[MOD] Skunk Overhaul

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xrook
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[MOD] Skunk Overhaul

Post by xrook » Fri, 4. Sep 15, 12:02

changed the skunk into a foltor raider along with a new drone, new a engine, new weapons, and various other upgrade tweaks
credits to w.evans and unitrader for constantly helping me out
drone formation code by w.evans
ware compatibility code by Unitrader

REQUIRES (im not sure if it is required to do so but i still have to mention it just in case)
-new game start (updating to a new version doesnt require a new game start)

INCOMPATIBLE MODS
-incompatible with anything that changes vanilla player engines, weapons, shields

RS_Booster
Katana mod
Weapon Overhaul Project

GENERAL CHANGES

reduced the skunk's hull
100,000 -> 50,000

removed the ability to change the cockpit ingame
why? because currently theres an issue where whenever you buy a new cockpit in-game it is installed into the default cockpit position instead of the new offset position. to work around this i removed the feature ingame and instead added an optional file where you can choose which cockpit you want and simply redock to a nearby station to fix the issue

reduced the number of weapons you can equip
instead of having the ability to equip them all i changed it so you are limited to 2 weapons. making it look like a loadout mechanic where you can choose the 2 weapons that fits you the best.
from this [ external image ] to this [ external image ]


WEAPONS (vanilla -> tweaked)

PRIMARY WEAPONS

2GMk#-Vulcan Repeater Mk1/Mk2 NEW!
Based on the Particle Repeater Mk2, the 2nd Generation Repeater - Vulcan sacrifices a small part of its range, speed and damage output of the original repeater to increased its overall performance making it a more balanced variation. The Vulcan also adds additional guns to the ship to distribute its heat evenly, resulting in less heat build up.

range = 3685/3905
rate of fire = 80/90
dps = 6720/7920 (can deal direct damage to hull)
angle = 0.15/0.12
heat = 9920/9720
cooling = 8000
heat per sec = 1920/1720


Sunblast Flak PPC Mk1/Mk2/Mk3 NEW!

range = 2904/3069/3234
rate of fire = 12
dps = 6840/7920/9180
angle = 0.60/0.55/0.50
heat = 4140/4680/5040
cooling = 3000/3500/4000
heat per sec = 1140/1108/1040


Particle Repeater Mk1/Mk2/Mk3 tweaked

range = 1320/1440/1800 -> 3360/3727/4095
rate of fire = 60/60/50
dps = 8400/9600/11250 -> 6360/7320/8500 (can deal direct damage to hull)
angle = 0.25/0.25/0.275 -> 0.25/0.25/0.225
heat = 4500/4500/4300 -> 15000/15000/14700
cooling = 2500 -> 12000
heat per sec = 2000/2000/1800 -> 3000/3000/2700


Pulse Maser Mk1/Mk2 tweaked

range = 2380/2520 -> 4250/4650
rate of fire = 8/10
dps = 3600/4500 -> 5000/6250
angle = 0.15 -> 0.05
heat = 1920/1920 -> 3520/3300
cooling = 1250 -> 2500
heat per sec = 670/670 -> 1020/800


Pulse Maser Mk3 tweaked

range = 3000 -> 5040
rate of fire = 3 -> 6
dps = 10500 -> 7440 (stacking damage over time & deals extra shield damage)
angle = 0.05
heat = 540 -> 3210
cooling = ?? -> 2500
heat per sec = ?? -> 710


SECONDARY WEAPONS

Lightning Surge Mk1/Mk2/Mk3 NEW!
the purpose of this new secondary weaponry is to add supplemental dps to your primary weapon by using lightning surge first to apply damage overtime then switch back and continue firing

range = 1600
dps = 24000/26000/28000 over 30 seconds
heat buildup = very quickly
heat cooling = 30/25/20 seconds

good against capital sized ships, pointless against small ships


CPHIVI/MA Cannon NEW!
is a two shot cannon before it goes overheat with a 4 second cooldown each, depending on how you use this either by firing both at the same time or firing it alternately (its a different way of seeing the "heat" mechanic)

range = 8250
bullet speed = 3300
damage per shot (not dps) = 30000
time to reload per shot = 4 sec


Plasma Repeater Mk1/Mk2 NEW!

range = 5704/5850
bullet speed = 2480/2600
rate of fire = 6
dps = 6900/8100
angle = 0.15
heat per sec = 1200
overheat capacity = 12000


Plasma Cannon Mk1/Mk2 tweaked

range = 2880/3040 -> 5760/5890
bullet speed = 1800/1900
rate of fire = 1.4/1.6 -> 1.2/1.6
dps = 5600/6400 -> 7920/10560
angle = 0.05
heat per sec = 553/552 -> 1000/920
overheat capacity = 10000 -> 16000


Plasma Cannon Mk3 NEW!

range = 5890
bullet speed = 1900
rate of fire = 1.4
dps = 13230 (deals extra shield damage)
angle = 0.05
heat per sec = 901
overheat capacity = 16000


Inertial Hammer Mk1/Mk2 tweaked
from shotgun to a piercing shot sniper

range = 1560 -> 8000/10000
rate of fire = 2 -> 0.7
dps = 7200/8400 -> 4060/4830 (pierces through multiple targets)
angle = 0.75 -> 0.03
heat = 2832 -> 1820
cooling = 1675 -> 1500


Inertial Hammer Mk3 NEW!

range = 11150
rate of fire = 1
dps = 5250 (pierces through multiple targets)
angle = 0.02
heat = 2240
cooling = 2000


SHIELDS
i simply wanted to increase the gap between the three choices

Steady Shield Mk1/Mk3/Mk4/Mk5 tweaked
boost duration = 7/11/13/15 -> 10/16/19/22
recharge rate = 900/1500/1800/2100 -> 1200/2000/2400/2800 (4% of capacity)
recharge delay = 4.6/3/2.7/2.4 -> 4.2/3/2.6/2.2

Bahemoth Shield Mk2/Mk3/Mk4/Mk5 tweaked
boost duration = 9/11/13/15 -> 18/22/26/30
capacity = 45000/60000/75000/90000 -> 60000/80000/100000/120000
recharge rate = 1050/1200/1350/1500 -> 720/960/1200/1440 (1.2% of capacity)
recharge delay = 3.9/3.6/3.3/3 -> 3/2.9/2.8/2.7

Dashing Shield Mk2/Mk3/Mk4/Mk5 tweaked
capacity = 35000/40000/45000/50000 -> 25000/28000/31000/34000
recharge rate = 1350/1800/2250/2700 -> 2125/2380/2635/2890 (8.5% of capacity)
recharge delay = 3.3/2.7/2.1/1.5 -> 1.65/1.35/1.05/0.75


ENGINES

Archangel's HATE NEW!
The High Acceleration Type Engine - Archangel, maximizes its acceleration output for high-speed combat thus making it very capable of quick evasive maneuverability. A highly skilled pilot is required to adapt and master this new type of engine.


DRONES
player combat drones now have weak shield generators that should help them survive a little longer

Interceptor URV Mk1/Mk2 tweaked
shield = 6000/8000

Intrepid URV Mk1/Mk2 tweaked
shield = 8000/11000

Overrun URV Mk1/Mk2 tweaked
shield = 4000/6000

Poor Man's Drone NEW!
-small, agile, fast and cheap
-1k dps per drone

NEXUS MOD LINK - http://www.nexusmods.com/xrebirth/mods/456/?
Last edited by xrook on Fri, 25. Sep 15, 16:23, edited 28 times in total.

w.evans
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Post by w.evans » Fri, 4. Sep 15, 12:35

Cool! Downloaded!

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xrook
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Post by xrook » Sat, 5. Sep 15, 20:31

added a couple more weapons in there, Mk3 ones have a rare chance of being sold by the mechanic

the rest of my 'unique' arsenal consept is scrapped because of limitations

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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. » Sat, 5. Sep 15, 22:33

Is it possible to get a version where instead of Folthor, the Skunk is replaced with model of Daito, Katana, Camulos, Bonescout, Maelchon, Nechtan or Hayabusa? :)

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Post by w.evans » Sun, 6. Sep 15, 00:05

Earth Ultimatum IV. wrote:Is it possible to get a version where instead of Folthor, the Skunk is replaced with model of Daito, Katana, Camulos, Bonescout, Maelchon, Nechtan or Hayabusa? :)
... and have the Engineer assigned to a carrier where these fighters are docked switch your ship between them? :)

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xrook
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Post by xrook » Sun, 6. Sep 15, 04:09

Earth Ultimatum IV. wrote:Is it possible to get a version where instead of Folthor, the Skunk is replaced with model of Daito, Katana, Camulos, Bonescout, Maelchon, Nechtan or Hayabusa? :)
just replacing it is easy, but repositioning every part of the skunk? well, its tedious, annoying and takes a lot of opening and closing the game just to check if you got it right
... and have the Engineer assigned to a carrier where these fighters are docked switch your ship between them? Smile
im incapable of doing that since scripting is beyond my reach

EDIT: the thought occurred to me, maybe someone who knows scripting could modify the script of the engineer where instead of replacing the cockpit, they could just replace the entire ship instead

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Post by w.evans » Sun, 6. Sep 15, 11:21

xrook wrote:im incapable of doing that since scripting is beyond my reach

EDIT: the thought occurred to me, maybe someone who knows scripting could modify the script of the engineer where instead of replacing the cockpit, they could just replace the entire ship instead
Took a look, don't think it's possible with your present structure since you modify the player ship directly.

If there's a way to switch to (a) different macro(s), like how the cockpit changes are handled, shouldn't be a problem to go in the engineer script, look if that engineer's ship has a subordinate foltor, and switch to the foltor.

Not familiar enough with how the player ship is handled to be able to tell how the game knows which macro refers to the player ship, though.

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xrook
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Post by xrook » Sun, 6. Sep 15, 11:40

another thought occurred though, editing the unit_player_ship.xml isnt enough to reposition weapons anymore. i had to edit the weapon props as well to make sure to fit the new skunk, so even if the engineer can switch to a new ship the weapons wont be positioned properly

unless the engineer can switch the weapon props.xml aswell

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Post by w.evans » Sun, 6. Sep 15, 11:48

xrook wrote:another thought occurred though, editing the unit_player_ship.xml isnt enough to reposition weapons anymore. i had to edit the weapon props as well to make sure to fit the new skunk, so even if the engineer can switch to a new ship the weapons wont be positioned properly

unless the engineer can switch the weapon props.xml aswell
can do if they're completely different weapon macros with just the positions changed. Think that's key. Can't activate/deactivate changes done via diff on the fly. Well, hm, might be possible if sets of changes were dependent on variables that can then be switched on the fly. Don't think it's possible to set conditions in a macro, though, is it?

So, yeah, would be easiest if it were possible to put your player-Foltor in a separate macro rather than altering the player macro, and pointing to that macro. If that were done, shouldn't be a big deal to have a convo option ("Prep my Foltor") point to that macro instead of the player ship macro.

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Post by JESS 246 » Sun, 6. Sep 15, 18:56

Hi xrook

Just gave you mod a quick go like it but still see old skunk when docked no big deal though it be nice to see what we are flying when docked.

I had some graphic and lag issues will give another go when you update it or tweak some more.

Would like to see the twin gun fire on old style skunk maybe another mod for this with your new weapons.

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xrook
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Post by xrook » Tue, 8. Sep 15, 13:51

@jess
Lander1979 did that and it created problems, like crew cutscenes broken.
graphics and lag? i dont know what rig your using but i havnt notice any fps change despite mine being a laptop

in terms of visual, all i did is replace the skunk with an existing model ingame (folthor raider) and reposition the skunk parts into appropriate areas

@w.evans
internet gut cut off
ill check that out next time, right now i want to forus on other things

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Post by JESS 246 » Tue, 8. Sep 15, 15:49

Hi xrook

Firstly though you say a new game is required i have been in a new campaign game for some time when i tried your mod i did a new start but as i said i'll try again later but as you have added some new weapons i though i'll try again.

I did forgot to start a new game and your mod Skunk has over written the exciting skunk, so for me no new game for your mod. (Suggest give a try to see if it works for you).

Secondly i may have got the graphic/lag wrong as it intermittent throughout the game depending where or what you are doing.

One thing though most exciting weapons overheat to quickly as there is now two and this can be problem in a multi dogfight.

As your mod works for me in an exciting game it seams to be very good and keep the good work up.

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xrook
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Post by xrook » Tue, 8. Sep 15, 16:00

the MG? yeah, thats on purpose since the MG has something special now (next patch MG will show its actual DPS, actual dps slightly nerfed since im trying to tie the three primary weapons together)

another thing to know is that the heat buildup is also tied to FPS.
on empty space i run around 40-50 fps and my MG heat buildup is slow, while in crowded areas i run it at 25-30 fps and the MG heat buildup is faster

(though another reason why im running it low fps is because of borderless window mode with windows aero on but i need it for fast tab switching :( )

another game who's game mechanic is also tied to FPS is dark souls 2, but they already solved their problem
http://www.vg247.com/2015/05/08/dark-so ... now-fixed/
if this is posing a problem you could point it out to egosoft at technical support

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xrook
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Post by xrook » Tue, 8. Sep 15, 16:59

poor man's drone preview, but i need help creating a new droneability.xml because i cant let the normal drones to use that formation since they are not that fast as these ones

the issue is i cant find the connection between droneability.attack.xml and influence=attackdrone

https://youtu.be/egvWISCZL8o

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mr.WHO
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Post by mr.WHO » Tue, 8. Sep 15, 21:25

Wow, looks nice and professional - almost like it's possible to actually fly something else than Skunk in XR.

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xrook
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Post by xrook » Thu, 10. Sep 15, 12:22

update 1.10

-MG now shows its DPS properly, DPS slightly nerfed
-bahemoth shield regen delay slightly increased
-added new poor man's drone
-added another secondary weapon line*

*i need feedback on the new weapon line

EDIT:
small update 1.11
-to not make the poor man's drone the top choice i also gave the player combat drones weak shield generators that should help them survive a little longer

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xrook
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Post by xrook » Thu, 10. Sep 15, 17:30

can anyone tell me what this is? its been quite sometime since i started campaign

[General] ======================================
[=ERROR=] Error in MD cue md.Plot_ep1_ch1.P1_Intro_Yisha: find_object_surface: Ray cast missed - either the specified position was inside the component, physics are broken or disabled, or the object has some really strange coordinate setup. Returning the reference position.
[General] ======================================

this is the first time an error told me something.
also, this
http://i60.tinypic.com/v2wiac.jpg

EDIT:
found it! the plot MD wont run unless you start with the default cockpit
ImageCOCKPIT ISSUES!![ external image ]

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Post by UniTrader » Thu, 10. Sep 15, 18:10

could it be that your Playership is missing a collision mesh?

because the command in question loosk like this:
<find_object_surface posname="$targetpos" rotname="$targetrot" object="player.primaryship" />

and $targetpos / $targetrot are both return values, so the error has to do with the playership, and the only explaination i can think of is that it has no valid collision mesh
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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xrook
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Post by xrook » Thu, 10. Sep 15, 18:12

i believe i found the issue and im fixing it now

Code: Select all

<cue name="P1_Intro_Yisha2">
							<conditions>
								<event_object_changed_room object="player.entity" comment="Player entering cockpit"/>
								<check_value value="event.param.macro.ismacro.units_player_cockpit_1_macro"/>
							</conditions>

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xrook
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Post by xrook » Thu, 10. Sep 15, 18:40

optional files updated
-fixed a campaign issue where the MD plot script will only run if the player starts with the default cockpit

i should halt on the modding for now and should start playing the game for enjoyment again, i wonder if conquest and war mod is ok playing in campaign

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