I don't want to downgrade.StoneLegionYT wrote: ↑Sun, 16. Apr 23, 21:46Not sure if you know this, but you can downgrade back to 5.1 and continue to enjoy your game.
[Mod] XR Ship Pack - 6.0 ready!
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Any progress? I love the variety that this mod adds and eagerly await it (and VRO).
I've took a crack at updating some ships despite not really knowing blender and made some progress.
Have one ship from another mod updated and tested, and working my way through the L ships here.
So far I've built or am building the following (Maybe using too high a detail with how long it's taking, testing also needs done.)
However I've used the XR Converter to get the .dae files, some ships gave errors and did not convert.
Now seeing what problems you posted earlier, a few notes:
1st, You don't need collision meshes in the .blend file you use. You shouldn't be getting "xcollision" outputs.
To give an example of what you need,
2nd, Rotation. It's important and weird. You need to rotate 180d if fresh out of the XR Converter, front should point towards the Green Y in the XYZ axis in the corner.
Then you need to apply it via CTRL-A and select rotation, then it's not enough to rotate just the top node. You need to make sure everything aligns at 0d with the top node.
Easiest way I found, hit the top node with select hierarchy and then CTRL-A and select rotation.
I hope this is some help and made sense. Personally am running a minor fever so not sure if I being clear but with nothing to do comes boredom.
I've took a crack at updating some ships despite not really knowing blender and made some progress.
Have one ship from another mod updated and tested, and working my way through the L ships here.
So far I've built or am building the following (Maybe using too high a detail with how long it's taking, testing also needs done.)
Spoiler
Show
units_arg_size_l_dest_a
units_arg_size_l_dest_b
units_arg_size_l_liquid_a
units_arg_size_l_liquid_b
units_arg_size_l_trans_a
units_arg_size_l_trans_b
units_arg_size_l_dest_b
units_arg_size_l_liquid_a
units_arg_size_l_liquid_b
units_arg_size_l_trans_a
units_arg_size_l_trans_b
Spoiler
Show
units_omi_size_xl_battle_a.xml"
Node antenna_main has invalid parent units_size_xl_cs_omicron_antenna_b
units_size_l_combat_b.xml"
Node part_detail_xs has invalid parent units_size_l_carrier_kit_front_b
units_size_l_omicron_trans_a.xml"
Node part_antenna_b has invalid parent units_size_xl_cs_omicron_antenna_b
units_size_l_omicron_trans_b.xml"
Node cargo_b_main has invalid parent units_size_xl_cs_omicron_cargo_b
units_tel_size_l_liquid_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
units_tel_size_l_solid_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
units_tel_size_l_trans_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
Node antenna_main has invalid parent units_size_xl_cs_omicron_antenna_b
units_size_l_combat_b.xml"
Node part_detail_xs has invalid parent units_size_l_carrier_kit_front_b
units_size_l_omicron_trans_a.xml"
Node part_antenna_b has invalid parent units_size_xl_cs_omicron_antenna_b
units_size_l_omicron_trans_b.xml"
Node cargo_b_main has invalid parent units_size_xl_cs_omicron_cargo_b
units_tel_size_l_liquid_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
units_tel_size_l_solid_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
units_tel_size_l_trans_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
1st, You don't need collision meshes in the .blend file you use. You shouldn't be getting "xcollision" outputs.
To give an example of what you need,
Spoiler
Show
part_main-hull.jcs
part_main-mesh.jcs
part_main-collision.xmf
Note the last one is -collision, not xcollision. and also the .xmf
Do not use the lod0, other wise ship textures go wrong.
part_main-mesh.jcs
part_main-collision.xmf
Note the last one is -collision, not xcollision. and also the .xmf
Do not use the lod0, other wise ship textures go wrong.
Then you need to apply it via CTRL-A and select rotation, then it's not enough to rotate just the top node. You need to make sure everything aligns at 0d with the top node.
Easiest way I found, hit the top node with select hierarchy and then CTRL-A and select rotation.
I hope this is some help and made sense. Personally am running a minor fever so not sure if I being clear but with nothing to do comes boredom.
-
- Posts: 4350
- Joined: Wed, 10. Mar 04, 05:11
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
The mod is now disappeared from steam workshop.
I wish the author would leave it up for people who will stay on 5.1 until thing settle down on 6.0, even if he does not plan to update it any more.
I wish the author would leave it up for people who will stay on 5.1 until thing settle down on 6.0, even if he does not plan to update it any more.
Reading comprehension is hard.
Reading with prejudice makes comprehension harder.
Reading with prejudice makes comprehension harder.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Hi Aranov,Aranov wrote: ↑Wed, 19. Apr 23, 02:48Any progress? I love the variety that this mod adds and eagerly await it (and VRO).
I've took a crack at updating some ships despite not really knowing blender and made some progress.
Have one ship from another mod updated and tested, and working my way through the L ships here.
So far I've built or am building the following (Maybe using too high a detail with how long it's taking, testing also needs done.)However I've used the XR Converter to get the .dae files, some ships gave errors and did not convert.SpoilerShowunits_arg_size_l_dest_a
units_arg_size_l_dest_b
units_arg_size_l_liquid_a
units_arg_size_l_liquid_b
units_arg_size_l_trans_a
units_arg_size_l_trans_b
Now seeing what problems you posted earlier, a few notes:SpoilerShowunits_omi_size_xl_battle_a.xml"
Node antenna_main has invalid parent units_size_xl_cs_omicron_antenna_b
units_size_l_combat_b.xml"
Node part_detail_xs has invalid parent units_size_l_carrier_kit_front_b
units_size_l_omicron_trans_a.xml"
Node part_antenna_b has invalid parent units_size_xl_cs_omicron_antenna_b
units_size_l_omicron_trans_b.xml"
Node cargo_b_main has invalid parent units_size_xl_cs_omicron_cargo_b
units_tel_size_l_liquid_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
units_tel_size_l_solid_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
units_tel_size_l_trans_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
1st, You don't need collision meshes in the .blend file you use. You shouldn't be getting "xcollision" outputs.
To give an example of what you need,2nd, Rotation. It's important and weird. You need to rotate 180d if fresh out of the XR Converter, front should point towards the Green Y in the XYZ axis in the corner.SpoilerShowpart_main-hull.jcs
part_main-mesh.jcs
part_main-collision.xmf
Note the last one is -collision, not xcollision. and also the .xmf
Do not use the lod0, other wise ship textures go wrong.
Then you need to apply it via CTRL-A and select rotation, then it's not enough to rotate just the top node. You need to make sure everything aligns at 0d with the top node.
Easiest way I found, hit the top node with select hierarchy and then CTRL-A and select rotation.
I hope this is some help and made sense. Personally am running a minor fever so not sure if I being clear but with nothing to do comes boredom.
first thank you for trying to help here.
I also hope you get well soon!
I should have the original blender files on my pc, so if you reach the point where you need more files, I can upload them. But to reach that point its a long way.
The issue with the Xcollision file is already solved. Shuulo explained me my issue here.
Rotation works with 180d on the z axis (and then applying it to all nodes), but not always it seems.
Actually I am trying to fix the Arawn with Shuulos help and even when we managed to create a working collision shape for the projectiles, it still is a big issue to enter the interiour and land on the dock. So testing for each ship is important.
If you manage to finalize a ship (please test projectile collision AND docking collision as well as walking around the dock and bridge), post it here or send me a PM, so we can organize it a bit and no one does work twice.
I will focus on XL ships except the Khaak Queen. That ship I have fixed already. So better pick L ships.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
The Steam version was outdated anyway because I couldnt update the mod over the uploader anymore. Also I dont want people with 6.0 to load the mod and complain about all the issues they get.Mightysword wrote: ↑Wed, 19. Apr 23, 03:28The mod is now disappeared from steam workshop.
I wish the author would leave it up for people who will stay on 5.1 until thing settle down on 6.0, even if he does not plan to update it any more.
However there is still the mod version on Nexus (link on end of first post) which is even more up to date than the steam version was. So use this version instead of steam please.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
@bain .. on nexxus is a modder who released already working ship mods
https://www.nexusmods.com/x4foundations ... escription this ship for example, yes its just an S ship, but he updatet it to 6.0
Updated version of the Mod for 6.0
- Created new collision meshes
- Added the new tags for the usage of engines, shields, weapons and so on
here isa ship mod too updatet for 6.0
https://www.nexusmods.com/x4foundations ... escription
contact them, maybe they can help or give some hints advise who knows
https://www.nexusmods.com/x4foundations ... escription this ship for example, yes its just an S ship, but he updatet it to 6.0
Updated version of the Mod for 6.0
- Created new collision meshes
- Added the new tags for the usage of engines, shields, weapons and so on
here isa ship mod too updatet for 6.0
https://www.nexusmods.com/x4foundations ... escription
contact them, maybe they can help or give some hints advise who knows
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Max I've got my Kea working fully - I'm going to make a video of the full process as a memory aid for both myself and the community but need to find the time to do it, hopefully within the next few days. Cyclops still wont allow me to walk on the interiors no matter what I do, its infuriating.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Axeface wrote: ↑Wed, 19. Apr 23, 14:39Max I've got my Kea working fully - I'm going to make a video of the full process as a memory aid for both myself and the community but need to find the time to do it, hopefully within the next few days. Cyclops still wont allow me to walk on the interiors no matter what I do, its infuriating.
Great news about Kea! Will you be uploading the new version soon?
Is the Cyclops issue because of your changes? Cause I captained my Cyclops (that I bought and outfitted while still in 5.10) in latest 6.0 just last night and it worked without a problem.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Just a short and quick update, the fever has been kicking my butt today so not much progress testing.
Some ships seem fine at first, pretty sure the Hermod is good to go for example, but I've mostly been stuck on the Braveheart and Arrakis which is in turn slowing down testing of all other ships.
Braveheart 's front and rear collision aren't being picked up by the game, and the Arrakis's wings are showing along the top and bottom of the ship in blender, rather then the sides.
Some ships seem fine at first, pretty sure the Hermod is good to go for example, but I've mostly been stuck on the Braveheart and Arrakis which is in turn slowing down testing of all other ships.
Braveheart 's front and rear collision aren't being picked up by the game, and the Arrakis's wings are showing along the top and bottom of the ship in blender, rather then the sides.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Sounds like progress is being made, even if it's a hard slog. Your efforts are much appreciated guys.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Aranov... I send you a PM. If you have issues with blender files generated by the converter, better ask me for the original files.Aranov wrote: ↑Wed, 19. Apr 23, 21:45Just a short and quick update, the fever has been kicking my butt today so not much progress testing.
Some ships seem fine at first, pretty sure the Hermod is good to go for example, but I've mostly been stuck on the Braveheart and Arrakis which is in turn slowing down testing of all other ships.
Braveheart 's front and rear collision aren't being picked up by the game, and the Arrakis's wings are showing along the top and bottom of the ship in blender, rather then the sides.
But if you are sick, please take a rest first! Its just a game...
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
The thing is, I think I already understand how the tool works. The issue is that there are problems with some invisible walls at locations where there shouldnt be anything and in xml I couldnt find anything as well. The strange thing is that collision for projectiles works perfectly.Axeface wrote: ↑Wed, 19. Apr 23, 14:39Max I've got my Kea working fully - I'm going to make a video of the full process as a memory aid for both myself and the community but need to find the time to do it, hopefully within the next few days. Cyclops still wont allow me to walk on the interiors no matter what I do, its infuriating.
By the way, if anyone else has the idea to fix some ships: Here are ships that are already fixed:
Q
Queen
Terror
Arakis
Bravehart
Mirage (gas)
Mirage (Mineral)
Arawn
Scylla
Working on Arawn and Scylla actually.
So no one is doing work twice.
Last edited by Max Bain on Thu, 20. Apr 23, 17:01, edited 1 time in total.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Understood, not sure if its the same problem as with your ships but today I got the cyclops stuck-on-docks and cockpit issue solved. Shuulo mentioned that it might be the gun because I made a bespoke gun for it.... it was the gun breaking walking for the entire ship of all things. Shuulo had said earlier in one of the threads here that it was missing collision for one of the ships components but I never thought that might mean a weapon, especially as the weapon is in a seperate mod from the ship!Max Bain wrote: ↑Wed, 19. Apr 23, 23:17The thing is, I think I already understand how the tool works. The issue is that there are problems with some invisible walls at locations where there shouldnt be anything and in xml I couldnt find anything as well. The strange thing is that collision for projectiles works perfectly.Axeface wrote: ↑Wed, 19. Apr 23, 14:39Max I've got my Kea working fully - I'm going to make a video of the full process as a memory aid for both myself and the community but need to find the time to do it, hopefully within the next few days. Cyclops still wont allow me to walk on the interiors no matter what I do, its infuriating.
By the way, if anyone else has the idea to fix some ships: Here are ships that are already fixed:
Q
Queen
Terror
Arakis
Bravehart
Mirage (gas)
Mirage (Mineral)
Working on Arawn and Scylla actually.
So no one is doing work twice.
Ive got invisible wall problems too by the way - cant dock on the cyclops now but can walk on it, and the hulls I generated look good - have to regenerate
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Can anyone please help me with this? I have no idea of how to do this and i would like to erase this mod from my save. Tyvm in advance.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
if the savegame loads on 6.0jambock wrote: ↑Thu, 20. Apr 23, 06:20Can anyone please help me with this? I have no idea of how to do this and i would like to erase this mod from my save. Tyvm in advance.
- goto the extension folder
- goto the mod you want to uninstall
- open the content.xml
- in the main node add save="0"
- save the file
- start the game, load the save
- sell your ships
- save the game
- close the game
- delete the folder
- downgrade the game to 5.x
- goto the extension folder
- goto the mod you want to uninstall
- open the content.xml
- in the main node add save="0"
- save the file
- start the game, load the save
- sell your ships
- save the game
- close the game
- delete the folder
- update the game to 6.0
Code: Select all
<content id="asdf" name="The mod named ASDF" description="asdf" author="idkfa" version="1" date="2023-01-22" save="0" enabled="1" sync="false" lastupdate="1674374544">
I backupped the 5.x Game before i updated, because i knew, there migth be issues
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Ty for the answer; but it seems that i messed up the things before i read your answer; simple because i had it (xr shippack) installed via Steam, but since it was not available via steam anymore i decided to reinstall it with the Nexus version before try to "erase" it; now my saves don't load... Is very late here (4AM); i'll try again during the day, again thanks and if you can help me witch any more info i will be very grateful.|K.O.S.H. wrote: ↑Thu, 20. Apr 23, 08:04if the savegame loads on 6.0if the savegame does not load on 6.0
- goto the extension folder
- goto the mod you want to uninstall
- open the content.xml
- in the main node add save="0"
- save the file
- start the game, load the save
- sell your ships
- save the game
- close the game
- delete the folder
example from a random mod i found on my disc:
- downgrade the game to 5.x
- goto the extension folder
- goto the mod you want to uninstall
- open the content.xml
- in the main node add save="0"
- save the file
- start the game, load the save
- sell your ships
- save the game
- close the game
- delete the folder
- update the game to 6.0
If you have to downgrade, copy the full folder of the game before, rename it to 4x_backup (or whatever), do the stuff, i wrote and just rename it back auf the cleanup. So you dont have to download everything again.Code: Select all
<content id="asdf" name="The mod named ASDF" description="asdf" author="idkfa" version="1" date="2023-01-22" save="0" enabled="1" sync="false" lastupdate="1674374544">
I backupped the 5.x Game before i updated, because i knew, there migth be issues
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
is the ship pack the only mod, you have installed?jambock wrote: ↑Thu, 20. Apr 23, 08:51Ty for the answer; but it seems that i messed up the things before i read your answer; simple because i had it (xr shippack) installed via Steam, but since it was not available via steam anymore i decided to reinstall it with the Nexus version before try to "erase" it; now my saves don't load... Is very late here (4AM); i'll try again during the day, again thanks and if you can help me witch any more info i will be very grateful.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Open the save file in a text editor that can open large files.|K.O.S.H. wrote: ↑Thu, 20. Apr 23, 11:10is the ship pack the only mod, you have installed?jambock wrote: ↑Thu, 20. Apr 23, 08:51Ty for the answer; but it seems that i messed up the things before i read your answer; simple because i had it (xr shippack) installed via Steam, but since it was not available via steam anymore i decided to reinstall it with the Nexus version before try to "erase" it; now my saves don't load... Is very late here (4AM); i'll try again during the day, again thanks and if you can help me witch any more info i will be very grateful.
Find at the top of the line like
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<savegame>
<info>
<save name="#001" date="1545321720"/>
<game id="X4" version="150" build="326009" time="122982.575" code="381994" original="150" start="x4ep1_gamestart_fight" seed="470613274" guid="CAD9E93F-3B45-48DC-951C-20F76ABEF8C8"/>
<player name="Аманкалат" location="{20004,470011}" money="7618186507"/>
<patches>
<patch extension="Behemoth_Renegade" version="230" name="Behemoth Renegade"/>
<patch extension="Sonra_Prototype" version="1" name="Sonra Prototype"/>
</patches>
</info>
Code: Select all
<patches>
<patch extension="Behemoth_Renegade" version="230" name="Behemoth Renegade"/>
<patch extension="Sonra_Prototype" version="1" name="Sonra Prototype"/>
</patches>
Before doing this, make a backup copy of the file, just in case.
Re: [Mod] XR Ship Pack - BROKEN in 6.0!!!
Hi, good day. Thanks for the answers.
Edit: After try for some time reinstall the Nexus mod version the saves are finally working again, but with the mod in the state of not being compatible with 6.0.
Edit 2: Tried the solution that K.O.S.H. explained (save 0) and it appears to have worked; i still see one or other ship that don't move on the map but very few; i'll try to keep playing this way and see if things get back to normal with time. Thank you very much for all the help guys; if you have anything to add please be my guest.
Yes, it's the only one.|K.O.S.H. wrote: ↑Thu, 20. Apr 23, 11:10is the ship pack the only mod, you have installed?jambock wrote: ↑Thu, 20. Apr 23, 08:51Ty for the answer; but it seems that i messed up the things before i read your answer; simple because i had it (xr shippack) installed via Steam, but since it was not available via steam anymore i decided to reinstall it with the Nexus version before try to "erase" it; now my saves don't load... Is very late here (4AM); i'll try again during the day, again thanks and if you can help me witch any more info i will be very grateful.
Just tried this, now i can load the modified save; but most ships (mine and NPC) don't move. The ones that i own i discovered that if i take command and then let the pilot back to command everything get back to normal; the npc ones i have no idea of what i can do...alexalsp wrote: ↑Thu, 20. Apr 23, 11:46
Open the save file in a text editor that can open large files.
Find at the top of the line like
Find your mod hereCode: Select all
<?xml version="1.0" encoding="UTF-8"?> <savegame> <info> <save name="#001" date="1545321720"/> <game id="X4" version="150" build="326009" time="122982.575" code="381994" original="150" start="x4ep1_gamestart_fight" seed="470613274" guid="CAD9E93F-3B45-48DC-951C-20F76ABEF8C8"/> <player name="Аманкалат" location="{20004,470011}" money="7618186507"/> <patches> <patch extension="Behemoth_Renegade" version="230" name="Behemoth Renegade"/> <patch extension="Sonra_Prototype" version="1" name="Sonra Prototype"/> </patches> </info>
and delete the line with it. Save the file and try.Code: Select all
<patches> <patch extension="Behemoth_Renegade" version="230" name="Behemoth Renegade"/> <patch extension="Sonra_Prototype" version="1" name="Sonra Prototype"/> </patches>
Before doing this, make a backup copy of the file, just in case.
Edit: After try for some time reinstall the Nexus mod version the saves are finally working again, but with the mod in the state of not being compatible with 6.0.
Edit 2: Tried the solution that K.O.S.H. explained (save 0) and it appears to have worked; i still see one or other ship that don't move on the map but very few; i'll try to keep playing this way and see if things get back to normal with time. Thank you very much for all the help guys; if you have anything to add please be my guest.