Doesn't work for me anymore -I started a new game with v6.20 (I changed nothing else whatsoever in the meantime) and suddenly there is that asteroid collision, which was NOT in there before -as I love to hang out in the middle of it sometimes and place my satellites in there etc.
But what is worse, is that suddenly the whole thing has some weird invisible collision applied to it. I can't fly with my S ship in between the HQ rings as before -suddenly you will bump into some invisible wall. And several times already, happened that I was just hanging out at my Personal office, managing things, when I notice that I'm constantly hearing some distracting engine sounds going back and forth. Then when I looked, rest assured, ships (mainly S ships) are getting stuck if they fly close enough to the inner part of that HQ structure. You need then to teleport out of the system to fix it -very immersion breaking for me. Pity that I need to let this nice mod go..
Still works with 6.0. The additional connection points for building are quite nice. My only complaint about this mod is that despite the asteroid being gone, the center still has collision so you cannot build nor fly through the center. Really wanted to be able to build there....
Just a quick question, I wondered if this would be buildable from a construction XML??? If it is could you make one? Maybe a big ask, I don't know much about modding.
If you are asking if you can Save/Load a Station Plan, then yes, you should be able to? But that is a built in feature of the game. I don't have any to share.
Will downloading this MOD or the one with the asteroid have any affect on the game? As a Terran, I've just "warped" into this mission in the game but, as yet, I've not started to put anything onto the current "vanilla" station.
It shouldn't have any significant effect. You should be able to drop this on to an already existing Vanilla station with no real issues. You shold be able to also remove it after without issue, but anything built on to the added docking points will be "floating" where they were unless deconstructed. But it shouldn't break it.
While using it noticed the anchor points are slightly off center, making pieces that start from several of the core's nodes not attach nicely. https://i.imgur.com/w8ivpA3.jpeg https://i.imgur.com/9vZD3Uo.jpeg
Is this something that could be fixed, or the HQ is just wonky like that?
So far worked around it by building the entire station from a single of the nodes, and only visually attaching them to the others but not really.
I imagine it could be fixed, but I would need to dig in and figure out the coordinates system which I didn't originally do. The original author disapeared and due to the way this was compiled before, it broke pretty hard. I've mostly been focusing on maintaining compatibility.
It's on my to-do list to take a look at fixing some of the smaller quirks like that, but it's not a huge focus at the moment.
I think there was "fixed" variant on Steam with additional turrets (you can use special sites and apps to get mods from steam and unpack them for use).
EDIT: It was called "J.L.HQ" ...considering description i tihnk it's fixed but asteroid is diffirent. https://steamcommunity.com/sharedfiles/filedetails/?id=2246444117 Use Tampermonkey plugin for your webbrowser, and there should be "Steam downloader" if you search internet as a plugin for it... As for unpacking is called "Steam Workshop Unpack - (XRwsunPack v1.0.0)"
Haven't had a chance to look at it, but the comments from what you linked say that the same issue persists there too, and that mod has not received an update since Oct 2020 when it was released.
I can't wait to start using this mod, but unfortunately for me I can't have it like this. Do you think that when (and if) this little issue will get solved, that the game engine would be able to update it without a need to rebuild all the modules attached to those ports? Thank you in advance.
Your choice on if you use the mod or not. Not my place to sway you one way or the other.
I am not the original creator and didn't set it up like it is. I am merely maintaining and updating to keep it compatible with the latest versions as the original uploader stopped doing so. As work in real life keeps me very busy, correcting what is mostly a minor cosmetic flaw isn't a large priority.
If you, as you say "can't have it like this", please feel free to take a look at it. If it's sorted out, I'd gladly merge it in or provide it as an alternate download.
I also highly doubt that the game would auto-correct the coorinates in existing saves. Modules are saved as part of a coordinates system, and I doubt Egosoft has implemented any code to auto-correct for changes such as that. So yes, modules likely would need to be rebuilt if the coordinates connecting them changed.
Thanks for replying. Yeah I'm aware of what you said, and of course I wasn't complaining or anything. But since I saw runetrantor's comment, and saw your reply to him, I just thought it might convince you more to look at this, since it's not just only one person asking for this anymore. Anyway, I just installed it, and it really works even when I had nearly all those ports connected to several modules before already. It just updated itself, staying connected, even when (hence this original post) the new coordinates are slightly off. That brings me to - thus I don't see any difference in X4 engine not be able to update it yet again, should you fix those? And considering that, actually only 3 out of those 6 ports are slightly off, remaining 3 are perfectly on spot. -Starting clockwise from that only one that was always not synchronized with the others -that one's surprisingly aligned as it should be, (maybe the original mod creator started off that one, and thus it got somehow messed up with those 3 others?) and next two are also spot on. It's the remaining 3 for some reason that are off. -Maybe this info would help you figuring things out, should you be willing to take a look at it in the future? I myself know next to squat about X4 modding, so I'm not able to look at it myself anytime soon, to be blunt.
Anyway, I just installed it, and it really works even when I had nearly all those ports connected to several modules before already. It just updated itself, staying connected, even when (hence this original post) the new coordinates are slightly off. That brings me to - thus I don't see any difference in X4 engine not be able to update it yet again, should you fix those?
And considering that, actually only 3 out of those 6 ports are slightly off, remaining 3 are perfectly on spot. -Starting clockwise from that only one that was always not synchronized with the others -that one's surprisingly aligned as it should be, (maybe the original mod creator started off that one, and thus it got somehow messed up with those 3 others?) and next two are also spot on. It's the remaining 3 for some reason that are off.
To clarify, you went from the stock/default HQ to installing the mod and things didn't move? Yeah, that is to be expected as nothing "changed".
To explain:
This mod does not change the default snap points provided by Egosoft, it just adds on to it, so the engine updated nothing. Your save game remembers where those modules are saved on the coordinate grid and will load them based on those coordinates.
The default incomplete station model provides 5 connection snap points that you can connect to, located at these positions:
This mod does not change Any of those connections. This means that if you have anything connected to those, the connection will be retained. You are still using all of the connections given by Egosoft.
This mod DOES add 1 connection, located at this point here:
Con6 -3887.254,2661.271
All that has the benefit of allowing for quick enable/disable of the mod with very limited impact as 5 of the 6 connections are "stock".
What this mod does also do, is change the 3D Model that shows, and with that, some of the "physical" connections look to have been moved to try to retain a consistent visual style, but since the snap points didn't, that is why you see the inconsitancy.
When you add to a station, the modules are saved on that same coordinate grid, so here comes the problem:
Con2, Con4 and Con6 are the ones that I know to be not aligned precicesly with the 3D Model. If I change 2 and 4, then that means that I will be changing the Default coordinates, meaning that if anyone decides to disable or enable the mod, anything on those connections will need to be torn down and rebuilt. This limits drop in/out compatibility.
Con6 probably should be fixed as it is added by the mod itself, but that also begs the question of at this point, if I update it, that could lead to compatibility issues with anyone who has already installed and is using the mod. Updating on the Nexus, people will be able to decide to download or not. Updating on Steam, any change I make will push to everyone, and I need to ensure any changes made won't have significant issues.
Hopefully that sheds a little light on this.
I myself know next to squat about X4 modding, so I'm not able to look at it myself anytime soon, to be blunt.
Before I decided to try to resurrect this, I was in the same boat. Knew next to nothing about modding X4. With some assistance being pointed to the right tools, was able to get this back up in running within a day. Don't count yourself out just because you don't know anything. Dig in and learn, might surprise yourself what you can do.
With all that said, I've been looking at the mod that was posted above. J.L is the "Original" model creator if you follow the chain back far enough. I've looked over the changes in there and there were some updates to the coordinates, so I will play around and look at it, but I still have to consider everything I said above.
Thanks for clarifying all that for me, quite interesting to read indeed. Id never thought it actually works like this in this case...very interesting. I want to learn and learn I will, only there are several other major personal matters in my life at the moment, and probably for some 1-2 months more to come, and that really takes the precedence; if I ever even want to get anywhere in the first place. But yes, I'm bumping into this more and more -so many of us wants this or that some other way; and in most cases asking (some) modders for a different version of their creation only makes a bad blood instead of some positive outcome. Aka do everything yourself, and don't be ever bothered/restricted by anything/anyone. Your advice is very sound indeed.
How about this? -Leave it as it is, and should you have a time make a second version with ports fixed, stating in red "warning: this version requires either a new game, or your whole PHQ to be rebuilt"
Hi, does this have any prerequisites as of when to activate this mod? Would it break anything if I activate the mod, after I already own HQ in my save? Thank you in advance for any insight into this.
Shouldn't be any particular pre-requisites and adding/removing should not break a game based on my testing.
Only quirk is that when you remove it, you may wish to remove anything that you built onto any of the added mount points, otherwise they will just be floating there and may not be recognized.
I'm actually already developing that right now. I'm currently testing to make sure I didn't accidentally break something, then I plan on posting here and on Steam.
That is cool! I like the asteroid, but having a busted station with zero options to repair it as my PHQ has been bumming me out for a while. I wish we were given the option in vanilla to fix the station up.
26 comments
But what is worse, is that suddenly the whole thing has some weird invisible collision applied to it. I can't fly with my S ship in between the HQ rings as before -suddenly you will bump into some invisible wall. And several times already, happened that I was just hanging out at my Personal office, managing things, when I notice that I'm constantly hearing some distracting engine sounds going back and forth. Then when I looked, rest assured, ships (mainly S ships) are getting stuck if they fly close enough to the inner part of that HQ structure. You need then to teleport out of the system to fix it -very immersion breaking for me. Pity that I need to let this nice mod go..
Edit:
For others wondering the same. It seems to.
I have build a few modules and walked around on it. Seems to be fine.
If you are asking if you can Save/Load a Station Plan, then yes, you should be able to? But that is a built in feature of the game. I don't have any to share.
As a Terran, I've just "warped" into this mission in the game but, as yet, I've not started to put anything onto the current "vanilla" station.
You shold be able to also remove it after without issue, but anything built on to the added docking points will be "floating" where they were unless deconstructed. But it shouldn't break it.
https://i.imgur.com/w8ivpA3.jpeg
https://i.imgur.com/9vZD3Uo.jpeg
Is this something that could be fixed, or the HQ is just wonky like that?
So far worked around it by building the entire station from a single of the nodes, and only visually attaching them to the others but not really.
I imagine it could be fixed, but I would need to dig in and figure out the coordinates system which I didn't originally do. The original author disapeared and due to the way this was compiled before, it broke pretty hard. I've mostly been focusing on maintaining compatibility.
It's on my to-do list to take a look at fixing some of the smaller quirks like that, but it's not a huge focus at the moment.
for use).
EDIT: It was called "J.L.HQ" ...considering description i tihnk it's fixed but asteroid is diffirent.
https://steamcommunity.com/sharedfiles/filedetails/?id=2246444117
Use Tampermonkey plugin for your webbrowser, and there should be "Steam downloader" if you search internet as a plugin for it...
As for unpacking is called "Steam Workshop Unpack - (XRwsunPack v1.0.0)"
Do you think that when (and if) this little issue will get solved, that the game engine would be able to update it without a need to rebuild all the modules attached to those ports? Thank you in advance.
I am not the original creator and didn't set it up like it is. I am merely maintaining and updating to keep it compatible with the latest versions as the original uploader stopped doing so. As work in real life keeps me very busy, correcting what is mostly a minor cosmetic flaw isn't a large priority.
If you, as you say "can't have it like this", please feel free to take a look at it. If it's sorted out, I'd gladly merge it in or provide it as an alternate download.
I also highly doubt that the game would auto-correct the coorinates in existing saves. Modules are saved as part of a coordinates system, and I doubt Egosoft has implemented any code to auto-correct for changes such as that. So yes, modules likely would need to be rebuilt if the coordinates connecting them changed.
Anyway, I just installed it, and it really works even when I had nearly all those ports connected to several modules before already. It just updated itself, staying connected, even when (hence this original post) the new coordinates are slightly off. That brings me to - thus I don't see any difference in X4 engine not be able to update it yet again, should you fix those?
And considering that, actually only 3 out of those 6 ports are slightly off, remaining 3 are perfectly on spot. -Starting clockwise from that only one that was always not synchronized with the others -that one's surprisingly aligned as it should be, (maybe the original mod creator started off that one, and thus it got somehow messed up with those 3 others?) and next two are also spot on. It's the remaining 3 for some reason that are off.
-Maybe this info would help you figuring things out, should you be willing to take a look at it in the future?
I myself know next to squat about X4 modding, so I'm not able to look at it myself anytime soon, to be blunt.
To clarify, you went from the stock/default HQ to installing the mod and things didn't move? Yeah, that is to be expected as nothing "changed".
To explain:
This mod does not change the default snap points provided by Egosoft, it just adds on to it, so the engine updated nothing. Your save game remembers where those modules are saved on the coordinate grid and will load them based on those coordinates.
The default incomplete station model provides 5 connection snap points that you can connect to, located at these positions:
Con1
-268.4431,4703.57
Con2
5.747183E-07,-4710.993
Con3
3887.254,2661.271
Con4
-4031.338,-2437.591
Con5
4044.657,-2415.412
This mod does not change Any of those connections. This means that if you have anything connected to those, the connection will be retained. You are still using all of the connections given by Egosoft.
This mod DOES add 1 connection, located at this point here:
Con6
-3887.254,2661.271
All that has the benefit of allowing for quick enable/disable of the mod with very limited impact as 5 of the 6 connections are "stock".
What this mod does also do, is change the 3D Model that shows, and with that, some of the "physical" connections look to have been moved to try to retain a consistent visual style, but since the snap points didn't, that is why you see the inconsitancy.
When you add to a station, the modules are saved on that same coordinate grid, so here comes the problem:
Con2, Con4 and Con6 are the ones that I know to be not aligned precicesly with the 3D Model.
If I change 2 and 4, then that means that I will be changing the Default coordinates, meaning that if anyone decides to disable or enable the mod, anything on those connections will need to be torn down and rebuilt. This limits drop in/out compatibility.
Con6 probably should be fixed as it is added by the mod itself, but that also begs the question of at this point, if I update it, that could lead to compatibility issues with anyone who has already installed and is using the mod. Updating on the Nexus, people will be able to decide to download or not. Updating on Steam, any change I make will push to everyone, and I need to ensure any changes made won't have significant issues.
Hopefully that sheds a little light on this.
Before I decided to try to resurrect this, I was in the same boat. Knew next to nothing about modding X4. With some assistance being pointed to the right tools, was able to get this back up in running within a day. Don't count yourself out just because you don't know anything. Dig in and learn, might surprise yourself what you can do.
With all that said, I've been looking at the mod that was posted above. J.L is the "Original" model creator if you follow the chain back far enough. I've looked over the changes in there and there were some updates to the coordinates, so I will play around and look at it, but I still have to consider everything I said above.
I want to learn and learn I will, only there are several other major personal matters in my life at the moment, and probably for some 1-2 months more to come, and that really takes the precedence; if I ever even want to get anywhere in the first place.
But yes, I'm bumping into this more and more -so many of us wants this or that some other way; and in most cases asking (some) modders for a different version of their creation only makes a bad blood instead of some positive outcome. Aka do everything yourself, and don't be ever bothered/restricted by anything/anyone. Your advice is very sound indeed.
How about this? -Leave it as it is, and should you have a time make a second version with ports fixed, stating in red "warning: this version requires either a new game, or your whole PHQ to be rebuilt"
Thank you in advance for any insight into this.
Only quirk is that when you remove it, you may wish to remove anything that you built onto any of the added mount points, otherwise they will just be floating there and may not be recognized.
I like the look of the complete station, very nice indeed
I'm currently testing to make sure I didn't accidentally break something, then I plan on posting here and on Steam.
By standalone, do you mean where you can build it anywhere? Then no.