Hi! ChemODun, amazing tool! Professional work, TY!
Btw, I think in the content.xml should be save="true" in <content id ...> tag. Because the savegame made with mod is not load after disabling the mod.
Or, maybe, this is some special case, when zones with gates, what not exists anymore, contains something sensitive and prevent sucsessful loading galaxy sectors ... How do you think?
PS: if U need some additional check, I can provide my savegame and generated mod with gates.
I've found interesting thing, when disabling mod. If the player OOS (in which the deleted gate is - save load successfully). If the player IIS - game loads to 99% and returns to main menu.
Well, very nice pice of software - thanks a lot. Helped me greatly when changing New Horizon/Old Lands mod (not downloadable anymore bec. of sector overlapping) to have it work with RE (and also XRSGE). Had to do some thinkering, but works now fine.
One major point for advice. Could you make a 'Reload/Refresh' Button, so that when pressed, it is loading the x4 folder and mods again. I often change sector, galaxy and zone xml's outside. And I then alway have to restart the Gate Builder exe new, so that it is loading the mods again. Would be helpful for those who are not only creating gates, but also (with an editor) change sector positions and so on...
Another point, Can the gate symbol be changed/shown different when rotation is set. E.g. you set a 180grad rotation, then the symbol shows the smal triangle downwards, or when 90deg. it is shown '<' or '>'. With this we can see how the gates are connected. Without its a try and redo...
Also; <quaternion qx="0" qy="0" qz="0" qw="1" /> seems not working. I gave some gate a pitch entry, and always got this tag. Replacing it through rotation tag worked.
Regarding reload - will think, looks possible Regarding symbol rotation - sure, have in mind
Also; <quaternion qx="0" qy="0" qz="0" qw="1" /> seems not working. I gave some gate a pitch entry, and always got this tag. Replacing it through rotation tag worked.
Hi. Why don't gates work with sectors from fan extensions, like XPan? The gates themselves are created in the program, and appear in the game, but they are not active.
Thanks again for the reported bug. I missed that some mode could have new sectors, but all of them defined as the diffs for the original ones... There was no processing for such situation in previous versions. Now it fixed in 0.9.6
I love this mod I made a connection from Atiya's Misfortune III to Second Contact XI it has really shaken up the Arg / Hop war front with xenon pressure in Arg's back field. Then I connected Asteroid belt and Ore Belt I recommend this change as well lol. My final major change was to connect Family Nhuut to Silent Witness XI allowing the split a new route into commonwealth space.
Thank you for allowing us to reshape our little universes. <3
I came across this today and I'm not sure if you can add this ability to your mod or if it is any usage to you but I love your interface and hope to see it expand. https://www.nexusmods.com/x4foundations/mods/1641
If you mean to make a competing mod well that I can't help with. I will say I preferer your UI and if not making your own maybe teaming up and share lessons learned? The sector tool could get a face lift and maybe you get a new trick or two.
Hello! 1st of all, Thank you very much!! Amazing mod!!!
I dont know if I am doing something wrong but I cant reload a created extension with the mod to continue editing it. The created connections don´t appear in the program. I´ve tried redownloading it, re-extracting the data... and I dont know what else to do.
-Did you put the resulting mod into the `Extensions` folder of a game?
yes, the first time that I make the connections they work properly, but once I load the game and play with it on, it seems it gets "locked" or something, I cant reopen it in the editor to add more connections or edit existing ones..
I´ve been trying diferent things, and now once I boot the game the editor says it is not a valid mod to reload..
-Let's me ask - you don't see the connection int the game? Or you can't load previously made mod into a tool?
I can see the connections it doesnt let me reload the mod once used..
But do not worry, I more or less fing a workaround.If I make 2 copys of each saved extension I can play with 1 and keep the other for future edits.
Thank you for your repply!
Sorry if I am not explaining myself properly.. English isn´t my native language..
I've just had the same experience as Th1russ. I extracted the data using ChemGateBuilder_0_8_9, created the mod, and tested the connection in-game—everything worked correctly. However, when I tried to edit it, I got a "not a valid mod" error. I thought it might be an issue with the builder, so I updated to ChemGateBuilder_0_9_0. After selecting the .exe, I received an "Invalid folder" error: "The selected folder does not contain a valid mod."
55 comments
Btw, I think in the content.xml should be save="true" in <content id ...> tag.
Because the savegame made with mod is not load after disabling the mod.
Or, maybe, this is some special case, when zones with gates, what not exists anymore, contains something sensitive and prevent sucsessful loading galaxy sectors ...
How do you think?
PS: if U need some additional check, I can provide my savegame and generated mod with gates.
Regarding saves - will recheck. But I not faced with such issue
If the player OOS (in which the deleted gate is - save load successfully).
If the player IIS - game loads to 99% and returns to main menu.
I never was in the sector, where gate was created after deleting a mod.
I think will simply add the respective warning.
Thanks for the investigation!
Helped me greatly when changing New Horizon/Old Lands mod (not downloadable anymore bec. of sector overlapping) to have it work with RE (and also XRSGE). Had to do some thinkering, but works now fine.
One major point for advice. Could you make a 'Reload/Refresh' Button, so that when pressed, it is loading the x4 folder and mods again.
I often change sector, galaxy and zone xml's outside. And I then alway have to restart the Gate Builder exe new, so that it is loading the mods again. Would be helpful for those who are not only creating gates, but also (with an editor) change sector positions and so on...
Another point, Can the gate symbol be changed/shown different when rotation is set. E.g. you set a 180grad rotation, then the symbol shows the smal triangle downwards, or when 90deg. it is shown '<' or '>'. With this we can see how the gates are connected. Without its a try and redo...
Also; <quaternion qx="0" qy="0" qz="0" qw="1" /> seems not working. I gave some gate a pitch entry, and always got this tag. Replacing it through rotation tag worked.
Regarding reload - will think, looks possible
Regarding symbol rotation - sure, have in mind
Thanks to Niinamuszura3477 for the reported bug.
I've been wanting to change some gates in some mods for a long time. Now it's possible.
Why don't gates work with sectors from fan extensions, like XPan? The gates themselves are created in the program, and appear in the game, but they are not active.
I missed that some mode could have new sectors, but all of them defined as the diffs for the original ones...
There was no processing for such situation in previous versions.
Now it fixed in 0.9.6
Thank you for allowing us to reshape our little universes. <3
I came across this today and I'm not sure if you can add this ability to your mod or if it is any usage to you but I love your interface and hope to see it expand.
https://www.nexusmods.com/x4foundations/mods/1641
Thank you
Glad to help.
Regarding development - I had an idea to make similar features (galaxy editor), but now not sure, if it has sense ...
Either way thank you again.
Will think about it!
[0.9.4] - 2025-03-04
The result of changes is
1st of all, Thank you very much!! Amazing mod!!!
I dont know if I am doing something wrong but I cant reload a created extension with the mod to continue editing it. The created connections don´t appear in the program. I´ve tried redownloading it, re-extracting the data... and I dont know what else to do.
Thank you very much again, this mod is amazing!
Un saludo!
Or do you need something else?
Let's me ask - you don't see the connection int the game? Or you can't load previously made mod into a tool?
yes, the first time that I make the connections they work properly, but once I load the game and play with it on, it seems it gets "locked" or something, I cant reopen it in the editor to add more connections or edit existing ones..
I´ve been trying diferent things, and now once I boot the game the editor says it is not a valid mod to reload..
I can see the connections it doesnt let me reload the mod once used..
But do not worry, I more or less fing a workaround.If I make 2 copys of each saved extension I can play with 1 and keep the other for future edits.
Thank you for your repply!
Sorry if I am not explaining myself properly.. English isn´t my native language..