[MOD] Player Jump ver. 0.5 April 26 2023 and Player Squad Jump ver. 0.4 April 21, 2023
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[MOD] Player Jump ver. 0.5 April 26 2023 and Player Squad Jump ver. 0.4 April 21, 2023
PlayerAnomalyGeneratorGuidance ver.0.5 April 26, 2023
During the great Terran conflict the knowledge of the Jump Drive was lost. Fortunately a smart, little Boron
found a solution to the problem of traveling far distances in an instant: The Anomaly Generator. Unfortunately
it is very unstable and exists only for a very short time.
Description
Select a target from the map, trigger the guidance to that target and close the map. You will see a menu with
the options "Jump to Guidance?" or "No Thanks". If you choose to jump an anomaly will be generated at the selected
target and at your ship warping it to the destination.
Optional Addon
If you have installed the Player Anomaly Generator mod then there is an optional download available for you. It will
enable all ships in you squad to jump, either to you or with you. Note that if a ship in you squad is also a squad
leader then only he will jump but not the ships in his squad. Also a ship in you squad will not jump if it is either
docked or executing a critical order, for example "undocking" or "deployed to station" (builder ship).
PlayerSquadAllJump ver.0.4 April 21, 2023
This is an Optional Addon
If you have installed the Player Anomaly Generator mod then this is an optional mod for you. It will
enable all ships in you squad to jump, either to you or with you.
Description
If you add a ship to your squad and that ship is not in you system then it will jump to you. This may take a few seconds for the Anomaly Generator to charge up. If the ships does not jump to you then make sure it is neither docked nor executing a on order with state "critical". A ship in you squad will not jump if it is either docked or executing
an order flagged as critical, for example "undocking" or "deployed to station" (builder ship).
If you jump to another system then you entire squad will jump after you. Note that if a ship in your squad is also a squad leader then only he will jump but not the ships in his squad.
Please note, there have been reports that an extensions folder in the X4 main root directory does not activate
any mods. Due to a current info from the developers the original idea was to place the extensions folder into the X4
document folder. So please try that if you have trouble with starting mods from the main root folder. In any case you
are strongly advised to backup your saved games.
Uninstallation
Really easy: Just remove the mod from your extensions folder.
Feedback
Any feedback is most welcome and, of course, also details on any problems you may encounter.
Changelog
PlayerAnomalyGeneratorGuidance version 0.5
1#Fixed a bug that allows the player to jump the ship he is on although not flying or not owning it which could cause loss of control and CTD. Thanks to hydrazombie for catching this bug.
PlayerSquadAllJump version 0.4
1#Fixed the inconvenience that ships jumping to you follow a guidance (as Escort is a mission) resulting in them to fly back to the nearest gate/superhighway after the jump before returning to you.
PlayerAnomalyGeneratorGuidance version 0.4/PlayerSquadAllJump version 0.3
1# Fixed a bug that prevented the player ship to stop before jumping.
2# Changed a condition in the addon PlayerSquadAllJump that prevented newly added ship to the squad to jump.
PlayerAnomalyGeneratorGuidance version 0.3/PlayerSquadAllJump version 0.2
1# Fixed a bug that could cause a jump destination near the hex boarder.
2# Uploaded a optional mod addon that allows all ships in your squad to jump.
Cheers Euclid
Download
The mod is available for download at Nexus. Please note that there is no need to pay anything! You just need to register.
DOWNLOAD
Cheers Euclid
During the great Terran conflict the knowledge of the Jump Drive was lost. Fortunately a smart, little Boron
found a solution to the problem of traveling far distances in an instant: The Anomaly Generator. Unfortunately
it is very unstable and exists only for a very short time.
Description
Select a target from the map, trigger the guidance to that target and close the map. You will see a menu with
the options "Jump to Guidance?" or "No Thanks". If you choose to jump an anomaly will be generated at the selected
target and at your ship warping it to the destination.
Optional Addon
If you have installed the Player Anomaly Generator mod then there is an optional download available for you. It will
enable all ships in you squad to jump, either to you or with you. Note that if a ship in you squad is also a squad
leader then only he will jump but not the ships in his squad. Also a ship in you squad will not jump if it is either
docked or executing a critical order, for example "undocking" or "deployed to station" (builder ship).
PlayerSquadAllJump ver.0.4 April 21, 2023
This is an Optional Addon
If you have installed the Player Anomaly Generator mod then this is an optional mod for you. It will
enable all ships in you squad to jump, either to you or with you.
Description
If you add a ship to your squad and that ship is not in you system then it will jump to you. This may take a few seconds for the Anomaly Generator to charge up. If the ships does not jump to you then make sure it is neither docked nor executing a on order with state "critical". A ship in you squad will not jump if it is either docked or executing
an order flagged as critical, for example "undocking" or "deployed to station" (builder ship).
If you jump to another system then you entire squad will jump after you. Note that if a ship in your squad is also a squad leader then only he will jump but not the ships in his squad.
Please note, there have been reports that an extensions folder in the X4 main root directory does not activate
any mods. Due to a current info from the developers the original idea was to place the extensions folder into the X4
document folder. So please try that if you have trouble with starting mods from the main root folder. In any case you
are strongly advised to backup your saved games.
Uninstallation
Really easy: Just remove the mod from your extensions folder.
Feedback
Any feedback is most welcome and, of course, also details on any problems you may encounter.
Changelog
PlayerAnomalyGeneratorGuidance version 0.5
1#Fixed a bug that allows the player to jump the ship he is on although not flying or not owning it which could cause loss of control and CTD. Thanks to hydrazombie for catching this bug.
PlayerSquadAllJump version 0.4
1#Fixed the inconvenience that ships jumping to you follow a guidance (as Escort is a mission) resulting in them to fly back to the nearest gate/superhighway after the jump before returning to you.
PlayerAnomalyGeneratorGuidance version 0.4/PlayerSquadAllJump version 0.3
1# Fixed a bug that prevented the player ship to stop before jumping.
2# Changed a condition in the addon PlayerSquadAllJump that prevented newly added ship to the squad to jump.
PlayerAnomalyGeneratorGuidance version 0.3/PlayerSquadAllJump version 0.2
1# Fixed a bug that could cause a jump destination near the hex boarder.
2# Uploaded a optional mod addon that allows all ships in your squad to jump.
Cheers Euclid
Download
The mod is available for download at Nexus. Please note that there is no need to pay anything! You just need to register.
DOWNLOAD
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Thank you for this!
Is it a ship upgrade or something that directly works after installation?
Is it a ship upgrade or something that directly works after installation?
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- Posts: 377
- Joined: Mon, 15. Mar 04, 08:07
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Interesting..
Just a word on "the extensions folder" Guys over on steam have found the possible root cause for this whole issue which seems to effect win7 users.
Mods which have files other than scripts *.md other... Need to be packaged into the *.cat format then the extensions in the root of X4 works fine.
Just a word on "the extensions folder" Guys over on steam have found the possible root cause for this whole issue which seems to effect win7 users.
Mods which have files other than scripts *.md other... Need to be packaged into the *.cat format then the extensions in the root of X4 works fine.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
You're on fire mate.
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- Joined: Sat, 11. Aug 07, 01:00
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Thank you very much for this mod!
Another step in the direction of "The real X"!
Another step in the direction of "The real X"!
X2-Illuminatus wrote: ↑Fri, 14. Dec 18, 23:34Wer enttäuscht vom Spiel ist, darf das hier äußern und muss sich nicht anhören (respektive lesen), welche Fehler oder Unzulänglichkeiten man aushalten soll. Solche Kommentare also bitte hier sein lassen.
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
I failed to install the mod. I have no extensions folder anywhere. I created one in the root game directory folder Steam/steamapps/common/x4 foundations/extrensions and posted all contents of the zip there. But I still have the regular Auto-Pilot.
I dont know what that means. I know how to pack into . zip and .rar but I have never packed into .cat. How do I do that? And what contents exactly do I need to include? The whole folder with everything inside? Or only a certain part?ledhead900 wrote: ↑Mon, 10. Dec 18, 09:22Interesting..
Just a word on "the extensions folder" Guys over on steam have found the possible root cause for this whole issue which seems to effect win7 users.
Mods which have files other than scripts *.md other... Need to be packaged into the *.cat format then the extensions in the root of X4 works fine.
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- Moderator (Script&Mod)
- Posts: 13307
- Joined: Sun, 15. Feb 04, 20:12
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
I've played XR on W7 and it worked for me with the extensions folder in the main root. Have you tried to make the extensions folder in the X4 document folder? So it should be Documents > Egosoft > X4 > xxxxxx > extensions, where xxxxxx is your steam number.Titan2k4 wrote: ↑Mon, 10. Dec 18, 14:09I failed to install the mod. I have no extensions folder anywhere. I created one in the root game directory folder Steam/steamapps/common/x4 foundations/extrensions and posted all contents of the zip there. But I still have the regular Auto-Pilot.
I dont know what that means. I know how to pack into . zip and .rar but I have never packed into .cat. How do I do that? And what contents exactly do I need to include? The whole folder with everything inside? Or only a certain part?ledhead900 wrote: ↑Mon, 10. Dec 18, 09:22Interesting..
Just a word on "the extensions folder" Guys over on steam have found the possible root cause for this whole issue which seems to effect win7 users.
Mods which have files other than scripts *.md other... Need to be packaged into the *.cat format then the extensions in the root of X4 works fine.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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- Joined: Fri, 16. Dec 05, 22:35
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Have a problem: it says anomaly found, but does noch jump
ALLE X Spiele und alle Bücher!
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Hi xtra
I'm running the same version and have no problems. Try to set a guidance to the target (right-click it and select "Start Guidance to Object") and then trigger the auto pilot. If this does not help then it could be a corrupt download or another mod causing incompatibility.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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- Posts: 620
- Joined: Fri, 16. Dec 05, 22:35
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
ok, i deinstalled all other mods, downloaded again, but i ramain in the old sector.
ALLE X Spiele und alle Bücher!
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- Moderator (Script&Mod)
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Very odd. Please email your saved game (see PM) and I'll take a look.
Cheers Euclid
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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- Posts: 2170
- Joined: Sun, 2. Apr 06, 16:15
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Hy euclid and thanks for this at first!
Is there any chance to "make" a real jumpdrive as we had before? This is not a request, just a question if its possible
Is there any chance to "make" a real jumpdrive as we had before? This is not a request, just a question if its possible
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- Posts: 620
- Joined: Fri, 16. Dec 05, 22:35
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- Joined: Sat, 11. Aug 07, 01:00
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
would love this too. Maybe Energy Cells as Fuel for jumping like the Original, and only Jump to Gates.......
X2-Illuminatus wrote: ↑Fri, 14. Dec 18, 23:34Wer enttäuscht vom Spiel ist, darf das hier äußern und muss sich nicht anhören (respektive lesen), welche Fehler oder Unzulänglichkeiten man aushalten soll. Solche Kommentare also bitte hier sein lassen.
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Hi Lc4Hunter
I'm not sure what you mean by "real". Please let me know what feature you are missing.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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- Joined: Tue, 6. Mar 07, 17:48
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
I think he meant not create anomaly and just set the position.
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
It is a modding thing, You will need to use the XR Cat tools the same ones used to unpack the X4 asset files and XR asset files the OP knows what I am on about.Titan2k4 wrote: ↑Mon, 10. Dec 18, 14:09I failed to install the mod. I have no extensions folder anywhere. I created one in the root game directory folder Steam/steamapps/common/x4 foundations/extrensions and posted all contents of the zip there. But I still have the regular Auto-Pilot.
I dont know what that means. I know how to pack into . zip and .rar but I have never packed into .cat. How do I do that? And what contents exactly do I need to include? The whole folder with everything inside? Or only a certain part?ledhead900 wrote: ↑Mon, 10. Dec 18, 09:22Interesting..
Just a word on "the extensions folder" Guys over on steam have found the possible root cause for this whole issue which seems to effect win7 users.
Mods which have files other than scripts *.md other... Need to be packaged into the *.cat format then the extensions in the root of X4 works fine.
There is just an issue with some Win7-Win10 setups which make some mods not work in the X4 Root folder, as in X4 Foundations/extentsions.
However as the OP said for those users making the extentsions folder in Documents folder of X4 instead of the game root seem to fix the mod not showing up in game, however the proper fix it appears is that certain files of certain mods under some cases on these effects system setups will work fine no matter where you place them provided you take the contents of the zip "not the whole folder just the stuff inside" then compile a brand new .cat file with those and place that into extentsion folder replacing the contents of the mod.
hard to explain but if I was to suffer this issue for example I would take the highlighted folder and pack that into a .Cat file using the Rebirth Cat extractor tool then place that new file in it's place removing the loose files.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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- Posts: 225
- Joined: Thu, 15. Dec 05, 01:02
Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Feedback:
This feature replacing the autopilot is not an option. When in-sector I need to be able to travel while also working in the menus (without fear of crashing immediately).
I really like the animation an GFX you use for it though. Looks like it should. It would be realöly nice, if we could get Betty to announce the jump again like in the older X titles.
I am patiently awaiting the final version where we can also choose the key-bind!
This feature replacing the autopilot is not an option. When in-sector I need to be able to travel while also working in the menus (without fear of crashing immediately).
I really like the animation an GFX you use for it though. Looks like it should. It would be realöly nice, if we could get Betty to announce the jump again like in the older X titles.
I am patiently awaiting the final version where we can also choose the key-bind!
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Re: [MOD] Player Jump ver. 0.1 Dec 10, 2018
Sorry for being imprecise... i mean a jumpdrive like in X3, for example. You choose a location (or a gate) you want to jump to. Then the jumpdrive loads and whoooosh.