I rechecked everything. These two errors are written to the debug log. Egosoft probably did some changes in 6.2beta. No matching node for path '/regions/region[@name="region_cluster_32_sector_001"]/fields/damagefield/damage/@noshield' in patch file 'extensions\fixin_x\libraries/region_definitions.xml'. Skipping node.
No matching node for path '/regions/region[@name="region_cluster_32_sector_001"]/fields/damagefield/effects/@hull' in patch file 'extensions\fixin_x\libraries/region_definitions.xml'. Skipping node.
Nevermind, it's an incompatibility with the mod Equipment Modifications Redone. While I was searching for an error in my mods I noticed that your mod Fixin X generates 135 entries in the debug log. Here are some examples:
[=ERROR=] 0.00 No matching node for path '/equipmentmods/engine/travelthrust[@ware='mod_engine_travelthrust_02_mk2']/bonus/boostthrust/@min' in patch file 'extensions\fixin_x\libraries\equipmentmods.xml'. Skipping node. [=ERROR=] 0.00 No matching node for path '/equipmentmods/shield/rechargedelay[@ware='mod_shield_rechargedelay_01_mk1']/@max' in patch file 'extensions\fixin_x\libraries\equipmentmods.xml'. Skipping node. [=ERROR=] 0.00 No matching node for path '/equipmentmods/ship/countermeasurecapacity[@ware='mod_ship_countermeasurecapacity_01_mk1']/@min' in patch file 'extensions\fixin_x\libraries\equipmentmods.xml'. Skipping node.
It's nice that you did all this work but making the mod fully dependent on having Kingdom's End active totally ruins it. Every time I run KE, x4 turns into a bug-riddled nightmare that is, for me, utterly unplayable, even with these mods added in. I can't endorse the mod for this reason as I have no way to make the mod compatible without having the crap boron expansion active.
I admit, I don't know how one goes about making mods modular to handle different sets of DLC. But if you'd like to just see what happens, you could edit the content.xml file to just not require the DLC and it might work just fine (but likely be spitting out errors wherever debug info goes). The "fully dependent" nature of the mod is essentially boiled down to things like build time for DLC factions being edited; if the DLC doesn't exist, in theory the debug log would just complain that the <sel></sel> statement didn't find anything to modify and then it would just ignore it.
I'll look into ramifications for removing DLC requirements though
This is really a great collection of stuff... No hull damage in Sanctuary of Darkness... First and second time crossing the region it's kinda exciting, after that it's just really annoying missing the nav beacons and stopping travel speed all the time in order to not die... So yeah, very appreciated!
I haven't used a mod manager since.. well vortex wasn't even a thing it was MO2 and it came from github XD
That is to say that I don't know much about how vortex works, however I did just take a look at the file management page and I didn't have 1.7-dev set as the main vortex file.. so maybe that fixed it?
The mod should be packaged inside a subfolder within the archive, where instead currently everything is sitting in the root of the archive. The name of the folder doesn't matter. This would resolve most of the problems people are having with installing.
Your mod appears to be missing at least three build modules for the build time reduction part:
(the scrap processor and recycler) module_gen_proc_scrapworks (this appears to be the name for the scrap processor, but I haven't verified that. There just aren't any others that seem appropriate.) module_gen_prod_scrap_recycler module_ter_prod_scrap_recycler (Terran DLC)
(modules that include the missiononly tag) module_gen_welfare_gamblinghall_01 (you included the casino [module_gen_welfare_casino_01] but not the gambling hall) module_par_def_claim_story_01
If I notice any more that may be missing I will update this post.
Yep, I grabbed the boron stuff but seemed to miss some of the avarice things. I can tell just by the name that the reason why is because I was only looking for things with "pirate" in the ID field, lazy updating on my part there.. will be fixed!
Your description states: "Station construction times are reduced by 60% across the board"
but inside wares.xml it states: "The reduction is currently set for 60% of the original build time."
Neither of those agree with each other and when I checked the values in the modified wares.xml versus the original values they don't always agree with one or either of those.
I noticed these because I'm currently awaiting permission from the original author of "Build Time Reduction" (mjr121) so I can share a separate, updated mod that only reduces station modules build times.
So you're correct that those two wordings are in conflict with each other, I'll fix that in the next update. It is supposed to be "60% of the original build time" as stated in the wares.xml! As for the weird descrepancies in actual numbers.. some of those aren't even close! So I'm wondering if maybe the vanilla values got updated at some point in the last 2 years. To be completely honest I hadn't touched the game since the DLC prior to Avarice so anything that changed between then and now I am playing catch up on.. And on top of that, I was waltzing back into the mod code that Gandalf in that meme where he's like "I have no memory of this place.." Haha XD
It appears that your mod also includes changes to the regular and advanced satellite radar range attribute but that is not indicated in the description and I'm not sure which of the mods it comes from (latest version available for download as of today: Fixin' X-313-1-7-dev-1681831045):
Ah yes, I don't know that it came from any specific mod, I just thought the range was a bit anemic and altered it. I could have sworn it was in a description somewhere.. but I'll update that for my next 1.7-dev release!
Yes, it converts a couple hazard fields to "shields only" damage. I've also added in Sanctuary of Darkness in the update as L/XL ships have a pathing issue there that makes it a huge pain to ship through lol
I'll download hazard rework and see, but I'm guessing the overlap will be pretty much the same between the two. I can update back here if there's a large difference
Okay I downloaded the latest version of Hazard Rework and compared, it looks like both our mods DO edit the exact same regions however there is a key difference. Fixin X just chills the regions out, setting them to only do shield damage. Hazard Rework removes all damage from the zones entirely and also removes the flag that tells AI to navigate around them.
If you prefer the Hazard Rework method, just load it after Fixin X and it should be good
66 comments
No matching node for path '/regions/region[@name="region_cluster_32_sector_001"]/fields/damagefield/damage/@noshield' in patch file 'extensions\fixin_x\libraries/region_definitions.xml'. Skipping node.
No matching node for path '/regions/region[@name="region_cluster_32_sector_001"]/fields/damagefield/effects/@hull' in patch file 'extensions\fixin_x\libraries/region_definitions.xml'. Skipping node.
While I was searching for an error in my mods I noticed that your mod Fixin X generates 135 entries in the debug log. Here are some examples:
[=ERROR=] 0.00 No matching node for path '/equipmentmods/engine/travelthrust[@ware='mod_engine_travelthrust_02_mk2']/bonus/boostthrust/@min' in patch file 'extensions\fixin_x\libraries\equipmentmods.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '/equipmentmods/shield/rechargedelay[@ware='mod_shield_rechargedelay_01_mk1']/@max' in patch file 'extensions\fixin_x\libraries\equipmentmods.xml'. Skipping node.
[=ERROR=] 0.00 No matching node for path '/equipmentmods/ship/countermeasurecapacity[@ware='mod_ship_countermeasurecapacity_01_mk1']/@min' in patch file 'extensions\fixin_x\libraries\equipmentmods.xml'. Skipping node.
The "fully dependent" nature of the mod is essentially boiled down to things like build time for DLC factions being edited; if the DLC doesn't exist, in theory the debug log would just complain that the <sel></sel> statement didn't find anything to modify and then it would just ignore it.
I'll look into ramifications for removing DLC requirements though
That is to say that I don't know much about how vortex works, however I did just take a look at the file management page and I didn't have 1.7-dev set as the main vortex file.. so maybe that fixed it?
I'll upload a new zip in just a few seconds, hopefully this time it will work correctly?
(the scrap processor and recycler)
module_gen_proc_scrapworks (this appears to be the name for the scrap processor, but I haven't verified that. There just aren't any others that seem appropriate.)
module_gen_prod_scrap_recycler
module_ter_prod_scrap_recycler (Terran DLC)
(modules that include the missiononly tag)
module_gen_welfare_gamblinghall_01 (you included the casino [module_gen_welfare_casino_01] but not the gambling hall)
module_par_def_claim_story_01
If I notice any more that may be missing I will update this post.
"Station construction times are reduced by 60% across the board"
but inside wares.xml it states:
"The reduction is currently set for 60% of the original build time."
Neither of those agree with each other and when I checked the values in the modified wares.xml versus the original values they don't always agree with one or either of those.
Examples:
module_gen_conn_venturerbase_01
Original: 59
Modified: 47
60% of original: 35.4
60% reduction: 23.6
module_gen_build_dockarea_m_01
Original: 1298
Modified: 1597
60% of original: 778.8
60% reduction: 519.2
module_gen_build_xl_01
Original: 954
Modified: 1174
60% of original: 572.4
60% reduction: 381.6
module_tel_prod_scanningarrays_01
Original: 865
Modified: 1065
60% of original: 519
60% reduction: 346
module_bor_equip_xl_01
Original: 1136
Modified: 682
60% of original: 681.6
60% reduction: 454.4
I noticed these because I'm currently awaiting permission from the original author of "Build Time Reduction" (mjr121) so I can share a separate, updated mod that only reduces station modules build times.
As for the weird descrepancies in actual numbers.. some of those aren't even close! So I'm wondering if maybe the vanilla values got updated at some point in the last 2 years. To be completely honest I hadn't touched the game since the DLC prior to Avarice so anything that changed between then and now I am playing catch up on.. And on top of that, I was waltzing back into the mod code that Gandalf in that meme where he's like "I have no memory of this place.." Haha XD
eq_arg_satellite_01_macro.xml
Original: 30000
Modified: 65000
eq_arg_satellite_02_macro.xml
Original: 75000
Modified: 130000
The modified files are located in \assets\props\equipment\satellite\macros
I'll download hazard rework and see, but I'm guessing the overlap will be pretty much the same between the two. I can update back here if there's a large difference
If you prefer the Hazard Rework method, just load it after Fixin X and it should be good