[MOD] FOCW Corporations REVISED V.3.6

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
alexalsp
Posts: 1869
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [MOD] FOCW Corporations REVISED V.3.3

Post by alexalsp »

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7450
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] FOCW Corporations REVISED V.3.3

Post by BlackRain »

alexalsp wrote: Fri, 4. Oct 24, 17:26 rus lng fo 3.3

https://files.fm/u/n5735k3u7t
I always forget to add the translations but thanks for keeping it up to date for people.
user1679
Posts: 1002
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] FOCW Corporations REVISED V.3.3

Post by user1679 »

BlackRain wrote: Fri, 4. Oct 24, 16:05 FOCW Corporations REVISED v.3.3
1) Increased the amount of trade and combat ships that corporations can order, especially at higher valuations.
2) Copied the finalisestations script from vanilla, renamed it and now calling it for hopefully better compatibility with mods that edit the finalisestations.xml script.
Thank you.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7450
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] FOCW Corporations REVISED V.3.4

Post by BlackRain »

FOCW Corporations REVISED v.3.4
Please delete the mod folder before installing this version, this version fixes some mistakes I made when uploading the mod (I removed them)


DELETE THE ENTIRE FOLDER and then extract the latest version to your extensions folder. I accidentally added things to the upload that were not supposed to be in there which may cause some issues for people.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7450
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] FOCW Corporations REVISED V.3.5

Post by BlackRain »

FOCW Corporations REVISED v.3.5
Please delete the installed version that you have before extracting this version into the extensions folder. You won't have to do it again after this.

1) Deadair provided a better module.xml file which fixed issues with some stations not being built correctly and just cleaned it up to make it function in a more organized fashion, thanks Deadair!
2) No longer needs the copied finalisestation file, reverted back to original code calling vanilla finalisestation, no more issues with this.
3) some minor clean up.
User avatar
alexalsp
Posts: 1869
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [MOD] FOCW Corporations REVISED V.3.3

Post by alexalsp »

BlackRain wrote: Fri, 4. Oct 24, 17:39
alexalsp wrote: Fri, 4. Oct 24, 17:26 rus lng fo 3.3

https://files.fm/u/n5735k3u7t
I always forget to add the translations but thanks for keeping it up to date for people.
Ok then I'll repeat :) :P

rus lng for 3.5

https://disk.yandex.com/d/DW9jxhESyjFQuQ
user1679
Posts: 1002
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] FOCW Corporations REVISED V.3.5

Post by user1679 »

BlackRain wrote: Sun, 6. Oct 24, 04:57 FOCW Corporations REVISED v.3.5
Please delete the installed version that you have before extracting this version into the extensions folder. You won't have to do it again after this.

1) Deadair provided a better module.xml file which fixed issues with some stations not being built correctly and just cleaned it up to make it function in a more organized fashion, thanks Deadair!
2) No longer needs the copied finalisestation file, reverted back to original code calling vanilla finalisestation, no more issues with this.
3) some minor clean up.
Thanks!
Osbot
Posts: 111
Joined: Sun, 10. Jan 10, 19:49
x4

Re: [MOD] FOCW Corporations REVISED V.3.5

Post by Osbot »

Is it possible to remove the pilot and manager recruitment?

They don't work with the default ship interface, as in, I cannot access them through the ship crew interface sliders. I can't right click to interact with them to bring up the full context menu, you can only comm with them and then navigate through the dialogue to move them etc.. I can't mass move them.

I just don't want to deal with this anymore. I don't want to have to go into the ship crew sliders when I build or buy a ship and zero those sliders out, so I don't have crew on a ship I can't easily manage. I'm going to try to delete the entire characters.xml and hope that works. If not, I'm unfortunately about to abandon this 120 hour save because I added this mod halfway through and now half my ships have crew members I can't easily manage.

(Edit) Phew, seems like that worked. Deleted characters.xml and roles.xml which defined the pilot and manager job. All those NPCs just poofed out of my game. I was actually super frustrated with this. Having 30 pilots and 30 managers on XL ships that I couldn't mass transfer or mass move, or right click to fire, promote, move to another ship without navigating through comms first was awful :(
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7450
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] FOCW Corporations REVISED V.3.5

Post by BlackRain »

Osbot wrote: Mon, 21. Oct 24, 10:29 Is it possible to remove the pilot and manager recruitment?

They don't work with the default ship interface, as in, I cannot access them through the ship crew interface sliders. I can't right click to interact with them to bring up the full context menu, you can only comm with them and then navigate through the dialogue to move them etc.. I can't mass move them.

I just don't want to deal with this anymore. I don't want to have to go into the ship crew sliders when I build or buy a ship and zero those sliders out, so I don't have crew on a ship I can't easily manage. I'm going to try to delete the entire characters.xml and hope that works. If not, I'm unfortunately about to abandon this 120 hour save because I added this mod halfway through and now half my ships have crew members I can't easily manage.

(Edit) Phew, seems like that worked. Deleted characters.xml and roles.xml which defined the pilot and manager job. All those NPCs just poofed out of my game. I was actually super frustrated with this. Having 30 pilots and 30 managers on XL ships that I couldn't mass transfer or mass move, or right click to fire, promote, move to another ship without navigating through comms first was awful :(
What do you mean about zeroing the sliders? They do not recruit any of those by default. I guess if you are hitting the low, medium, or high options then yeah it adds those as crew but who does that? Lol, I always just set up my own saved ships and it only recruits what I want so it will never have any of those on the ship. Oh well, if it bothers you that much glad you figured out how to remove them. I never had a problem with this even once.

Also, you can mass transfer them just fine, not sure what you mean by this? If you click on the ship and then right click on another ship and transfer, it lets you transfer them as a group. You can also fire all of them by clicking the ship and right clicking on a shipyard and then moving all of them to zero and fire. You don't need to transfer them by using comms to another ship, can all be done through the right click menu. Maybe you don't know how to do this?
Osbot
Posts: 111
Joined: Sun, 10. Jan 10, 19:49
x4

Re: [MOD] FOCW Corporations REVISED V.3.5

Post by Osbot »

Yea I know how to do all that. Perhaps it was a mod conflict.

There were no sliders to move pilots or managers into the unassigned category to reassign them as service crew. Which meant I had to talk to each one individually to reassign them to service crew, and it had to be done via comms, because I couldn't ask them to work a job by right clicking them from the global personnel window.

It's all good. I deleted the files and they are no longer in my game.
Osbot
Posts: 111
Joined: Sun, 10. Jan 10, 19:49
x4

Re: [MOD] FOCW Corporations REVISED V.3.5

Post by Osbot »

Updated to the latest revision, and the debug.log when loading the game is spamming

[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonhigh'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonagric'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonship'

For all the corps the mod adds. Is this an issue or ignorable? When I say spamming, I mean 6900 lines worth of this.
user1679
Posts: 1002
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] FOCW Corporations REVISED V.3.5

Post by user1679 »

Osbot wrote: Thu, 31. Oct 24, 08:44 Updated to the latest revision, and the debug.log when loading the game is spamming

[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonhigh'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonagric'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonship'

For all the corps the mod adds. Is this an issue or ignorable? When I say spamming, I mean 6900 lines worth of this.
Some information:

These errors are because FOCWCorporationsRevised\libraries\wares.xml lists these factions as owners of engines and other wares but they are not defined in FOCWCorporationsRevised\libraries\factions.xml. It's possible that they are for future factions that haven't been implemented yet but the wares themselves should still be available because other owner factions do exist.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7450
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] FOCW Corporations REVISED V.3.5

Post by BlackRain »

Osbot wrote: Thu, 31. Oct 24, 08:44 Updated to the latest revision, and the debug.log when loading the game is spamming

[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonhigh'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonagric'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error while importing faction list: Invalid faction 'argonship'

For all the corps the mod adds. Is this an issue or ignorable? When I say spamming, I mean 6900 lines worth of this.
Yeah, that is a mistake, I removed those ids in my own files but forgot to do so in the upload. I will upload a fix, it shouldn't cause any real problems though
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7450
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] FOCW Corporations REVISED V.3.6

Post by BlackRain »

FOCW Corporations REVISED v.3.6
1) Some small fixes to code in a few files to fix some minor issues.

Let me know if any more errors come up, I think I fixed them all. I also remembered to add the Russian this time.
user1679
Posts: 1002
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] FOCW Corporations REVISED V.3.6

Post by user1679 »

BlackRain wrote: Sun, 3. Nov 24, 16:21 FOCW Corporations REVISED v.3.6
1) Some small fixes to code in a few files to fix some minor issues.

Let me know if any more errors come up, I think I fixed them all. I also remembered to add the Russian this time.
I'm still having issues with stations being built without docks, does this new version continue to address that? I updated to 3.5 and things seemed to be going well but I now have a bunch of stations being built in TEL sectors that can't support L or M ships. Both my traders are stuck with "destination unreachable" while trying to sell their cargo. And some of the stations have 10+ AI traders swarming around with no way to dock.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7450
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] FOCW Corporations REVISED V.3.6

Post by BlackRain »

user1679 wrote: Fri, 29. Nov 24, 07:06
BlackRain wrote: Sun, 3. Nov 24, 16:21 FOCW Corporations REVISED v.3.6
1) Some small fixes to code in a few files to fix some minor issues.

Let me know if any more errors come up, I think I fixed them all. I also remembered to add the Russian this time.
I'm still having issues with stations being built without docks, does this new version continue to address that? I updated to 3.5 and things seemed to be going well but I now have a bunch of stations being built in TEL sectors that can't support L or M ships. Both my traders are stuck with "destination unreachable" while trying to sell their cargo. And some of the stations have 10+ AI traders swarming around with no way to dock.
Can you tell me what stations? Only Teladi company stations? There really shouldn't be anymore issues with this.
user1679
Posts: 1002
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] FOCW Corporations REVISED V.3.6

Post by user1679 »

BlackRain wrote: Fri, 29. Nov 24, 15:13
user1679 wrote: Fri, 29. Nov 24, 07:06
BlackRain wrote: Sun, 3. Nov 24, 16:21 FOCW Corporations REVISED v.3.6
1) Some small fixes to code in a few files to fix some minor issues.

Let me know if any more errors come up, I think I fixed them all. I also remembered to add the Russian this time.
I'm still having issues with stations being built without docks, does this new version continue to address that? I updated to 3.5 and things seemed to be going well but I now have a bunch of stations being built in TEL sectors that can't support L or M ships. Both my traders are stuck with "destination unreachable" while trying to sell their cargo. And some of the stations have 10+ AI traders swarming around with no way to dock.
Can you tell me what stations? Only Teladi company stations? There really shouldn't be anymore issues with this.
Yes, sorry I forgot to include that with my post. Here's my situation:

* My save is 8 hours, 10 min old
* I have only discovered a few TEL sectors, my reputation with TEL is +1
* I have discovered a lot of ARG and ANT stations and have no trouble docking at those. I assume they're from the mod because their name doesn't say "ARG Argon" like the default stations do.
* All tests done with L and M traders
  • Open Market
    • I cannot dock at
      • TEL Quantum Tube Factory
      • TEL Solar Power Plant
    • I can dock at
      • TEL Teladi Defence Platform
      • TEL Teladi Trading Station
  • Two Grand
    • I cannot dock at
      • TEL Advanced Composite Factory
      • TEL Antimatter Cell Factory
    • I can dock at
      • TEL Teladi Defence Platform
      • TEL Labor Union Facility
  • Profit Center Alpha
    • I cannot dock at
      • TEL Solar Power Plant
      • GP High Tech Factory
    • I can dock at
      • TEL Hull Part Factory
      • TEL Teladi Wharf
      • TEL Teladi Defence Platform
      • TEL Teladi Shipyard
Thank you for looking into this, again.
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7450
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [MOD] FOCW Corporations REVISED V.3.6

Post by BlackRain »

user1679 wrote: Sat, 30. Nov 24, 05:34
BlackRain wrote: Fri, 29. Nov 24, 15:13
user1679 wrote: Fri, 29. Nov 24, 07:06

I'm still having issues with stations being built without docks, does this new version continue to address that? I updated to 3.5 and things seemed to be going well but I now have a bunch of stations being built in TEL sectors that can't support L or M ships. Both my traders are stuck with "destination unreachable" while trying to sell their cargo. And some of the stations have 10+ AI traders swarming around with no way to dock.
Can you tell me what stations? Only Teladi company stations? There really shouldn't be anymore issues with this.
Yes, sorry I forgot to include that with my post. Here's my situation:

* My save is 8 hours, 10 min old
* I have only discovered a few TEL sectors, my reputation with TEL is +1
* I have discovered a lot of ARG and ANT stations and have no trouble docking at those. I assume they're from the mod because their name doesn't say "ARG Argon" like the default stations do.
* All tests done with L and M traders
  • Open Market
    • I cannot dock at
      • TEL Quantum Tube Factory
      • TEL Solar Power Plant
    • I can dock at
      • TEL Teladi Defence Platform
      • TEL Teladi Trading Station
  • Two Grand
    • I cannot dock at
      • TEL Advanced Composite Factory
      • TEL Antimatter Cell Factory
    • I can dock at
      • TEL Teladi Defence Platform
      • TEL Labor Union Facility
  • Profit Center Alpha
    • I cannot dock at
      • TEL Solar Power Plant
      • GP High Tech Factory
    • I can dock at
      • TEL Hull Part Factory
      • TEL Teladi Wharf
      • TEL Teladi Defence Platform
      • TEL Teladi Shipyard
Thank you for looking into this, again.
This seems to be an issue with Teladi then, but I find it strange it is affecting all Teladi stations, only one station you listed on there is from my mod. The GP one, otherwise they are all stations from vanilla/other mods. My mod would not have any affect on those, so the issue seems to be strange.
user1679
Posts: 1002
Joined: Fri, 20. Jul 18, 23:20

Re: [MOD] FOCW Corporations REVISED V.3.6

Post by user1679 »

BlackRain wrote: Mon, 2. Dec 24, 00:11 This seems to be an issue with Teladi then, but I find it strange it is affecting all Teladi stations, only one station you listed on there is from my mod. The GP one, otherwise they are all stations from vanilla/other mods. My mod would not have any affect on those, so the issue seems to be strange.
I also thought it was strange that only TEL stations are having a problem. And to complicate matters more, I don't use any mods that add stations besides the DeadAIR EVE factions. I wonder if there is still a conflict with DeadAIR Eco, which is required by the EVE faction mods. ECO makes changes to things like God_DefaultFinaliseFactory and other similar functions.
Post Reply

Return to “X4: Foundations - Scripts and Modding”