PLEASE IF YOU WANT TO USE THE X:REBIRTH SHIP MODELS, YOU SHOULD OWN X:REBIRTH
The X:R Ship Pack includes 28 ships from X:Rebirth (or ships, built up by X:R parts). Some of the imported ships have different roles or names than in X:Rebirth.
Argons/Antigone:
- Arawn Carrier
- Taranis Battleship (Argon only)
- Avenger Mk1 Battleship (Antigone only)
- Avenger Mk2 Battleship (Antigone only)
- Balor Destroyer (Argon only)
- Excalibur Destroyer (Antigone only)
- Merlin Destroyer (Antigone only)
- Titurel Fortified Transport (Argon only)
- Sanahar Giant Transport (Antigone only)
- Sulaco Giant Asteroid Miner
- Fedhelm Interstellar Asteroid Miner
- Hermod Interstellar Gas Miner
- Shark Destroyer (Godrealm only)
- Sucellus Battleship (Godrealm only)
- Thanatos Battleship (Holy Order only)
- Executioner Battleship (Holy Order only)
- Erebos Mothership Carrier (Holy Order only)
- Doomhammer Destroyer (Holy Order only)
- Lyranea Super Freighter (Holy Order only)
- Stargazer Destroyer (Holy Order only)
- Scaldis Carrier (Godrealm only)
- Boann Giant Gas Miner
- Scylla Battleship
- Kraken Battleship
- Comet Destroyer
- Event Horizon Giant Gas Miner
- Millenium Megatrans as XL freighter
- Alpha-Omega Battleship
All ships should be balanced to standard X4 balancing EXCEPT that the ships do have more turrets than the average X4 ship of the same class. To compensate the firepower the ships do have less Health and/or are more expensive.
- The AI should build all ships as well.
- All ships need some license to be built.
Known Bug
- When you move on a dock of a new ship, the stairways to the door is visually blocked by a texture of the ship. But you can move through it without a problem. This can only be fixed by changing the model itself and would take a lot of time, so I think I will let it as it is. Alternatvely press shift + D and select the cockpit or ship you want to go.
I highly suggest to download the compatible improved X Rebirth texture pack from here to make the ships look even better:
https://www.nexusmods.com/x4foundations/mods/251
if you like better balancing of X4 I suggest VRO mod:
viewtopic.php?f=181&t=415713
and the SR Ship Pack VRO submod for a VRO balance of the ships in this mod:
viewtopic.php?f=181&t=423276
and on top of these, I also suggest my Weapon Pack mod which works pretty well with VRO:
viewtopic.php?f=181&t=421266
Changelog
2.0.1
- Some jobs for new battleships and carriers were deactivated forever while they should activate after 100/200 in game hours
- Improved texture colors on Event Horizon
- Slightly inreased chances for AI ships to use their standard paint jobs with less colors (weight changed from 3 to 4 (vanilla is often 5 or 4))
- Added Korean language (thx to Merhaf)
- Updated Japanese language (thx to Arkblade)
- Replaced Shark cockpit position to the front
- Fixed texture flickering on Sucellus
- Changed many textures to look better on default color schemes
- Improved paintjob colors on Millenium and Sanahar
- Renamed Red Knight to Alpha-Omega
- Note: I added paintmods for nearly all ships. This means that the default color schemes of the ships have been changed and in general look not as good as before (with default paint jobs).
However with the right paintjob the ships can look more beautyful. I suggest using the "Paintjobs For Sale" mod to color your ships if you are unhappy with the standard painting. - Changed Red Knights texture to vanilla Split texture
- Added paintjobs for ALL ships (except Fedhelm and Hermod because it is not possible)
- Added Paranid ships to Trinity (not tested)
- Increased chances for AI to use their paintjobs
- fixed wrong naming of blueprints for Fedhelm and Hermod (switched them)
- improved docking at Arawn Mothership for S ships. Also added missing S-docks (I removed them in earlier versions because ships could get stuck in docking procedure which is now fixed *hopefully*)
- lowered amount of Xenon fighters for escort groups of frigates (from 10 to 6) and fighter patrols (from 6 to 5)
- fixed split Red Knight battleship buyable from every race if you dont own Split Vendetta DLC to prevent players to build/buy it (if you have built/bought it already and cant move it you need to destroy it or reload)
- added Red Knights to fallen split empire (for DeadAir Mods)
- fixed floating modules on Executioner
- repositioned docks on Red Knight so the teleport panel is better visible
- added japanese language (thx to Arkblade)
- merged XRebirth high detailed textures into the mod (so no need to use the XRebirth mod for this anymore which makes sense because its only available on Nexus and who knows for how long. Credits go to: snackynak)
- fixed wrong bridge type for Red Knight
- slightly repositioned Erebos and Executioners bridges
- reduced spawn chances for Arawns and Erebos
- fixed positions of cockpits for Kraken and Scylla
- repositioned many modules including all docks on Scaldis
- added missing shield for front turret on Scaldis
- fixed wrong bridge on Erebos and Executioner
- increased prices of most XL ships (nearly all combat ships)
- moved S docks from Arawns wings into the center docking area of the ship
- moved M docks from Arawns wings to upper part
- reduced split fighter escorts number for battleship groups
- increased speed and agility of Hermod and Fedhelm
- increased gather rate and capacity of Hermod liquid miner
- slightly increased speed of XL miners (gas and mineral)
- slightly increased gather rate of XL miners (gas and mineral)
- fixed wrong category of Fedhelm
- fixed Scaldis has no missile storage
- repositioned 2 L-shields and cockpit on Titurel
- renamed some ships: Hercules -> Boann, Inquisitor -> Thanatos, Starcatcher -> Erebos, Challenger -> Sanahar, Destiny -> Lyranea, Devastator -> Sucellus
- fixed drone waypoints for Arawn, Taranis, Sanahar, Erebos, Lyranea
- added german translation (thanks to Le Leon, also for name suggestions)
- fixed a bug which destroyed all battleship jobs in combination with VRO mod
- reduced battleship generation jobs at universe start per faction. Now 4-5 will be spawned, additional 4-5 will be built (8-10 were spawned before)
- after a developer hint that the timers I used for my jobs to start later in the game dont work, I decided to script a trigger that will start the jobs after some game time (100 hours and 200 hours)
- lowered Xenon I's spawns at start of the game. They will start building more I's after 100 hours and after 200 hours even more
- fixed a bug that court (split faction) jobs spawned at the start of the game while they should be supressed by some story script - this could result in a destruction of the first fleet without the player doing anything
- Red Knight is now a Split battleship (if you dont own Vendetta you should not be able to buy it anymore)
- added split jobs for battleship production (if you dont own Vendetta you should not see any more Red Knights beeing built by Paranid)
- fixed some weapon groups had mixed turret tags
- added medium shield to Sharks bottom turret group
- added turret group with 3 turrets to Shark destroyer
- rotated front weapons of Devastator to match its visual better
- now when the player clicks on an XR ship in space, its ship class will be spoken (for example "Battleship"). This comes at the cost of double ship class text in build menu (like "Taranis Linebreaker Battleship - Battleship")
- added Destiny as Paranid XL freighter (HOP only)
- the argon Fedhelm is now an L solid miner -> reequip it with a mining turret and mining drones and give it new orders to make it work
- fixed Comet's S-ship storage
- slightly increased Challenger's storage capacity
- fixed S-ship capacity 14 and 18 was switched (ships which should have 14 had 18 and vice versa)
- textures for paranid (xr omicron ships) ships brightened up a bit
- fixed some detail textures on Excalibur were not visible
- moved bridge of Comet so the ship wall should not be inside the bridge anymore
- fixed buildtime of a ship that was just 1 second (without modules)
- fixed prices and buildtime for Kraken that was the same as the Scylla
- fixed silhouette of Avenger Mk2 on map (front was missing)
- fixed missing front details on Avenger MK1 and Mk2 (docking door was missing)
- added build modules to all carriers, so they can resupply/modify and repair docked ships
- adjusted prices of all ships - many ships cost less hull parts but more energy cells to compensate
- added Challenger as xl Argon transport
- Titurel is now only available by Argon Federation, Atlantis only Antigone Republic
- removed extra red engine glow on Arawn and Taranis
- slightly increased hull of Scaldis Carrier
- fixed LOD bug of Kraken (wrong alignment)
- fixed no silhouette on map for Titurel (LODs 1-2 were missing)
- slightly increased speed of Titurel
- slightly increased storage capacities of Titurel and Millenium
- increased crew numbers of XL freighters to be more like vanilla crew numbers for transports
- reduced cost of Millenium due to its 9 XL engines (player needs to buy them anyway)
- Paranid L freighters got a small storage capacity buff because they are the only faction that does not have XL freighters
- added Kraken as Teladi battleship
- added Comet as Teladi destroyer
- added Millenium Megatrans as Teladi XL freighter
- added Executioner as Paranid battleship
- added Merlin as Argon destroyer
- added Stargazer as Paranid destroyer
- repositioned all modules on Excalibur to fit the shape and texture of the ship better
- added 1 L-sized turret to Excalibur, slightly increased price
- removed 1 L-sized shield from Doomhammer, slightly reduced hull and price
- fixed Starcatcher blueprint had the same name as Inquisitor blueprint
- fixed Scylla had no ship storage
- slightly increased speed of Titurel and Hercules
- Titurel got 1 extra XL shield while 2 L shields were removed
- slightly increased cargo capacity of Titurel
- slightly balanced some agility/speed values of some some ships
- removed 6 M-sized turrets from Teladi Scylla battleship
- balanced drone capacities for some xl combat ships
- balanced missile capacities for some xl combat ships
- slightly increased hull value for Starcatcher
- slightly increased price for Avenger Mk 2
- fixed some shipgoups (some ships were built by the wrong race and some not at all)
- xl freighters now need capital ship license
- some minor fixes
- fixed Fedhelm had the wrong cargo type
- increased cargo capacity of Scaldis
- fixed some hull values (forgot to change them back after testing)
- fixed a turret group on Avenger Mk2
- added Avenger MK2 as Argon battleship
- added Starcatcher as Paranid Mothership carrier
- added Doomhammer as Paranid destroyer
- added variation to all destroyer, battleship and carrier jobs so AI ships should use more different turrets (wip)
- extra build jobs for AI for battleships/carriers start later now (from 20 to 100 and from 50 to 200 hours in game time)
- added individual storage for each ship - in general they are lower for combat ships now (except carriers)
- improved texture for Inquisitor
- increased speed and agility of Taranis
- increased S-ship capacity of Taranis
- changed 2 L-turrets on Avenger to M turrets
- fixed wreckage texture of Avenger Mk1
- fixed Balors middle dock part - should be visible from more distant now
- changed position of some docks on Arawn
- most combat ships are now faction specific: Argon (Balor, Taranis), Antigone (Excalibur, Avenger MK1, Avenger MK2), Paranid (Shark, Devastator, Skaldis, Red Knight), Holy Order (Doomhammer, Inquisitor, Starcatcher)
- added XS docks to all ships so the player can leave the ship directly
- fixed Alliance could build Teladi ships while it is a Paranid faction
- fixed some jobs for the AI spawn mechanic (missing references or tags)
- removed unused m-dock files
- removed wrong engine group from titurel (was only in the file and has no effect at all)
- fixed waypoints for Inquisitor, Avenger and Hermod so they can dock properly without clipping
- removed some empty references
- added more individual and smaller S ship storages so most ships have much lower ship capacities (for example destroyers around 6-10, battleships around 10-20)
- added Avenger as Argon battleship
- fixed some floating modules on Red Knights wings
- removed unused effects amd particle files
- lowered agility of L sized ships
- argon ships are now available at antigone yards
- increased drone capacity of Taranis
- battleships have now their own spawn/build jobs for the AI (some starting after 20 and 50 in game hours)
- increased number of fighters spawned by the AI
- increased and added some Xenon groups to better match battleship groups
- adjusted speed, mass and agility values across the board -> battleships are slower and less agile now
- reduced costs for Fedhelm and Hermod
- increased costs for Red Knight
- increased costs of Arawn
- reduced costs of Taranis
- Hermod changed to gas miner
- added (Gas) or (Mineral) to the ship name for the mining ships
- added a bridge to Balor
- added 3 medium shields to Scyllas engine group
- slightly lowered hull of Event Horizon
- increased hull of Excalibur
- fixed added Countermeasure to Inquisitor
- fixed Excalibur model to not show properly at distance
- fixed wreckages for Excalibur, Red Knight and Inquisitor
- fixed position of cockpit of Event Horizon (was inside model)
- added Inquisitor Battleship
- added Excalibur as heavy destroyer
- fixed M-docks not working on Arawn
- fixed Hermod not beeing able to trade
- fixed HOP and Antigone Republic not building any new custom ships
- fixed a lot of docking problems by adding more space between dockareas (Balor, Scaldis, Arawn, Devastator)
- all battleships (except Taranis) should now store 20 S ships
- added Fedhelm as large Transport
- added Hermod as large Transport
- fixed wrong alignment of Event Horizon
- fixed a typo
- fixed (finally!!!) all ships can now use layout presets correctly (for example "high preset")
- Balor: added l-shield to the engine and the large turret; removed 2 M-turrets on top and 2 on bottom; added L shield to engine group
- Shark: repositioned front weapon; changed 2x2 S-dock to a single S-dock; reduced agility a bit
- Devastator: removed 3 M-turrets; removed one L-weapon slot (it had 4 but should have only 3); changed 2x2 S-dock to 2 single S-docks
- Red Knight: changed 2 XL-shields into L-shields; removed 2 L-turrets; removed 6 M-turrets; slightly increased costs
- Arawn: changed turret layout; removed 5 M-turrets; added 2 L-shields to engines
- Event Horizon: removed 3 M-turrets; changed some turret placements
- Hercules: removed 1 M-turret
- Scaldis: removed 14 M-turrets
- Titurel: slightly reduced top speed
- added Hercules Megaliner as XL gas harvester
- added Event Horizon as XL gas harvester
- added Sulaco Depp Space Miner as XL solid Miner
- fixed missing meshresources for some effects
- fixed content.xml (version will now be displayed and the tag save is set to true
- added Scylla as Paranid Battleship
- moved Arawn docking pads to the side wings to fix AI ships not beeing able to dock
- moved many subparts of arawn a bit so flickering should be fixed
- increased prices for some ships to compensate their firepower
- Removed unused and buggy texture library file
- Fixed the broken wares.xml. So ships are available again
- Added ship storages to scaldis and repositioned some docks
(was broke)
- Added Titurel and Scaldis
- Removed all references to RoR mod and removed all unused assets. RoR should be compatible now.
- Initial release with 6 ships (2L, 4 XL)
https://www.nexusmods.com/x4foundations/mods/354
Downloadl Link on Steam:
https://steamcommunity.com/sharedfiles/ ... 1905655811
Thanks to all who helped me to bring these ships into the game (thx for the nigh session BrummBear

DISCLAIMER:
The ship models are ported from X: Rebirth. I have not created them. The rights belong to Egosoft.