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skullwarriorsergio

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220 comments

  1. skittlefreak709
    skittlefreak709
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    As far as I can tell, sirnuke's "Mod Support APIs" is having issues with 7.X versions, but I found this:

    Mod Support APIs Community Edition
    https://www.nexusmods.com/x4foundations/mods/1699?tab=files

    Does anyone know if the community edition support this mod correctly (if I remove/change the dependency)? 
    1. kadath
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      Yep, it does. AFAIK, it replaces it 100% in all scenarios: at least I've had no issues with all of my relevant mods that would need the support APIs (about a dozen or so, especially all of the kuertee ones) ;) 
  2. skullwarriorsergio
    skullwarriorsergio
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    For those with issues with invasions being only one type. I havent found any issues on the code but definetely something is happening, I recommend to enable everything, save options, then disable what you dont want and save again, just to ensure all variables are created and assigned, this should already be done on mod first activation, but, it doesnt harm to try.
    also if you know how to turn on debug, then on the log file search for this string
    "XenonBuff - Setting fleet type: "
    and send me all the text that is around it. Maybe there is an error but I need to see it to know what is happening.
    Sorry for the delay, just being busy  

    Note, fleet type is "calculated" by assigning a random number between 0-10 and:
    if Khaak enabled and value >= 9 : then Khaak fleet
    if Mercenaries enabled and value >= 5 : then Mercenary fleet
    else: Xenon fleet.
  3. shivanshkaul
    shivanshkaul
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    Hi author, Thanks a lot for creating this mod. It allows to keep the endgame engaging. I have a question regarding the Psi emitters. When do they exactly spawn the xenon in a sector with emitters as in the time interval? I am unable to see any xenon spawning in getsu fune where i have placed
    9 psi emitters and 1 in emperor's pride IV sector, manually yet no
    result. I am definitely doing something wrong. So, please assist here. 

    PFB the data you may need for debugging:


    In game time: 8 days 11 hrs(My first and only game on X4 running on ver7.5 all DLCs)

    In the extension menu for you mod, I have  following config:

    1. Reckoning home sectors: off (I manually switch on and trigger Level 5 activity level to keep Xenon
    home sectors safe from invasion of NPC factions which still some how
    paranids in emperor's pride IV sector manage to kill all xenon despite multiple manual activation. PAR capital ships too strong may be)

    2. Invasion: Yes(edit)

    3. Invasion min delta time: 2hrs and max delta time: 10hrs

    4. Khaks part of invasion: NO

    5. Mercenary part of invasion: NO 

    6. Invasion Activity Level: 1 

    7. Psi emitters: Enabled

    With these settings, I do get invasion mission but only made up of mercenary
    group. And in past 2 days, I have manually triggered Xenon home 
    reckoning multiple times, to push back PAR as mentioned above. I do have
    xenon overhaul mod added to game, but i don't think that mod can cause
    conflict as i understand from previous comments that you spawn new xenon
    units, not through building jobs. 

    While writing this, only thing i can think of is unit limit of xenon in game world(if there is
    any so called limit), i which only solution is to clean xenon sectors
    units to make them spawn in Psi emitter based sector. 

    Please help here and let me know what am i doing wrong, as i really like to see
    the PSI emitters working and adding some work for Terran faction in
    getsu fune :D and thank you again for making this mod. 
    1. skullwarriorsergio
      skullwarriorsergio
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      Sorry for the delay, being busy.
      You dont need to place nor buy the emitters, that was their previous behavior, I didn't remove it to avoid backward compatibility, if you have then enabled on the Mod options, then they will start spawning randomwly on their own and will "spawn" xenon ships with "Deranged" naming, also if you are piloting a ship and you enter into a sector that has an emitter there, you will hear an audio cue, you can use the long range scanner (activate / deactivate) and if the emitter is in a 100km radius it will be added as an objective so you can go there and destroy it. This was added to have something to do with small ships :D.
      Let me look into the invasion spawn type.
  4. PaladinErdan
    PaladinErdan
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    Hey, I love this mod of yours. Thank you so much for this. But I am suffering problem with the invasion fleet keeps on made out of mercenaries. I already did "disable" and "enable" and each time mercenaries do being part of the invasion group. However Kha'ak seems to be working, they started appearing when i change them to "enable" and continue to not being part of invasion fleet after i disable them. But the same can't be said for mercenaries.

    I'm no modder and not sure if this is related to the problem, but whenever I hover on top of the 'Mercenaries can take part too', Kha'ak popup appeared instead. So could it be that, you might accidentally set both of those switches to Kha'ak? If that even possible.
    1. skullwarriorsergio
      skullwarriorsergio
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      As far as I can tell, they are individual. Are you using the latest version of the mod? If so, which other mods are you using, so I can check if there is a conflict, maybe.
      In my savegame, it seems to be working properly.
      Can you disable both mercenaries and Khaaks and manually trigger the invasion? Please take into consideration that it might take several seconds actually to start the cue, and there must not be any invasion already in progress. Also, if you send me the log of the game session in which you do this? 
  5. ISMELLCELERY
    ISMELLCELERY
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    I'm really looking forward to trying this mod, but I'm hesitant to do so without being able to access the configuration menu. I'm seeing this error whenever I try to  access any extension options after installing this mod:

    [General] 34248.68 ======================================
    [=ERROR=] 34248.68 Error while executing onEvent script for event: onClick.
    Errormessage: [string "ui/addons/ego_gameoptions/gameoptions.xpl"]:13893: attempt to index a nil value
    [General] 34248.68 ======================================

    I've confirmed that it only happens after enabling this mod by disabling it and trying to access other menus again. I'm not sure if this is some sort of conflict, any help would be appreciated!
    1. skullwarriorsergio
      skullwarriorsergio
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      mmm seems like, which mods you have enabled? 
  6. ShEsHy
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    Would it be possible to make a submod containing only the Xenon Protector Fleets and have them present from the game start in Xenon core sectors (ones with shipyards and docks), set to respawn after some time if killed and the sector is still in Xenon ownership?
    Maybe throw in an I or make the fleet configurable?

    I want Xenon to be a massive pain to invade, rather than have them invade others.
    1. skullwarriorsergio
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      Initially Xenon are already strong to be invaded, the game as to progress and player has to be really good in trading to allow other factions to muster enough ships to invade. That's why people ussually end up boxing them. I will have to make some changes to allow xenon defenders from the start.
      But with the current logic, the defenders creates several "fleets" on ro roam the sector a 1 per gate/accelerator/highway entry so they are not that easy to be invaded anymore, on the core sectors at least, on my current savegame (before adding the gate defenders) xenon sectors were being overrun, several factions already building defense station in-sector, after that.... xenons were able to not just stop invaders but also clean all defense stations, although sometimes an asgard or huge ANT/HOP fleet push through and start wreacking havoc, the low cooldown I have set (on my configs) make xenons to slowly regain control of the gate and clear everything.
      Also there is an option to trigger the defenders on demand, so you can "manually" refresh xenons constantly so they "win" that sector ASAP
    2. ShEsHy
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      Doesn't really have to be from the game's start, just something to keep the Xenon core worlds alive in case of terrible seed generation, so that they make it to the late game with more than just the central group of worlds.

      the defenders creates several "fleets" on ro roam the sector a 1 per gate/accelerator/highway entry so they are not that easy to be invaded anymore, on the core sectors at least

      This is precisely what I want, assuming they stop spawning after the sector changes ownership and never leave to invade. Could you put just that in a standalone submod? I think it would be a perfect Xenon survival mod.
    3. skullwarriorsergio
      skullwarriorsergio
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      Currently they never stop spawning which is the main objective, to revive or keep alive xenons at least on those sectors, spawned ships will never invade as they have specific orders to patrol gates and the sector, but the mod also replenish all Xenon shipyards so if there are some of them functional, they will start producing ships according to base game xenon jobs, which the mod has no control over.
      Not sure exactly what you want but this will require some work, sadly I currently only have enough free time to maintain this.
  7. Vollhov
    Vollhov
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    Please explain why my Invasion Fleet is always made up of Mercenaries ?
    1. skullwarriorsergio
      skullwarriorsergio
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      it shouldn't, as this is a random selection, try not enabling mercenaries and khaaks and check if the invasion fleet is only xenon... just to confirm, mercenaries are the most difficult because of the S/M ships having torpedoes.
  8. PenOkOh
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    Can the 5 in game days be lowered? I'm at 2 and Xenon aren't a threat in my game. It's gotten to the point where I mostly guard gates or stations, being idle a lot.

    EDIT: NVM. I found it myself.

    - Open xenon_buff.xml in folder xenon_buff\md
    - 9th row - <check_age min="120h"/> change to whatever you want it to. I did one hour just to let it kick in in my active game.
    1. skullwarriorsergio
      skullwarriorsergio
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      yes exactly
  9. Wolfram12
    Wolfram12
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    HI i am trying out the Mod, have to wait a bit before it kicks in i guess, because i am under the 120 Hours, does that count from the install time?
    Because i am at 410 Hours around and the xenon are dying..
    Another question, i see all that mods like Xenon Hell, Xenon Awakening,Xenon Jobs, everyone treys so hard to balance his mod and i think some of you do an amazing Job,
    But whenever you look at the command you read they are to weak or way to strong and so on.
    I have given my Save game after about 200 hours to my Brother, he does now have more  than enough Xenon and i have to rescue them, i think the difference was only that i was building way more Stations more Miners and Traders..

    So here my question, would it be possible to make ship sliders from 0-50 instead of difficulty?
    I mean if i could configure in your menu at the beginning of a normal play through that every 2-3 hours only 20 miners are spawn to give the xenon a little boost , if i see later that is not enough i put the slider on the little fighters to 30
    and wait.

    With a Slider for every ship type and a timer, people could use your mod no Mather if they play vanilla and want a bit more challenge, or go complete crazy if they have a mod running like ROR where every normal xenon invasion is laughable..
    It could be the Swiss Army tool for every scenario..

    But i am no Moder and maybe that would be to complicated, but i always think that would be a solution for everyone how wants a bit more challenge up to people how wanna go crazy on a play through.

    Anyway i now try your Mod, and please keep on modding for x4 its such a great game, and i am happy that people like you put so much afford in there mods.. Keep on going and have a nice  evening . 

    1. skullwarriorsergio
      skullwarriorsergio
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      Hi, the 120h is play time, so if you have 400, then should be enabled, activity level just multiply the amount of ships spawned by trader/mining jobs and the gate defense and sector patrols (I'm talking about the xenon revive protocol, sort of speak)
      It will kick on several of the orignal xenon sectors so if they are occupied by someone else, even you.... expect some Xenon K and escorts flying around. The gate defenders will spawn on each gate or accelerator and will protect the gate position, the patrols will just patrol the entire sector, also will trigger default jobs for miners and traders on those sectors and give them some resources so they can just start right again(according to game logic, I'm not implementing any custom logic), also triggers the Hold_Sector and Invade_Sector game actions for the xenon faction which is also original game logic, after this I saw on several sectors new defense stations, so they should be come back eventually. Also this mod refills all xenon shipyards and wharfs, to aid  even more you could lower the cooldown and/or manually trigger the reckoning of xenon sectors on the mod menu, just trigger, wait around 25 sec for the mod to activate this action, and after a minute or so, trigger again .... I have done this also in my save to "assist" xenons on Atiyas as they were being overrun by ANT destroyers and a TER Asgard fleet including osakas and a s#*! ton of S ships, so every time I saw the gate defender go down, I re-trigger, a new xenon K spawns alonside several M/S ships and rinse and repeat :D a couple of times more until the xenon eliminate everything, also you might want to give some time between triggers as with full shipyards they start spewing ships even some Ks.
      This mod doesnt make them overpower as this only spawn "Protectors" in some original xenon sectors.
      The invasion fleet is a challenge depending on your fleet size and computer resources :D, I'm currently playing with max Activity levels and sometimes the fight with the invasion fleet makes the game drop FPS like it were a powerpoint presentation.
      So be careful :D

      I would love to get some feedback from you and/or suggestions. I dont have much time for moddings but I do like to update, and this mods has being updated several times over time. I started it as barely a xenon buff (hence the mod name) but it has become far more than just that.

      Check mod menu options, Xenon Psi emitter also make some xenon S/m ships to spawn on sector where emitter spawn making a living hell for trading ships and IA ships alike, is a threat you need to handle personally as the emitter is basically a sattelite and you can't order a ship to attack it. so is something you can activate to give you a  "job" as an emitter cleaner.

      I will update the mod today or tomorrow as I added Atiyas Misfortune III to the list of "xenon home" sectors
    2. skullwarriorsergio
      skullwarriorsergio
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      Wolfram12
      you mention that you want more ships to spawn from regular jobs? is that it? because on this mod I spawn (not by a job) Xenon ships to patrol and defense gates, but the reinforce trader and miners are based on default job quotas, so after a while, my game log shows no miner/trader being created or just a few, probably due to quota exceeded. I will need to investigate how to modify this without messing the game. I do added some jobs but mostly for a single Xenon I Invader that is (just one), originally it was the invasion fleet leader, later I transitioned to manually spawned ships of 3 factions (xenon, khaak, mercenaries) so that job remained there just spawning the Xenon I and it kinda sometimes "invade" over sectors, but mostly patrol, default game job actions.
      I could add more jobs for mining and trading for xenons so this "feature" doesnt affect the original game experience. But to be honest I dont see the point, as this mod will replenish xenon shipyards and wharfs and will spawn "missing" traders and miners on every "tick".
      I do need to know how to add subgoals in the Invade/Hold sector, such as forcing Xenons to rebuild missing shipyards and wharfs.
      This should be something good but need to investigate on how to do it.
      So thanks for the "indirect suggestion"  
  10. skullwarriorsergio
    skullwarriorsergio
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    Mod updated. now Khaaks invasion fleet is a considerable challenge. Beware of those L Kyon Turrets on the ravagers, they hit hard.