your 2 cents on this mod combination and the changes from your mods?
b) Can you sell me VRO Lite? I understand you made tweaks to VRO to prioritize performance and reduce the pace/speeds. By using the travel mod, It seems to me that achieves the same goal, regarding the travel speeds. I am wondering if you can share the specifics on performance enhancing tweaks.
c) is it possible to break VRO Lite even further, meaning more modular?

Also, in another note, do you know of any mod that increases sector size?
I found this one, but doesn't seem to be updated:

Expanded Sectors x2

Code: Select all

https://www.nexusmods.com/x4foundations/mods/417
I am trying to get the feeling of X3's expansive universe. Whenever I begin the game in Blackhole Sun @ Argon Equipment Dock, I immediately see the large gates up close. Everything feels very close.
Disabling the travel drives is an option, and I did find a mod for that, but I don't like that option. Travel drives have a use - and are also cool to engage eheh.

What is your opinion on sector size - station, gate, object placement distances ?

Thanks for reading the rant/questions.

Keep doing the great work and stay safe
No super highways is not necessary or even a good implementation last I checked their code. Deadair gate does it better.

Longer production and travel should be fine if their modders did proper diffs.

VRO lite has changes that most users won't notice. It's more of removing extra jobs and load out changes that aren't necessary in my opinion.

Expanded sectors is written poorly and overwrites any map mod loaded before it.

I'm don't really like the vanilla sectors placement but fixing it to my liking isn't worth the effort to me. I previously redid everything in DAGO but with the game being in active development, it took too much time to maintain.

sanas
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Re: [MOD]DeadAir Mods pt2

Post by sanas » Tue, 6. Apr 21, 01:16

DeadAir Ware does not affect the number of npc miners, traders?

DeadAirRT
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Re: [MOD]DeadAir Mods pt2

Post by DeadAirRT » Tue, 6. Apr 21, 03:47

sanas wrote:
Tue, 6. Apr 21, 01:16
DeadAir Ware does not affect the number of npc miners, traders?
No

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