[MOD] Rise of the Ossian Raider v1.82 and ashipmod

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Aranov
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Aranov » Wed, 25. Mar 20, 15:54

So I'm running the current beta with the latest Ossian raider, and I noticed I can't equip ships with the Antimatter turrets.
Anyone else having this issue? Or do I have a mod conflict. 3.0 is coming next week, and this "bug" maybe in the live version.
Tried reverting to 2.6, which fixes the issue, but it won't help my saves already made with 3.0.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by sco1981 » Fri, 27. Mar 20, 09:14

Aranov wrote:
Wed, 25. Mar 20, 15:54
So I'm running the current beta with the latest Ossian raider, and I noticed I can't equip ships with the Antimatter turrets.
Anyone else having this issue? Or do I have a mod conflict. 3.0 is coming next week, and this "bug" maybe in the live version.
Tried reverting to 2.6, which fixes the issue, but it won't help my saves already made with 3.0.
I am working on a big update and there is a fix for that included. I dont want to release this before 3.0 goes live, because it break some things with 2.6 and i have to check where the new sectors will appear.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by sco1981 » Sat, 28. Mar 20, 09:45

I will release the new version on Nexus first, because it is only compatible to 3.0 Beta and NOT 2.6.
Important note: Unsubscripe/deactivate all flagship mods

Version changes for 1.5:

Code: Select all

Added new Terrantrader station with faction setting npc and missions (in further updates)
Added new ship: EOS Carrier
Added voice compatibility for 3.0 beta
Removed RUS language because of massive changes to T-file
Removed terran trader reputation lock with player
Fixed construction plan for ror station
Added shield effects to hull of my XL mod ships and XL turret
Added possibility to resupply/repair for all XL ships
Cleaned up unused code and files
Changed colour and relations of modded factions
Added 2 new sectors and moved OSR faction to these sectors
Moved mk3 ships to terrantrader shipyard
Improved terrantrader
Added Engines and ships for mod compatibility
Added Cleanup for flagships
Added invading scripts to main mod, so flagships mk1 and 3 mods can be disabled
Cleaned up explosionfx files
Added ship suffix for engines and weapons
Cleaned up missing sound files
Cleaned up Albatross missing component
Fixed Terrantrader characters
Fixed Factionlogic for 3.0 Beta
Changed Music for ROR sectors
Added resized Gate and Accelerator
Fixed ANMAT Turret at shipyard menu
Removed vanilla engines of all ships
Added paintmods to Arawn, Sucellus and Taranis
Set capital licence for all XL ships
Adjusted ROR front weapons to compare with Egosoft changes
Removed friendship of HOP and Ossian Raider

Aranov
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Aranov » Sat, 28. Mar 20, 13:31

Wow, thanks for the early release. I can understand about waiting for 3.0, I'm waiting on updating my sector mod for the same reason.

Now, questions and bugs. Started with an old save, using a cheat mod to reveal the galaxy.

Is the Eos an argon ship? As it's at the argon shipyard. Including the MK3. Same with the "Bayamon Protecter", but the Protecter's name is red and unbuyable.
And are the new sector intended to be connected to Triton? I see an inactive jump gate in both Triton and Holy Ground .

Other then that, things look good. and great idea with the mod settings in-game.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by sco1981 » Sat, 28. Mar 20, 16:12

Aranov wrote:
Sat, 28. Mar 20, 13:31
Wow, thanks for the early release. I can understand about waiting for 3.0, I'm waiting on updating my sector mod for the same reason.

Now, questions and bugs. Started with an old save, using a cheat mod to reveal the galaxy.

Is the Eos an argon ship? As it's at the argon shipyard. Including the MK3. Same with the "Bayamon Protecter", but the Protecter's name is red and unbuyable.
And are the new sector intended to be connected to Triton? I see an inactive jump gate in both Triton and Holy Ground .

Other then that, things look good. and great idea with the mod settings in-game.
Hey, i hope ego is not using the sector positions i use with the new dlc sectors. If Ego will do, a new gamestart is neccessary :)

Yes, it is a argon ship. The Protector ships are the flagships, only buyable by the AI, but these ships cant be hide.
Thanks for testing, you are right, there were some bugs, i am loading up a fixed version.
The both gates are intended to be inactive. May be changed in the future by a mission. :twisted:

Aranov
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by Aranov » Tue, 31. Mar 20, 16:33

So I did a quick check on my sector mod and your's with the new DLC, you where right to be worried..."Triton" overlaps with the new "Open Market" Teladai sector, and "Holy Ground" with "Two Grand"
See here.

That being said, I think you can keep save game compatibility, just change the position xyz in the "galaxy" file, but leave the gates connections as they are. I did that with my mod, and it worked fine. Just finding new coordinates is a pain.

New galaxy map here, all modded sectors disabled I think.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.3 and ashipmod

Post by sco1981 » Tue, 31. Mar 20, 20:55

Aranov wrote:
Tue, 31. Mar 20, 16:33
So I did a quick check on my sector mod and your's with the new DLC, you where right to be worried..."Triton" overlaps with the new "Open Market" Teladai sector, and "Holy Ground" with "Two Grand"
See here.

That being said, I think you can keep save game compatibility, just change the position xyz in the "galaxy" file, but leave the gates connections as they are. I did that with my mod, and it worked fine. Just finding new coordinates is a pain.

New galaxy map here, all modded sectors disabled I think.
Yeah, i did change both sectors and some other stuff. It should be savegame compatible, but i cant promise. :)

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alexalsp
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Re: [MOD] Rise of the Ossian Raider v1.53 and ashipmod

Post by alexalsp » Wed, 1. Apr 20, 01:00

Code: Select all

<replace sel="//page[@id='29101']/@voice">yes</replace> 
This is superfluous and does not affect anything. This is an information tag.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.53 and ashipmod

Post by sco1981 » Wed, 1. Apr 20, 08:18

alexalsp wrote:
Wed, 1. Apr 20, 01:00

Code: Select all

<replace sel="//page[@id='29101']/@voice">yes</replace> 
This is superfluous and does not affect anything. This is an information tag.
Yeah, i think this was my first try to fix the changed voice with 3.0 beta.
After i fixed it with other stuff i forgot it and left it in.
I will remove it in the next version, ty. :)

raim729
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Re: [MOD] Rise of the Ossian Raider v1.53 and ashipmod

Post by raim729 » Sat, 4. Apr 20, 23:20

Invasion scripts have been added to the main mod so that the flagships mk1 and 3 mod can be activated.
How to activate?
New Terrantrader station with faction setting. Where is this station?

This mod definitely doesn't work with Patch 3.0.
2 new fractions, none found
No flagships either.


Sorry, this mod works.
I played this mod with this mod DeadAirGateOverhaul. Since was not running ..
DeadAirGateOverhaul disabled, yes mod,works
Excuse me.

sco1981
Posts: 267
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider v1.53 and ashipmod

Post by sco1981 » Sun, 5. Apr 20, 22:28

raim729 wrote:
Sat, 4. Apr 20, 23:20
Invasion scripts have been added to the main mod so that the flagships mk1 and 3 mod can be activated.
How to activate?
New Terrantrader station with faction setting. Where is this station?

This mod definitely doesn't work with Patch 3.0.
2 new fractions, none found
No flagships either.


Sorry, this mod works.
I played this mod with this mod DeadAirGateOverhaul. Since was not running ..
DeadAirGateOverhaul disabled, yes mod,works
Excuse me.
No problem, i will ask DeadAir for an update for his compatiblity patch. But i think it is a lot of work.

new version 1.54:

Preparation of new Split battleship
Added possibility to buy TTC faction reputation
Fixed faction representative
Changed engine names in encyclopedia
Fixed TTC capital ship license reputation (20 needed)

raim729
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Re: [MOD] Rise of the Ossian Raider v1.54 and ashipmod

Post by raim729 » Fri, 10. Apr 20, 10:10

Hello,

I have another question.
In the new game, the TTC faction has rank +10. I lose rank through missions.
Am I ranked only +1?
Is this planned?

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.54 and ashipmod

Post by sco1981 » Fri, 10. Apr 20, 11:46

raim729 wrote:
Fri, 10. Apr 20, 10:10
Hello,

I have another question.
In the new game, the TTC faction has rank +10. I lose rank through missions.
Am I ranked only +1?
Is this planned?
No, did you complete TTC missions and got negative reward?
Do you have a mod which adjust Ranks?

raim729
Posts: 89
Joined: Mon, 17. Dec 18, 17:21
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Re: [MOD] Rise of the Ossian Raider v1.54 and ashipmod

Post by raim729 » Fri, 10. Apr 20, 13:32

Had completed missions.
And only, rank + 1 at a time?
I have this mod.
BK_JumpDrive
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
fbb
fbl
G_Work_Around
germantextures
quickbuilder-master
RedXRedemption-Reavers
RightClickAPI
ror
vro
vroicons-stable
x4_nividiumplates
xr_shippack

sco1981
Posts: 267
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider v1.54 and ashipmod

Post by sco1981 » Fri, 10. Apr 20, 13:42

raim729 wrote:
Fri, 10. Apr 20, 13:32
Had completed missions.
And only, rank + 1 at a time?
I have this mod.
BK_JumpDrive
faction_fix_pack
faction_fix_pack_catchup
faction_fix_pack_econ_ai
faction_fix_pack_econ_bal
fbb
fbl
G_Work_Around
germantextures
quickbuilder-master
RedXRedemption-Reavers
RightClickAPI
ror
vro
vroicons-stable
x4_nividiumplates
xr_shippack
Dont know whether i understand you correctly. Did you loose reputation with TTC after completed a mission of TTC or did you got +1 in rank after mission complete?
You can try to disable all mods but ROR and look at the behavoir after complete one mission.

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