[Mod] XR Ship Pack - 6.0 ready!

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Max Bain
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Re: [Mod] XR Ship Pack (14 ships now)

Post by Max Bain » Sun, 17. Nov 19, 15:09

Warnoise wrote:
Sun, 17. Nov 19, 11:19
Hi, first let me thank you for this mod. It is an amazing mod that adds so much to the game.

After playing with it for a while, here are my observations:

-The devastator side turrets only fire at a very a narrow angle. Sometimes enemy should be within firing range yet they don't fire.
-While the Paranids are producing the new ships no problem, i noticed that the HOP doesn't produce them at all (despite having the means since they just spam Odysseus)
I just checked this and I could not find any mistake with the Holy Order. They should build the new ships like all other races. Are you sure about this? Can someone confirm this? :?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Unkrautvernichter
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Re: [Mod] XR Ship Pack (14 ships now)

Post by Unkrautvernichter » Tue, 19. Nov 19, 00:17

I can confirm this. HOP build only the Vanilla ships. Non of the mod ships.

LucianDragos
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Re: [Mod] XR Ship Pack (14 ships now)

Post by LucianDragos » Tue, 26. Nov 19, 09:34

I know the texture bugs are the 1st priority (for all ship mods) but I see the Balor and others are missing their conning tower (bridge module)..

LucianDragos
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Re: [Mod] XR Ship Pack (14 ships now)

Post by LucianDragos » Sun, 8. Dec 19, 08:42

If you have played in the last few days it looks as if 3.0 B3 has fixed the texture issue :mrgreen:

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Sun, 8. Dec 19, 16:38

Uploaded 0.9.6. Check changelog for details.
Enjoy :)
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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alexalsp
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Re: [Mod] XR Ship Pack (16 ships now)

Post by alexalsp » Mon, 9. Dec 19, 11:57

0.9.6

Code: Select all

[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#anim_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#fx_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_s_alpha), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_xs), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 template 'units_size_xl_omicron_combatship_a' does not have any countermeasure connection!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Non-virtual module 'dockarea_units_single_m_macro' does not have a wreck geometry defined
[General] 0.00 ======================================

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Mon, 9. Dec 19, 12:09

alexalsp wrote:
Mon, 9. Dec 19, 11:57
0.9.6

Code: Select all

[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#anim_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#fx_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_s_alpha), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_xs), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 template 'units_size_xl_omicron_combatship_a' does not have any countermeasure connection!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Non-virtual module 'dockarea_units_single_m_macro' does not have a wreck geometry defined
[General] 0.00 ======================================
Hi,

all of the boundingbox error parts have the nocollision tag. So they should not have a bounding box at all. Only the main part has a collisionbox. I dont know how to fix the errors, but they should not have any effect at all.

The countermeasure will be fixed with the next version.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mysterial
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Mysterial » Thu, 19. Dec 19, 16:40

The Teladi Scylla is missing shields for the engine groups.

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Fri, 20. Dec 19, 10:42

Mysterial wrote:
Thu, 19. Dec 19, 16:40
The Teladi Scylla is missing shields for the engine groups.
I am unsure about the Scyllas engine shields. It has 6 XL engines and therefore it is not so easy to destroy the complete engines. Maybe a shield would make the engine a bit op. It also is not so easy to find good places for the engine shields because of the round form (except if you want to have 3 or 6 shields).
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mysterial
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Mysterial » Fri, 20. Dec 19, 15:31

I see. Did not know it was intentional.

Well, surface elements have very little hull in this game, so if it's a player against it, destroying the engines will be super simple without shields. However, I'm not really trying to tell you how to balance; I mostly noticed because they added a log error in one of the 3.0 betas. I didn't observe any obvious breaks resulting from it so it might just be a "Egosoft never wants to do that" kind of log warning, but you might want to double check it anyway.

linolafett
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Re: [Mod] XR Ship Pack (16 ships now)

Post by linolafett » Fri, 20. Dec 19, 15:44

It is a kind of "game design" warning.
Our game design expects all surface elements to be shielded. Nothing breaks technicially when this is not the case.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

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LucianDragos
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Re: [Mod] XR Ship Pack (16 ships now)

Post by LucianDragos » Fri, 20. Dec 19, 17:53

Please the bridge tower for L ships... I don't want to nag (or be "that one guy") and I don't really mind it on most of the L's but for some reason it being missing the Balor is really tweaking to me.. I guess maybe because it along with the Rahanas and Stormvok variants where my favorite Cap ships in X:R and with out the bridge and radar it just looks wrong.


P.S. I would love to have my normal dangerous sector trade fleet back, A container Rahanas flanked by one or two Balor escorts :P

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Fri, 20. Dec 19, 19:30

Mysterial wrote:
Fri, 20. Dec 19, 15:31
I see. Did not know it was intentional.

Well, surface elements have very little hull in this game, so if it's a player against it, destroying the engines will be super simple without shields. However, I'm not really trying to tell you how to balance; I mostly noticed because they added a log error in one of the 3.0 betas. I didn't observe any obvious breaks resulting from it so it might just be a "Egosoft never wants to do that" kind of log warning, but you might want to double check it anyway.
I try to add some shields to the engine, so the warning should not appear anymore.
LucianDragos wrote:
Fri, 20. Dec 19, 17:53
Please the bridge tower for L ships... I don't want to nag (or be "that one guy") and I don't really mind it on most of the L's but for some reason it being missing the Balor is really tweaking to me.. I guess maybe because it along with the Rahanas and Stormvok variants where my favorite Cap ships in X:R and with out the bridge and radar it just looks wrong.

P.S. I would love to have my normal dangerous sector trade fleet back, A container Rahanas flanked by one or two Balor escorts :P
Thats a good point. I will try to add a bridge to the Balor. Hope it fits with the L turret. Might reposition it.

I am not sure when I have time to add new ships. It might take some time, especially, because all new ships from now on need to be built up by many different parts. But I think I have seen a Stormvok import on Nexus already. You might wanna try it out?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

LucianDragos
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Re: [Mod] XR Ship Pack (16 ships now)

Post by LucianDragos » Sat, 21. Dec 19, 00:39

Max Bain wrote:
Fri, 20. Dec 19, 19:30

" Hope it fits with the L turret. Might reposition it. "


That's fine if it's not right where it was before as long as it's close enough.. Really for all the XR era ships given the huge time jump between XR and X4 it would be easy to explain minor changes in the layout of such long lived model designs as revisions and refits.. Hell look at the Roll Royce Phantom :P

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Re: [Mod] XR Ship Pack (16 ships now)

Post by GDS_dmitry » Sat, 21. Dec 19, 13:28

Waiting for Olmekron and Fulmekron. They will be beasts.
Ryzen 5950x @ 4.7 GHz / 32 GB DDR4 3600 MHz RAM / NVidia 3070Ti RTX 8 GB / Windows 11

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Sat, 21. Dec 19, 15:03

GDS_dmitry wrote:
Sat, 21. Dec 19, 13:28
Waiting for Olmekron and Fulmekron. They will be beasts.
Just uploaded 0.9.7.
It is more a bugfix and improve version. Main goal for now is to polish/balance the mod before I add new ships.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

LucianDragos
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Re: [Mod] XR Ship Pack (16 ships now)

Post by LucianDragos » Sat, 21. Dec 19, 17:36

Can't wait to try 0.9.7 out when I get home but as far as the Nexus I can't seem to find a mod with the Stormvok... Do you remember where you saw it?


Edit: The Balor looks great but two small details.. One big one is now the cockpit view is to far back to the antenna masts poke though the windows and one smaller issue is the rims of the side drone docking bays have the same problem as the Excalibur's body did (disappearing on any zoom out)

Edit2: ok playing around with the XML's Moving the tower back some from a "Z" of -188 to -210 still looks good and doesn't interfere with the cockpit's placement since idk if moving the cockpit itself has nav mesh issues for NPC's

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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Sat, 21. Dec 19, 22:18

LucianDragos wrote:
Sat, 21. Dec 19, 17:36
Edit: The Balor looks great but two small details.. One big one is now the cockpit view is to far back to the antenna masts poke though the windows and one smaller issue is the rims of the side drone docking bays have the same problem as the Excalibur's body did (disappearing on any zoom out)

Edit2: ok playing around with the XML's Moving the tower back some from a "Z" of -188 to -210 still looks good and doesn't interfere with the cockpit's placement since idk if moving the cockpit itself has nav mesh issues for NPC's
The first problem with the side docks disappearing when zoomed out is a vanilla problem that happens with all ship details. I have changed my renderparameters.xml in library to increase the sight distances for details and ships so I dont have these problems anymore.

Have you moved just the bridge model or the "view location" of the player when he is inside the bridge?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

LucianDragos
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Re: [Mod] XR Ship Pack (16 ships now)

Post by LucianDragos » Sun, 22. Dec 19, 01:17

Max Bain wrote:
Sat, 21. Dec 19, 22:18


The first problem with the side docks disappearing when zoomed out is a vanilla problem that happens with all ship details. I have changed my renderparameters.xml in library to increase the sight distances for details and ships so I dont have these problems anymore.

Have you moved just the bridge model or the "view location" of the player when he is inside the bridge?
I moved the model because I wasn't sure if the AI waypoints\Nav mesh would cause problems moving the view point

And can you post the changes you made to the render xml? and is this the file you meant? "renderparam_library.xml"

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alexalsp
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Re: [Mod] XR Ship Pack (16 ships now)

Post by alexalsp » Sun, 22. Dec 19, 10:55

Max Bain

Code: Select all

XR_ShipPack\assets\props\surfaceelements\unit_kit_xl_ar_doors_b_01.xml
Check file structure

Code: Select all

<connections>
	<connection name="container" tags="contents" value="0" optional="0"/>
	<connection name="position" tags="position" value="1" optional="1"/>
	<connection name="space" tags="destructible"><offset/>
	</connection>
	<connection name="Connection01" tags="part animation  ">
	
		<!-- </animations> -->

Tag - </animations> = > <animations/> or <!-- </animations> -->

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