RE 1.8 has been released. make sure to make a clean install (remove old reemergence mod folders)!
DeadAir mods:
OLD DeadAir mods (Dynamic Wars, Fill, God, Jobs, Ware ETC) are outdated and no longer supported. Remove ALL of them and Deadair_RE compilation
IF YOU WANT TO USE DA SCRIPTS AND DA ECO:
DeadAir does not publish his mods outside Github. Download DA Scripts and DA Eco from DA's Github. When unpacking to extensions, remember to remove the following bit from the folders' names (if you downloaded Code version): -master
Download Kuertee's UI Extensions and SirNuke's Mod Support APIs from Nexus
Download DA_RE compat file from this Nexus page, optional section.
In the game, after loading a save, go into Extension Options and MANUALLY ENABLE DESIRED FUNCTIONS. New versions of DA mods auto-default to DISABLED state.
Recommended DA settings can be found in the description or on our Discord.
The Schematics are added via DeadAir Eco. What we have done is edit their names to include [Optional] given a very large spike in people not understanding what they were a a flood of the same questions over and over again - despite Deadair's readme files
Unfortunately, the consequence is that yes - the names are too long to fully fit in the panel
I want to start a new game with the PHQ in Grand Exchange. The recommended way is to disable the Boron DLC, scan a dataleak to get the HQ mission, and then enable the Boron DLC.
X4-Re requires a scary number of mods, depending on the Boron DLC that all need to be disabled to start a game with the Boron DLC disabled. So I guess I am stuck with using one of the two Terran game starts or the accomplished scientist?
RE only requires two mods - VRO and OTAS pack (plus all major DLCs, but that's already required for VRO and has to be this way for DLC compatibility reasons). Why not just use Custom Start and place PHQ wherever you want?
i have a general question though. many mods have compatibility patches, wich you download seperately. do you just put the patchfolder in /Extensions folder or do you put it as a folder or loose files in the original mods folder and overwrite?
Agreed. I was about to install this, but seeing VRO was required, it was a NOPE. I don't like some of the changes in VRO. So I guess I'll have to skip this one.
On first inspection it seems that the new sectors don't have any shady guys. Checked using Black Marketeer finder https://github.com/foxxbl/shady-search. Might be a bug?!
Badly installed DA mods. You need to remove "-master" from deadair_scripts and deadair_eco folder names. Check the pinned comment just above or read DA's readme
edit: After a long search for the problem: I used the reset default function in the extensions menu and reactivated each mod individually. I also deleted the mod cache (Extension + Steam).Function restored!
The encyclopedia doesn't work for me either! When I try to activate it, the HUD disappears, but the encyclopedia window doesn't open.There are no -master folders in the current DA mods (no code version).
Installed mods: da_ku_ai_tweaks da_eco da_scrips da_re vro vro_assets reemergence
btw: the discord link is outdated or wrong? (this invitation has expired or is invalid)
Seems like where is always scale pact fleet of 2 L ship in Montalaar. I just captured behemoth (another was destroyed by otos patrol), checked map and where is already another fleet. Given i have satellites all over and in neighbouring sectors seems it just spawned in this sectors right after previous fleet destroyed. This is kind of weird, idk how in vanilla behemoths are working (i guess spwaned too, still i have seen L traders made on teladi and even my own shipyard lol), so would it be possible to make honest scale pact shipyard (or using teladi) or maybe at least less noticeable spawning? I have Skull & Bones installed.
It is technically possible, but would be disastrous. I already explained this in Skull & Bones comment section (screenshot):
As for spawning mechanics - X4's engine only allows for ships to be spawned at the gates or sector's center. We're using the former for every spawned job except Xenon Reclaimers. Factions' jobs are distributed across all the sectors they are allowed in, so the SCA "spam" in your Montalaar is purely due to RNGesus.
Maybe random, i had like 4 2xL ship fleets spawned one after another without noticeable window between. I will try clearing them more then i will get bigger fleet, for now teladi and otas cased clearing them and same fleet wonders around.
As for full faction, i imagined it more like teladi (and own traders) supplying them with goods and few factories making ships just for pirating without defence stations and stuff (maybe with some cheats to make ship assembly cheaper and the thing generally functioning). Teladi already build them factories and traders, anyway.
And another observation: seems like ministry fleet camp teladi shipyard and destroy all L traders scale pact orders. This is probably because they protect gate with otas and shipyard is very close to it.
Not exactly. MIN has policing rights and 30 reputation with TEL. This makes it so that MIN treats TEL space as their own and engages anyone they are hostile with them. This is a vanilla mechanic and part of why expanding the civilian part of SCA jobs would only waste resources (talking more of players' CPU than ingame resources) and kill the faction - MIN will kill any SCA ship on sight and civilian jobs cannot use IFF spoofing like plunderer jobs do.
Well, i didnt nocided them being so cruel to traders in vanilla, just checked and teladi shipyard have 4 L trader wreck around and another one on distance. Even with fleet guarding otas gate moved elsewhere.
Btw, delivery service ships use spoofing? Idk if they counts as civilian jobs, but sounds civilian.
379 comments
make sure to make a clean install (remove old reemergence mod folders)!
DeadAir mods:
- OLD DeadAir mods (Dynamic Wars, Fill, God, Jobs, Ware ETC) are outdated and no longer supported. Remove ALL of them and Deadair_RE compilation
IF YOU WANT TO USE DA SCRIPTS AND DA ECO:-master
Unfortunately, the consequence is that yes - the names are too long to fully fit in the panel
X4-Re requires a scary number of mods, depending on the Boron DLC that all need to be disabled to start a game with the Boron DLC disabled. So I guess I am stuck with using one of the two Terran game starts or the accomplished scientist?
Why not just use Custom Start and place PHQ wherever you want?
i have a general question though.
many mods have compatibility patches, wich you download seperately. do you just put the patchfolder in /Extensions folder or do you put it as a folder or loose files in the original mods folder and overwrite?
No properly made mod will require you to overwrite other files
like:
\extensions\reemergencemod
\extensions\reemergencemod_blablapatch
The encyclopedia doesn't work for me either! When I try to activate it, the HUD disappears, but the encyclopedia window doesn't open.There are no -master folders in the current DA mods (no code version).
Installed mods:
da_ku_ai_tweaks
da_eco
da_scrips
da_re
vro
vro_assets
reemergence
btw: the discord link is outdated or wrong? (this invitation has expired or is invalid)
Given i have satellites all over and in neighbouring sectors seems it just spawned in this sectors right after previous fleet destroyed.
This is kind of weird, idk how in vanilla behemoths are working (i guess spwaned too, still i have seen L traders made on teladi and even my own shipyard lol), so would it be possible to make honest scale pact shipyard (or using teladi) or maybe at least less noticeable spawning?
I have Skull & Bones installed.
As for spawning mechanics - X4's engine only allows for ships to be spawned at the gates or sector's center. We're using the former for every spawned job except Xenon Reclaimers.
Factions' jobs are distributed across all the sectors they are allowed in, so the SCA "spam" in your Montalaar is purely due to RNGesus.
I will try clearing them more then i will get bigger fleet, for now teladi and otas cased clearing them and same fleet wonders around.
As for full faction, i imagined it more like teladi (and own traders) supplying them with goods and few factories making ships just for pirating without defence stations and stuff (maybe with some cheats to make ship assembly cheaper and the thing generally functioning).
Teladi already build them factories and traders, anyway.
And another observation: seems like ministry fleet camp teladi shipyard and destroy all L traders scale pact orders.
This is probably because they protect gate with otas and shipyard is very close to it.
Even with fleet guarding otas gate moved elsewhere.
Btw, delivery service ships use spoofing? Idk if they counts as civilian jobs, but sounds civilian.