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LordHavoc

[MOD] Havoc Mod Pack [ver: 0.12.7]

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Important notice: this is built for single player only.

 

 

Howdy All

 

I've been behind the scenes for a bit, busy with t'other t'ings in the meantime. So I thought it was time to poke my head out in the community to show that enthusiasm is still bubbling while the game development continues.

 

First of all - Huge thanks to all the mod creators; without them, this wouldn't exist. Where'st my lua skill lacks creative talents - my strength is in tinkering and diagnosis - so my contribution (where applicable) is getting this up and running with 0.12.7 - for which some of the mods weren't compatible.

 

So - mod pack summary

Avorion Commands Package {modified}

Detailed Turret Tooltips

Extended trading reach

All Turret Auto-Targeting {heavily modified...a lot of me really - i'll explain later}

Hiring Pool Scaling

Mining System Module

AI Ship Salvages

Unique Xsotan Keys

Better Fighters {made compatible & modified}

 

(Credits at the bottom)

 

TLDR version - just a bunch of mods to make life easier

However - my contribution is this:

Salvaging Turrets - Higher DPS, Longer Range, Thicker Beam, Faster turret rotation, Cost fixed(so that dps doesn't make em too expensive)

Turrets & Upgrade merchants sell more items

Salvage fighters have longer range

Custom Fighters - I've used the commands package with some old code that I got working (in one of my older posts) so that you can make your own custom fighters. It's probably one of the few methods of getting around the 0hp fighter bug. But i'm not going into detail here

 

 

Important notice: this is built for single player only.

Unfortunately there are some features that don't work with a server-client scenario

 

Download

https://drive.google.com/open?id=0Bz80Z2BwXutsQmY3cm9tUDRuSzA

 

Installation

Extract into your Avorion\Data folder

Overwrite files in the scripts folders

(Disclaimer: There's no proper mod support yet, so mods have to overwrite game files. Making it unsuitable for online play.

To reverse the mod, Go into the game properties in steam and verify the game files. Steam 'should' put the game back to defaults)

 

Credits

Aki: Avorion Commands Package

http://www.avorion.net/forum/index.php/topic,830.0.html

 

lyravega: [Mod] Detailed Turret Tooltips

http://www.avorion.net/forum/index.php/topic,1635.0.html

 

NexusNull: [Mod] Extended trading reach

http://www.avorion.net/forum/index.php/topic,1114.0.html

 

RebCom1807: [MOD] All Turret Auto-Targeting

http://www.avorion.net/forum/index.php/topic,1120.0.html

 

bit: Hiring Pool Scaling

https://www.avorion.net/forum/index.php/topic,1241.0.html

 

Kane Hart: [Mod] "Mining System/Module" Balance Changes. - Increases The Distance

http://www.avorion.net/forum/index.php/topic,845.0.html

 

JohnnySinclair: [MOD][FIX] AI-Ship salvages now all wreckages

http://www.avorion.net/forum/index.php/topic,3220.0.html

 

DarkPaapi: [Mod][Tweak] Unique Xsotan Keys {v2.1} (Updated on: 10/04/2017)

http://www.avorion.net/forum/index.php/topic,1918.0.html

 

akeean: [Mod] Better Fighters (compatible with carrier commands!)

https://www.avorion.net/forum/index.php/topic,2764.0.html

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Salvaging Turrets - Higher DPS, Longer Range, Thicker Beam, Faster turret rotation, Cost fixed(so that dps doesn't make em too expensive)

Turrets & Upgrade merchants sell more items

Salvage fighters have longer range

Those sound good. Had a lot of troubles with ships & figthers not salvaging when the wreckage was too big.

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LordHavoc you missed on the custom fighters reddit post that there's an updated XML further down someone modified to enable 'amount' call to work. Now when you specify an amount with the command and call the xml it adds that number (if you have space) of that specific fighter (same stats) and xmltype to your hangar. It's quite good. Just note that if you fail to call the xmltype it will break the script and require a galaxy reload.

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Ohhhh, thanks a lot! I was looking into a few of these to see if I could fix them!

I would recommend putting a link to this post in the various mods topics and eventually having separate files for each :)

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It does not seem the crew feature works, when the crewboard.lua script is used the hire crew feature just does not work.

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I also don't get the option to hire crew at any station. It does not seem the crew feature works, when the crewboard.lua script is used the hire crew feature just does not work.

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Ahh my mistake. I've been relying on the \crew command scripts so long I didn't even notice.

 

I'll get another version out as soon as I can; I've been tweaking fighters quite a bit and made some big improvements on that end. I'll fix crewboard while i'm at it.

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I 'think' i've fixed the crewboard.lau now (with the modded one updated for this version). A quick test at my end and the hire crew option on stations appears and functions as intended.

 

The tweaks to the custom fighters I hope you'll like. Fighters actually work pretty well (Only custom ones though!)

They're faster, more manoeuvrable and have shields.

Default fighters are still rubbish due to the 0hp bug

 

For those not familiar with the mod, check out this link for it's usage: https://www.avorion.net/forum/index.php/topic,3044.msg16336.html#msg16336

 

ps - have implemented the fix for summoning multiple fighters. Cheers Raio_Verusia

 

Just re-download from the original link to get the changes

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Thanks for quick fix . Has the fix been add to your file download yet I thick it the same version number as the bad crewboard.lua.

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I can't seem to get the crew to be purchased, even after downloading the zip again. I did a compare with NotePad++ and it said crewboard.lua was the same as the previously (bugged) crewboard.lua. Am I downloading the wrong file?

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I think I found another problem, related to the xsotan artifacts.

Is it intentional to return this amount of turrets? Isn't it a bit too much?

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@Daemon - those xsotan figures are correct. One of the many tweaks - I like lots of turrets & ta for sorting RodentVentura out

 

@RodentVentura - Not sure what went on at your end; I've re-downloaded the link I updated and compared the crewboard.lua with the one i'm using and I confirm its the same file (the working one).

Still, you're sorted now thanks to Daemon. There's not much difference between his and my versions. So whatever works :) ...

 

 

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Thanks for crew fix! But I have found a problem with salvages turrets not working, they fire and seem to hit target and nothing happens most of the time ever once in awhile they will hit and work for one hit. so far I have tried different turrets  both on auto and manual.

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i have the same issue that wphebb has.

It seems that the range is faulty.

I can only salvage when i get the turrets near zero range.

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I have the same issue, but it only seems to effect Salvage Lasers that use power during use.

Unfortunately, I've not managed to track down the cause. And I've tried all sorts of tweaks and changes. It's most odd

 

Regular Salvagers should be okay though

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Hi. 

First of all thank you for the mod pack. Thounds really interresting.

 

I installed on a fresh server and on my client.

But i can't recruit any ship members.

The station is populated but when i peick a number and confirm it, nothing happens.

Maybe you can take a look.

 

Thx.

 

Edit:

Got a Hotfix by replacing crewboard.lua with original one.

 

But having problems with salvage lasers.

Base version without energycost doesnt salvage anything.

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Ignore this bit: Ahh - I've spotted something on that last post - I'm only running as a singple player, not server-client

Since I built this for single player, I'm going state that it's not intended for multiplayer.

Apologies for that oversight. I'll amend the original post

 

Edit: I'm going to take a serious look at the salvagers; something inconsistant going on which I need to pin down and fix

(Having spent 30 mill on ogonite turrets and them not working, it's given me a push to sort it out)

 

Edit 2: I think i might know why some salvagers arn't working. I read someone mentioning an issue with turret size. I'll keep digging

 

Edit 3: Not having any luck in locating the cause. There doesn't appear to be any logic to it, some turrets work and some dont. I've even ruled out powered salvagers as a the cause as found some that work.

Been mucking about with the localposition and shotcreationposition values but not getting anywhere there either

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I can't test because im out of the land atm but you could test if they work when you remove the changes to the turretfactory xml. if you now its that you can re-add one change after the other for the salvagers.

 

I think it's quite likely that one value is "overflowing". I ether guess its the turret rotation speed (the server doesn't recognize the fast movement(?)) or the beam length or size.

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