[Mod] Apricotslice's X4 Mods Pack.

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apricotslice
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[Mod] Apricotslice's X4 Mods Pack.

Post by apricotslice » Thu, 10. Jun 21, 11:57

For those who don't know me from X3, I'm not a start from scratch player in this universe.

I started playing with X2, and ended up modding it. This continued in X3 with several different mods, including the Apricot Mapping Service mod, and the Merge Mod. Each successive mod in the X3 trilogy started with what the player had at the end of the last game. X4 doesn't attempt to do that, but I'm not interested in starting a new game in a flea-trap that can't get out of it's own way, and dies with the first shot to hit it. Not my thing.

So my mods tend to be for those who like to speed the game up, either because like me starting off with nothing is not fun, or because they don't have the game time to get to the good stuff in any sort of reasonable time frame.

It's taken a while, but I finally decided to release a few things I've been using in X4.

Download: https://ApricotMappingService.com/X4/ap ... s-pack.zip

Unzip into your X4 folder. It contains the extensions folder, and 4 mods under that. On the game jump off screen, go into extensions, and turn off any you don't wish to play with. Warning: The 2 PHQ mods are mutually exclusive, so you need to turn one of them off and then restart the game.

Jon Hunter Start

Jon Hunter is one of the main characters from my novels. The start mentions John Slice, who was my first character creation back in X2 days, for my Apricot Mapping Service, which is mentioned in the start description as AMS.

The theme is having a decent ship and some credits to start with. Plus some game tweaks to help you along. I run this with quite a few other game tweaking mods, but decided not to include them so you make your own choices on what you use.

The game starts in Argon Prime.
The PHQ plot is complete, and the PHQ is also in Argon Prime. You need to talk to the Boron before you get the Research icon.
750,000 Credits.
Gates and stations are visible.
Player move speed is increased.
Speed of builder drones is increased.
Argon module build times slashed.
Other faction module build times reduced.
Start in a modified Nemesis Vanguard, with better speed and handling, huge cargo bay, and gun and shield tweaks.
The Odysseus Vanguard Destroyer has been heavily modified for super speed, fighter handling, huge cargo bay, and shield tweaks. I use one of these as my personal ship as soon as I can afford to either buy one, or build one.

Notes:
Don't try to fly the Nemesis or Oddy with a full cargo bay. You can't. Give the control to a pilot, and remote control. Try it and you'll discover the joys of drunk flying.
The Paranid mainly build the Oddy Sentinel, but if you come across a Vanguard, be very careful of it.
It would be best if the Paranid are your friends if you use this start.
I am intending to do my own custom ships, but so far don't know enough to do it. Maybe in the next version.

WARNING: This start is currently broken for research. The likely fix will most likely necessitate a new game start. So don't use this start if you want to do the research from scratch. If however you just intend to cheat in all the research, there is no problem, as the cheat fixes the issue.

Aggro Player Stations

Adapted from the now defunct Aggressive AI mod, stations with turrets will now fire on everything red in range of guns or missiles.

Be warned: Can seriously damage your frame rate if you're in-system when a red fleet goes by one of your stations. The bigger the defense capability, the worse things get. Best be OOS wherever enemy fleets have a habit of going past a station of yours.

PHQ Shipyard at start

This is designed for the player who is ready to move into the middle and end games immediately on starting a new game.
Want to start a war in the PHQ system and supply ships to both sides? This will do it really nicely.
If you can keep it supplied with resources, it will easily pay you anywhere from tens of millions to hundreds of millions an hour in ship sales alone.

The PHQ which gets added to the game when the plot is complete is a fully functional Shipyard, which just needs resources added.
It will make XL, L, M, and S ships.
It has enough storage for Terraforming missions, if you tweak the product storage values correctly.
It does have some protection added, but is vulnerable to attack from the rear.

Note: This is not a start. It changes the PHQ you get regardless of which start you use.

Insane PHQ at start

This is a much bigger version of the PHQ Shipyard at the start of the game.
It is designed for players who are done with resource gathering and production, and just want to produce ships by using the Cheat Menu to supply the components.

5 XL
9 L
9 S/M
4 Terran Luxury docks
10 Piers
Massive storage
1 of each production module.
A huge defensive grid all around, leaving very few vulnerable points.

Note: This station can't produce what it needs, but relies on cheating in the goodies. If this is a problem for you, turn it off.

Note: This is not a start. It changes the PHQ you get regardless of which start you use.

Warning: NEVER ever ever ever ever be in-system if this monster starts firing guns or missiles. In fact, once you decide where your PHQ will go, and move it there, it's best to immediately be in another system before you do anything else.
You can safely put the PHQ near a gate into a Xenon sector, but if you value your sanity, be gone to another sector before it starts firing at anything.
Better still, Save before moving your PHQ, in case you end up in a slideshow before you can get out.

Warning 2: Don't try to edit the build. It seriously breaks the build editor. I'm using a high end system, with RTX 3090, and the display goes seriously haywire. I added the last 3 stations to anywhere they would stick, given I could only see a fraction of the whole build at the time. If you can successfully add to this plan, let me know what your computer specs are.

----------------------------------

Enjoy.

Let me know if you find anything which isn't working.

Thanks to Unitrader on Discord for a lot of help along the way, and others who chipped in there.
Thanks to 7ate9tin11s for solving the station firing issue in the now defunct Aggressive AI Mod.
Thanks to Moonrat for sending me a copy of the Aggressive AI Mod.
Last edited by apricotslice on Tue, 15. Jun 21, 07:42, edited 3 times in total.

karabAs
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Re: [Mod] Apricotslice's X4 Mods Pack.

Post by karabAs » Sun, 13. Jun 21, 06:40

Missing research icon on new "PHQ Shipyard at start" game start.

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apricotslice
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Re: [Mod] Apricotslice's X4 Mods Pack.

Post by apricotslice » Sun, 13. Jun 21, 06:46

karabAs wrote:
Sun, 13. Jun 21, 06:40
Missing research icon on new "PHQ Shipyard at start" game start.
You don't get that until you go talk to the Boron the first time.

And the 2 PHQ mods are not starts. Whichever you select will be how the PHQ looks in whatever start you use. I'll note that in the OP.

karabAs
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Re: [Mod] Apricotslice's X4 Mods Pack.

Post by karabAs » Sun, 13. Jun 21, 15:37

apricotslice wrote:
Sun, 13. Jun 21, 06:46
karabAs wrote:
Sun, 13. Jun 21, 06:40
Missing research icon on new "PHQ Shipyard at start" game start.
You don't get that until you go talk to the Boron the first time.

And the 2 PHQ mods are not starts. Whichever you select will be how the PHQ looks in whatever start you use. I'll note that in the OP.

Did that. Hmm, this is strange... Step-by-step:
* in game extensions "Jon Hunter Start" and "PHQ Shipyard at start" are ON, the other two are OFF
* start new game -> Jon Hunter Start -> all good, sitting in my new Nemesis Vanguard and PHQ with Shipyard in Argon Prime
* right after the start, the very first mission was Boron asked to do any research at PHQ and a plot line to dock there -> no research button
* docked at PHQ -> talked to Boso Ta -> his response was just "Hi there" -> no research button
* back to the ship -> flew away, collected a few lockboxes, etc. -> still no research button

Like that start so far. But no research button for me. Maybe I'm missing something obvious? Any help will be really appreciated. Thank you!

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apricotslice
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Re: [Mod] Apricotslice's X4 Mods Pack.

Post by apricotslice » Sun, 13. Jun 21, 16:28

I just confirmed there is a problem.

It'll be tomorrow before I can get to looking at it.

I must admit though, I've been ignoring the research completely in recent time, using the cheat menu to auto-do it.

But I remember it did work. So I must have buggered something up.

I'll get back to you. But to fix it will probably mean a restart.

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apricotslice
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Re: [Mod] Apricotslice's X4 Mods Pack.

Post by apricotslice » Tue, 15. Jun 21, 07:39

Update:

The problem has been identified.

The whole research when the PHQ plot was not done normally thing was changed sometime in the v3/v4 set of patches.

So far, my attempts to fix it have failed. Now waiting to see if someone answers my appeal for a list of things to do in a start to achieve this.

karabAs
Posts: 92
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Re: [Mod] Apricotslice's X4 Mods Pack.

Post by karabAs » Tue, 15. Jun 21, 16:01

Ok, thanks. Good luck!

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