[MOD] Rise of the Ossian Raider v2.0 and ashipmod

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sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by sco1981 » Fri, 1. May 20, 00:31

MiFoludek wrote:
Thu, 30. Apr 20, 23:27
Hi,

I am using this mod plus VRO patch + VRO and few other mods. I can not buy antimatter engines for Sucellus mk1/3. They are not visible in ship creator.

BR,
hey, thats right because L engine fits at the Sucellus. Antimater size is too big.

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by MiFoludek » Fri, 1. May 20, 02:47

sco1981 wrote:
Fri, 1. May 20, 00:31
MiFoludek wrote:
Thu, 30. Apr 20, 23:27
Hi,

I am using this mod plus VRO patch + VRO and few other mods. I can not buy antimatter engines for Sucellus mk1/3. They are not visible in ship creator.

BR,
hey, thats right because L engine fits at the Sucellus. Antimater size is too big.
Sorry I did not make myself clear. I wanted to say I can not buy any kind of engine for this ship in TTC shipyard. There is no way to fly this ship.

BR

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by sco1981 » Fri, 1. May 20, 09:13

MiFoludek wrote:
Fri, 1. May 20, 02:47
sco1981 wrote:
Fri, 1. May 20, 00:31
MiFoludek wrote:
Thu, 30. Apr 20, 23:27
Hi,

I am using this mod plus VRO patch + VRO and few other mods. I can not buy antimatter engines for Sucellus mk1/3. They are not visible in ship creator.

BR,
hey, thats right because L engine fits at the Sucellus. Antimater size is too big.
Sorry I did not make myself clear. I wanted to say I can not buy any kind of engine for this ship in TTC shipyard. There is no way to fly this ship.

BR
Ah ok, will add L engines in the next version, ty.

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by MiFoludek » Fri, 1. May 20, 20:53

sco1981 wrote:
Fri, 1. May 20, 09:13
MiFoludek wrote:
Fri, 1. May 20, 02:47
sco1981 wrote:
Fri, 1. May 20, 00:31


hey, thats right because L engine fits at the Sucellus. Antimater size is too big.
Sorry I did not make myself clear. I wanted to say I can not buy any kind of engine for this ship in TTC shipyard. There is no way to fly this ship.

BR
Ah ok, will add L engines in the next version, ty.
awesome :)

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by MiFoludek » Mon, 4. May 20, 11:20

sco1981 wrote:
Fri, 1. May 20, 09:13
MiFoludek wrote:
Fri, 1. May 20, 02:47
sco1981 wrote:
Fri, 1. May 20, 00:31


hey, thats right because L engine fits at the Sucellus. Antimater size is too big.
Sorry I did not make myself clear. I wanted to say I can not buy any kind of engine for this ship in TTC shipyard. There is no way to fly this ship.

BR
Ah ok, will add L engines in the next version, ty.
One more bug :) :
For Taranis mk3 I can not equip the main cannons

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by sco1981 » Mon, 4. May 20, 19:25

MiFoludek wrote:
Mon, 4. May 20, 11:20
sco1981 wrote:
Fri, 1. May 20, 09:13
MiFoludek wrote:
Fri, 1. May 20, 02:47


Sorry I did not make myself clear. I wanted to say I can not buy any kind of engine for this ship in TTC shipyard. There is no way to fly this ship.

BR
Ah ok, will add L engines in the next version, ty.
One more bug :) :
For Taranis mk3 I can not equip the main cannons
I will look into, ty.

VPanda
Posts: 66
Joined: Wed, 15. Apr 20, 14:37
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by VPanda » Tue, 5. May 20, 11:10

Hello sco1981!
Why mk1 flagship option keep turning off itself? And all mk1 ships destroyed after I try to turn it on.
And after installing RoR(new game start) I've had 2 game crash(x4 just closes with no error).
No map changing mods are installed except RoR.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by sco1981 » Tue, 5. May 20, 14:11

VPanda wrote:
Tue, 5. May 20, 11:10
Hello sco1981!
Why mk1 flagship option keep turning off itself? And all mk1 ships destroyed after I try to turn it on.
And after installing RoR(new game start) I've had 2 game crash(x4 just closes with no error).
No map changing mods are installed except RoR.
Which version of ROR do you use, newest, steam or nexus?
Mk1 flagship option turn off at the mod npc?
It looks like there is something wrong with the installation i assume.

VPanda
Posts: 66
Joined: Wed, 15. Apr 20, 14:37
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by VPanda » Tue, 5. May 20, 14:20

sco1981 wrote:
Tue, 5. May 20, 14:11
VPanda wrote:
Tue, 5. May 20, 11:10
Hello sco1981!
Why mk1 flagship option keep turning off itself? And all mk1 ships destroyed after I try to turn it on.
And after installing RoR(new game start) I've had 2 game crash(x4 just closes with no error).
No map changing mods are installed except RoR.
Which version of ROR do you use, newest, steam or nexus?
Mk1 flagship option turn off at the mod npc?
It looks like there is something wrong with the installation i assume.
Last steam version(+VRO mod/compat mod, FE), not sure which is it.
Yes, mk1 option at the mod npc turn offs after I press it.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by sco1981 » Tue, 5. May 20, 16:59

VPanda wrote:
Tue, 5. May 20, 14:20
sco1981 wrote:
Tue, 5. May 20, 14:11
VPanda wrote:
Tue, 5. May 20, 11:10
Hello sco1981!
Why mk1 flagship option keep turning off itself? And all mk1 ships destroyed after I try to turn it on.
And after installing RoR(new game start) I've had 2 game crash(x4 just closes with no error).
No map changing mods are installed except RoR.
Which version of ROR do you use, newest, steam or nexus?
Mk1 flagship option turn off at the mod npc?
It looks like there is something wrong with the installation i assume.
Last steam version(+VRO mod/compat mod, FE), not sure which is it.
Yes, mk1 option at the mod npc turn offs after I press it.
Can you upload a savegame please?
Did you test a deletion of ROR and did a reinstall already?
Or did you change the difficulty after you activated the mk1?

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by DeadAirRT » Tue, 5. May 20, 18:55

If anyone wants to try working on the compatibility patch:

https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0

I have too much on my plate to deal with.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by sco1981 » Wed, 6. May 20, 07:58

DeadAirRT wrote:
Tue, 5. May 20, 18:55
If anyone wants to try working on the compatibility patch:

https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0

I have too much on my plate to deal with.
Yeah, dont have that much time too sadly. :(
But did Staberind in discord a compatibility patch already? I talked to him some days ago and he posted a link to his version. But dunno whether it works or not.
If i got some time, i will work on this.

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by MiFoludek » Fri, 8. May 20, 20:19

sco1981 wrote:
Wed, 6. May 20, 07:58
DeadAirRT wrote:
Tue, 5. May 20, 18:55
If anyone wants to try working on the compatibility patch:

https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0

I have too much on my plate to deal with.
Yeah, dont have that much time too sadly. :(
But did Staberind in discord a compatibility patch already? I talked to him some days ago and he posted a link to his version. But dunno whether it works or not.
If i got some time, i will work on this.
Hi,

may 8 update:
Eos has only 2 main cannons(only from left side) - should have 4 I think

BR

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by sco1981 » Fri, 8. May 20, 20:51

MiFoludek wrote:
Fri, 8. May 20, 20:19
sco1981 wrote:
Wed, 6. May 20, 07:58
DeadAirRT wrote:
Tue, 5. May 20, 18:55
If anyone wants to try working on the compatibility patch:

https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0

I have too much on my plate to deal with.
Yeah, dont have that much time too sadly. :(
But did Staberind in discord a compatibility patch already? I talked to him some days ago and he posted a link to his version. But dunno whether it works or not.
If i got some time, i will work on this.
Hi,

may 8 update:
Eos has only 2 main cannons(only from left side) - should have 4 I think

BR
Do you use the VRO version?
I reduced the weapons by 2 because of balance issues. I will change one of them to the oposite side, ty.

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by MiFoludek » Fri, 8. May 20, 21:14

sco1981 wrote:
Fri, 8. May 20, 20:51
MiFoludek wrote:
Fri, 8. May 20, 20:19
sco1981 wrote:
Wed, 6. May 20, 07:58


Yeah, dont have that much time too sadly. :(
But did Staberind in discord a compatibility patch already? I talked to him some days ago and he posted a link to his version. But dunno whether it works or not.
If i got some time, i will work on this.
Hi,

may 8 update:
Eos has only 2 main cannons(only from left side) - should have 4 I think

BR
Do you use the VRO version?
I reduced the weapons by 2 because of balance issues. I will change one of them to the oposite side, ty.
Yes I am using VRO and 4 cannons fit very vell to Eos :)

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod

Post by sco1981 » Sat, 9. May 20, 23:17

MiFoludek wrote:
Fri, 8. May 20, 21:14
sco1981 wrote:
Fri, 8. May 20, 20:51
MiFoludek wrote:
Fri, 8. May 20, 20:19


Hi,

may 8 update:
Eos has only 2 main cannons(only from left side) - should have 4 I think

BR
Do you use the VRO version?
I reduced the weapons by 2 because of balance issues. I will change one of them to the oposite side, ty.
Yes I am using VRO and 4 cannons fit very vell to Eos :)
I know, but then i have to create some new cannons with lower damage for EOS only. :)

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Rise of the Ossian Raider v1.74 and ashipmod

Post by MiFoludek » Thu, 14. May 20, 14:36

Is TB Cannon mk3 deleted?
I can not buy or craft it any longer.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.74 and ashipmod

Post by sco1981 » Thu, 14. May 20, 20:28

MiFoludek wrote:
Thu, 14. May 20, 14:36
Is TB Cannon mk3 deleted?
I can not buy or craft it any longer.
No, the Sucellus mk3 should be able to buy these, doesnt work?

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Rise of the Ossian Raider v1.74 and ashipmod

Post by MiFoludek » Fri, 15. May 20, 11:40

sco1981 wrote:
Thu, 14. May 20, 20:28
MiFoludek wrote:
Thu, 14. May 20, 14:36
Is TB Cannon mk3 deleted?
I can not buy or craft it any longer.
No, the Sucellus mk3 should be able to buy these, doesnt work?
None of the ships can equip TB mk3, just checked.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [MOD] Rise of the Ossian Raider v1.74 and ashipmod

Post by sco1981 » Fri, 15. May 20, 13:42

MiFoludek wrote:
Fri, 15. May 20, 11:40
sco1981 wrote:
Thu, 14. May 20, 20:28
MiFoludek wrote:
Thu, 14. May 20, 14:36
Is TB Cannon mk3 deleted?
I can not buy or craft it any longer.
No, the Sucellus mk3 should be able to buy these, doesnt work?
None of the ships can equip TB mk3, just checked.
Will look at it and fix it with the next version. Sucellus mk3 shall be able to equip the weapon.

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