[MOD] Encounters
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Re: [MOD] Encounters
After some testing tonight I think I have possibly found the cause. I believe it is to do with the explosions reference associated with the two 'balloon' adsign macros. I need to do some further investigations and then I'll release a new version shortly with hopefully the fix in it which can run both in v5.10 and v6...
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Re: [MOD] Encounters
Oh nice. If you need someone else to test with, I would agree. After all, the error doesn't take 30 minutes for me to appear ... and I'm on the road in X4 "a few minutes longer" a day right now
Meine Mods bei NexusMods: RS Loss Report RS Bribe for Scandata RS Colors RS Marine Special Training
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
Re: [MOD] Encounters
Hi, thanks for the support. I'm not sure what might have changed but from what I have seen within the 6.0 BETA I have a suspicion that it may be related to 'AdSigns' and their explosion effect. In order that I have some more time to test (& remove) this bug and so that "Encounters" may become playable as a mod once again please download v1.4.2 using STEAM or from NEXUS (v1.4.2 currently has all AdSigns removed)
Please report any crashes etc. here. If you have a crash scenario right after a save-game please drop in someplace for me to collect if possible?
There is lots of possible logging enabled within "Encounters" because it generates stuff somewhat organically and this is the only way I can tell what it is generating. I have this within the "General" STEAM settings for "LAUNCH" options...
Code: Select all
-skipintro -debug all -logfile x4.log -scriptlogfiles
Thanks for your support.
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Re: [MOD] Encounters
On NEXUS I had some good feedback that 1.4.2 appears to be stable with no crashes (so far) now that AdSigns have been removed.
However the following may be required for existing games (new games will effectively have this fix baked in) ...
However the following may be required for existing games (new games will effectively have this fix baked in) ...
- Remove Encounters
- Load SaveGame
- Idle for a while
- Save Game
- Enable Encounters 1.4.2
- Reload Game
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Re: [MOD] Encounters
I was in the hospital for the week, but now I'm downloading the new version as well. Fingers crossed!
Meine Mods bei NexusMods: RS Loss Report RS Bribe for Scandata RS Colors RS Marine Special Training
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
Re: [MOD] Encounters
So, the new version runs for a few days and I don't have any more errors, that sounds good. Although ... I certainly didn't have any encounters either - mostly I sit on the station, push a few fleets around and script around on my mods
Meine Mods bei NexusMods: RS Loss Report RS Bribe for Scandata RS Colors RS Marine Special Training
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
Meine Mod-Collection bei NexusMods: X4 VRO Reloaded
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
Re: [MOD] Encounters
Question. Can we disable encounters with this mod or alter them in some way? I've been using an older mod to disable such things.
Re: [MOD] Encounters
That'd be a very novel usage of all my 000's hours of work in building an alternative "encounters" mechanism, but in theory yes ( think) ...Baconnaise wrote: ↑Sat, 15. Apr 23, 15:19Question. Can we disable encounters with this mod or alter them in some way? I've been using an older mod to disable such things.
if use the "NEXUS" version (or unpack the STEAM one), change the following variables in the "\extensions\encounters\md\encounters2.xml" file as follows...
Code: Select all
<set_value name="Manager.$EnableShipEncounters" exact="0"/>
<set_value name="Manager.$EncounterVesselChance" exact="0"/>
<set_value name="Manager.$EncounterSubObjChance" exact="0"/>
NOTE : I'm currently checking my mod for X4 6.0 compatibility, the Boron DLC, adding new features and hopefully ensuring no more crashes occur due to X4 shader changes. This will take a little while... until then please use Encounters v1.4.2 (NEXUS)
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
Re: [MOD] Encounters
Thanks for the tip Moonrat. I do have your mod and was planning on trying it as intended in 6.0. I've also sometimes run a couple mods to remove khaak and disable encounters. It depends on what kind of playthrough on that save I wanted to accomplish. Generally speaking, I do that when I add more factions and zones, etc. Vanilla encounters and khaak get kind of weird when you start adding several sectors on top of factions.Moonrat wrote: ↑Sat, 15. Apr 23, 18:21That'd be a very novel usage of all my 000's hours of work in building an alternative "encounters" mechanism, but in theory yes ( think) ...Baconnaise wrote: ↑Sat, 15. Apr 23, 15:19Question. Can we disable encounters with this mod or alter them in some way? I've been using an older mod to disable such things.
if use the "NEXUS" version (or unpack the STEAM one), change the following variables in the "\extensions\encounters\md\encounters2.xml" file as follows...I've not tested this... (please let me know)Code: Select all
<set_value name="Manager.$EnableShipEncounters" exact="0"/> <set_value name="Manager.$EncounterVesselChance" exact="0"/> <set_value name="Manager.$EncounterSubObjChance" exact="0"/>
NOTE : I'm currently checking my mod for X4 6.0 compatibility, the Boron DLC, adding new features and hopefully ensuring no more crashes occur due to X4 shader changes. This will take a little while... until then please use Encounters v1.4.2 (NEXUS)
Re: [MOD] Encounters
I had to remove the mod, because normal sector travel in Fires of Defeat would trigger the Xenon Hack encounter and make my life miserable.
Re: [MOD] Encounters
Sorry, can you please explain. What do you mean by "the Xenon Hack" encounter?
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Re: [MOD] Encounters
I mean that I get the message in the moddle of the screen that I am getting hacked by Xenon and a few seconds later my screen goes black and about 30 Xenon ships are surrounding me.
Re: [MOD] Encounters
Pretty sure this mod doesn't cause that as I had the same problem and never used it.
Re: [MOD] Encounters
Thanks for the independent confirmation. I have been wracking my brains and I can't for the life of me think how "Encounters" would trigger the "Xenon Hack" mission... I suspect it's either another mod or the vanilla game itself.
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Re: [MOD] Encounters
shadergl\high_spec\xu_particles Crash-Error 1.4.2 Version
sometimes even when loading a saved game.
sometimes even when loading a saved game.