[MOD] Satellite Network v0.33

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nonnex
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Re: [MOD] Satellite Network v0.31

Post by nonnex » Tue, 18. Dec 18, 18:39

morbideth wrote:
Tue, 18. Dec 18, 18:34
Inactive jumpgate coverage is a known issue. They count as a gates as far as the game is concerned, so I don't plan on doing anything about it. I figure they will be used for DLC or something at some point.

There shouldn't be any reason for it not to cover things in any y-direction. The ships is moving to the correct spot in all 3 coords before dropping the sat. Are you sure the station isn't covered? Are the trades decaying? It might just be a visual problem with the map.
Thanks for the answer.

Y-Axis: Yeah could be decaying. Will inspect it further.

pflip
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Re: [MOD] Satellite Network v0.31

Post by pflip » Tue, 18. Dec 18, 18:44

morbideth wrote:
Tue, 18. Dec 18, 18:34
[
Uploaded 0.32 as a cat version with your translation included, give it a shot.
No change, same issue. Tried also a new game, same story.

I am quite convinced that has something to do with the OS and game language setting that are different.. If this is the case, I am assuming other mods will face the same issue, and the problem will ne solved eventually.

Anyway, thanks for the effort and the quick response. I will continue to use the mod as it is easy to remember the menu items anyway.
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balu0
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Re: [MOD] Satellite Network v0.32

Post by balu0 » Tue, 18. Dec 18, 19:10

Ok 0.32 if put into game folder now starts and works. If put into documents the text still missing. At least I cant use this mod now.

But I think I know what is the difference between the 2 folders.

Mods put into the documents are under less debug and error checking, problems with mods in this folder are ignored and discarded.

BUT

With mods in the game folder, errors are not ignored, and the game will try to run it and crash or stall.

So if a mod do not work in the game folder it means it has errors.

0.32 is error free if placed in game folder so it runs.

I might be wrong but this is what I think at the moment.

morbideth
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Re: [MOD] Satellite Network v0.31

Post by morbideth » Tue, 18. Dec 18, 19:29

pflip wrote:
Tue, 18. Dec 18, 18:44
No change, same issue. Tried also a new game, same story.
As balu0 said below your post, cats go in your game folder/extensions not in your documents folder.

TheEarl
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Re: [MOD] Satellite Network v0.32

Post by TheEarl » Tue, 18. Dec 18, 21:02

I had this mod in the extensions and then moved the cats into the game golder but I don't get the behavior 'deploy satelites'.
What is wrong ? I really want this mod to run. It's exactly what I want :)

morbideth
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Re: [MOD] Satellite Network v0.32

Post by morbideth » Tue, 18. Dec 18, 23:43

TheEarl wrote:
Tue, 18. Dec 18, 21:02
I had this mod in the extensions and then moved the cats into the game golder but I don't get the behavior 'deploy satelites'.
What is wrong ? I really want this mod to run. It's exactly what I want :)
It goes in the extensions folder of your install directory.

Leadsides
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Re: [MOD] Satellite Network v0.31

Post by Leadsides » Wed, 19. Dec 18, 05:09

morbideth wrote:
Tue, 18. Dec 18, 18:34
Uploaded 0.32 as a cat version with your translation included, give it a shot.
This worked for me to fix the "readtext" problem. The game now displays the correct text in the various menus. I placed the mod in the game folder\extensions directory. Prior to this I could only run it from my user's extension folder. For what it's worth, I use the English language (US install), running Windows 7, and have the Steam install.

Thank you!

Jcewazhere
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Re: [MOD] Satellite Network v0.32

Post by Jcewazhere » Wed, 19. Dec 18, 06:52

Sounds neat thanks.

One suggestion: You could probably easily modify this script to create a new command that drops several laser turrets near jumpgates automatically. Assuming Ego fixes it so turrets stay put when placed :?

pflip
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Re: [MOD] Satellite Network v0.31

Post by pflip » Wed, 19. Dec 18, 09:05

morbideth wrote:
Tue, 18. Dec 18, 19:29
pflip wrote:
Tue, 18. Dec 18, 18:44
No change, same issue. Tried also a new game, same story.
As balu0 said below your post, cats go in your game folder/extensions not in your documents folder.
Got it and it works!!! Great work.

I still don't understand why it doesn't work in the other directory, but I am happy now

Thank you
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Reaper507
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Re: [MOD] Satellite Network v0.32

Post by Reaper507 » Wed, 19. Dec 18, 11:56

Holy cow, finally =ReadText= solved (0.32 in game/extensions)! Tnx.

morbideth
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Re: [MOD] Satellite Network v0.32

Post by morbideth » Wed, 19. Dec 18, 14:14

Jcewazhere wrote:
Wed, 19. Dec 18, 06:52
Sounds neat thanks.

One suggestion: You could probably easily modify this script to create a new command that drops several laser turrets near jumpgates automatically. Assuming Ego fixes it so turrets stay put when placed :?
Recreating Gazz's ring of fire script would be a separate mod.

Requiemfang
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Re: [MOD] Satellite Network v0.32

Post by Requiemfang » Wed, 19. Dec 18, 16:15

morbideth wrote:
Wed, 19. Dec 18, 14:14
Jcewazhere wrote:
Wed, 19. Dec 18, 06:52
Sounds neat thanks.

One suggestion: You could probably easily modify this script to create a new command that drops several laser turrets near jumpgates automatically. Assuming Ego fixes it so turrets stay put when placed :?
Recreating Gazz's ring of fire script would be a separate mod.
Heh, Gazz I wouldn't expect him to return to X-series to mod for a loooooong while since he's employed by The Fun Pimps for 7 Days to DIe.

TheEarl
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Re: [MOD] Satellite Network v0.32

Post by TheEarl » Thu, 20. Dec 18, 10:48

Sorry I could not get it to run.
I put this mod like every other mod into gamsfolder/extensions .
There it has its own folder sectorsatellites and inside are content.xml, ext_01.cat and ext_01.dat.
After your answer I moved ext_01.cat and ext_01.dat directly into gamsfolder/extensions and left content.xml in gamsfolder/extensions/sectorsatellites .
Is this correct ?
In the game I don't get the behavior.
Do you check conditions on the ship that are not met ? Of course I bought some sats before :)
And the ship was of type S.
And I use the German verision, there was no readtext error.
Thanks for help !

morbideth
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Re: [MOD] Satellite Network v0.32

Post by morbideth » Thu, 20. Dec 18, 13:35

v0.33 Another minor update
  • Fixed error spam in the search for new sector/collaboration code.
TheEarl wrote:
Thu, 20. Dec 18, 10:48
I put this mod like every other mod into gamsfolder/extensions .
That is all you need to do. But the folder is SatNetwork NOT sectorsatellites, that's a different mod.
There are no requirements for the order.

TheEarl
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Re: [MOD] Satellite Network v0.33

Post by TheEarl » Thu, 20. Dec 18, 15:21

Oh I'm really sorry. I downloaded both and mistook the foldername in my extractet folder.
Shame on me ...
Thank you for the answer!

o-papaya-o
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Re: [MOD] Satellite Network v0.33

Post by o-papaya-o » Thu, 20. Dec 18, 22:45

good evening would it be possible to have the uncompressed mod because I can not put it in french, the command is replaced by readtext-1042-303
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

morbideth
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Re: [MOD] Satellite Network v0.33

Post by morbideth » Fri, 21. Dec 18, 01:27

o-papaya-o wrote:
Thu, 20. Dec 18, 22:45
good evening would it be possible to have the uncompressed mod because I can not put it in french, the command is replaced by readtext-1042-303
Make sure you install it in your game directory\extensions and you should not have that problem, it has the language files for all of the languages (at least I think it is all of them). If you still want, you can uncat it with https://www.egosoft.com/download/x_rebi ... wnload=589

o-papaya-o
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Re: [MOD] Satellite Network v0.33

Post by o-papaya-o » Fri, 21. Dec 18, 09:16

Thank you, yes, I saw that the mod had the files, but not translated, and the message in the logbook, here it is 100% French, I like your mod, really, very good job, I continue to to follow its development.
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

ranykt
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Re: [MOD] Satellite Network v0.33

Post by ranykt » Sun, 23. Dec 18, 02:26

So does this have issues in later game, or is it just mine? I have a few mods installed and this mod just flat out died. It laid satellites for like 70% of the galaxy, and I'm using the Sector Satellites mod, with Advanced Satellite Range submod. After this point, i had to keep fiddling for extended periods to get it to run, to the point it took 20 minutes to even start laying satellites in 1 sector, which only lasted 3 runs, then died completely. I had to manually lay the last 7 sectors of satellites because this mod literally wouldn't work at all. I played with the settings in SETA for 15 minutes and the ship assigned never moved again unless I told it to, which led me to doing the rest manually.

It was so bad that I had the ship is Pious Mists (which it wouldn't lay satellites for), told it to explore The Void, which it docked at a station for no reason and then docked at the Antigone Memorial Equipment Dock, flew back to Pious Mists, then back to The Void, laid satellites in The Void and stopped again. I managed to keep it going for 2 more sectors after this point by sending the ship to a sector and laying a satellite, then it would run, but then even that stopped working, which led me to manually completing the process.

Is this incompatible with other satellite modes, which broke my scenario? Or is it a long term issue?

morbideth
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Re: [MOD] Satellite Network v0.33

Post by morbideth » Sun, 23. Dec 18, 02:41

ranykt wrote:
Sun, 23. Dec 18, 02:26
So does this have issues in later game, or is it just mine? I have a few mods installed and this mod just flat out died. It laid satellites for like 70% of the galaxy, and I'm using the Sector Satellites mod, with Advanced Satellite Range submod. After this point, i had to keep fiddling for extended periods to get it to run, to the point it took 20 minutes to even start laying satellites in 1 sector, which only lasted 3 runs, then died completely. I had to manually lay the last 7 sectors of satellites because this mod literally wouldn't work at all. I played with the settings in SETA for 15 minutes and the ship assigned never moved again unless I told it to, which led me to doing the rest manually.

It was so bad that I had the ship is Pious Mists (which it wouldn't lay satellites for), told it to explore The Void, which it docked at a station for no reason and then docked at the Antigone Memorial Equipment Dock, flew back to Pious Mists, then back to The Void, laid satellites in The Void and stopped again. I managed to keep it going for 2 more sectors after this point by sending the ship to a sector and laying a satellite, then it would run, but then even that stopped working, which led me to manually completing the process.

Is this incompatible with other satellite modes, which broke my scenario? Or is it a long term issue?
In my game I managed to cover 90+% of the stations on the map with just 2 ships, so it does work. Calculations take longer the fewer stations need sats, as it keeps looking until it find one. It also waits 5-10 mins after finishing a search. And finally, all waits are in real time SETA has no effect on how fast it performs the calculations nor how long it waits afterwards.

As far as compatibility goes, I don't use sector satellites in my game but, as I understand it, it does some kind of fake reveal of the stations? The game may not consider the stations it reveals as known to the player. Or it could be that you are just not leaving the ships alone long enough to finish their calculations.

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