[Mod] X4-Tracer-World

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rjtwins
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[Mod] X4-Tracer-World

Post by rjtwins » Thu, 6. Dec 18, 19:11

I found default gameplay rather "visually unimpressive" during combat, this mods aims to fix this.
I've upped the fire rate, removed the burst modes and increased range off almost all weapons (including missiles) while reducing their damage to maintain some balance.
Now also adds three new weapons for the destroyer, beams for argon, railgun for paranid and charge weapon for teladi.

Uses XML patching so should be compatible with any other mod.

Download:
https://www.nexusmods.com/x4foundations/mods/49

TODO:
- Balancing based on feedback
- Missile barrages (multiple launches per trigger pull)
- Shard weapons
- Adding new weapons to m, s and turrets.
- Fixing fx for teladi L charge weapon (uses m fx).

Some eye candy:
Spoiler
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Last edited by rjtwins on Sat, 8. Dec 18, 16:29, edited 3 times in total.

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Drewgamer
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Re: [Mod] X4-Tracer-World

Post by Drewgamer » Fri, 7. Dec 18, 06:08

When you say railgun, do you mean the PAR railgun already in the game(files)?

If you want any assistance with mod give me a shoutout.
I've been trying to comb through the weapon XMLs to see what the various fields do and such.
Check out my mod Crystal Rarities

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Misunderstood Wookie
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Re: [Mod] X4-Tracer-World

Post by Misunderstood Wookie » Fri, 7. Dec 18, 07:53

One letter and two words.. I LOVE YOU!
*modified*
MOD Aspiring Freelancer GameStart
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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rjtwins
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Joined: Wed, 3. Nov 10, 14:50
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Re: [Mod] X4-Tracer-World

Post by rjtwins » Fri, 7. Dec 18, 15:50

Drewgamer wrote:
Fri, 7. Dec 18, 06:08
When you say railgun, do you mean the PAR railgun already in the game(files)?

If you want any assistance with mod give me a shoutout.
I've been trying to comb through the weapon XMLs to see what the various fields do and such.
Yes, these two, I was thinking of making them into a destroyer main guns as well.
To save some time, is there simply a line that inhibits the railguns from being in the game?
Or did you change the bullet of one of the existing weapons?

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Drewgamer
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Re: [Mod] X4-Tracer-World

Post by Drewgamer » Fri, 7. Dec 18, 23:44

rjtwins wrote:
Fri, 7. Dec 18, 15:50
Yes, these two, I was thinking of making them into a destroyer main guns as well.
To save some time, is there simply a line that inhibits the railguns from being in the game?
Or did you change the bullet of one of the existing weapons?
LOL I cheated and just changed the bullet of an existing weapon :lol:

But I imagine most of the work of getting them in the game is done already. I just haven't had time to go digging too deep yet D:
Check out my mod Crystal Rarities

iforgotmysocks
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Re: [Mod] X4-Tracer-World

Post by iforgotmysocks » Fri, 7. Dec 18, 23:48

Hm as i understood egosoft tuned down animations and projectiles used in combat for the purpose to make huge fights possible that won't end up in a picture show duo to too many projectiles to keep track of. Sure nice to have things look pretty tho, just thought i'd mention it so you know why. :)

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