[MOD] Rise of the Ossian Raider v1.53 and ashipmod

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sco1981
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[MOD] Rise of the Ossian Raider v1.53 and ashipmod

Post by sco1981 » Wed, 19. Dec 18, 22:54

Compatible to 3.0 and Split DLC

This is my new mod, it has all ships and features of ashipmod.

Bilder:
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Last version 1.53:

- Added compatibility to 3.0 and DLC
For full list of 1.5 see list on Nexus:
https://www.nexusmods.com/x4foundations/mods/311



Short Overview of this mod:
- This mod contains 2 new factions with new capital ships and a new sectors
- Contains all ships of my other modification (ashipmod) with many changes and bugfixes
- More animiations and effects
- Compatibility to Ojumps Dawn of Rebirth and ashipmod
- Ships are exists as mk1 and mk3 variants (mk3 variant ships have more hull, shields and turrets)

Features of ashipmod:
- Ported Arawn, Sucellus and Taranis from XR
- Created a new flagship for the Teladi/Min - Albatross Freedom Carrier
- Created a new flagship for the Paranid/Holy Order- Poseidon Freedom Carrier
- Created a new flagship for SCA/HAT - Bayamon
- Created a new Capital turret for Arawn, Albatross, Poseidon and Bayamon
- Created new resized engine with shipyard icon
- AI can use these ships (ashipmod_ai mod)
- New protector flagships, which guard the main sectors (ashipmod_flagship mod).
- A new threat for the galaxy: Xenon - R System Destroyer (player can capture this with enough marines and firepower)
- A new overpowered Mainweapon for the Xenon R (AI will use this not very often - you lucky ones)


Ships in game:
Arawn, Sucellus, Taranis, Albatross Freedom Carrier, Poseidon Freedom Carrier, Xenon R, Pirate Bayamon, Eureka Eight, Sanctuary, Eos and Eternal Dawn.

Many thanks to the egosoft.com and egosoft discord community!

Download and pictures:
Rise of the Ossian Raider:
https://www.nexusmods.com/x4foundations ... escription
ashipmod:
https://www.nexusmods.com/x4foundations ... escription
Last edited by sco1981 on Tue, 31. Mar 20, 21:03, edited 48 times in total.

Jaswolf
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Re: [Mod] Taranis

Post by Jaswolf » Wed, 19. Dec 18, 23:49

Great work !

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ADMNtek
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Re: [Mod] Taranis

Post by ADMNtek » Thu, 20. Dec 18, 01:37

sco1981 wrote:
Wed, 19. Dec 18, 22:54
Hi,

this is a Test Mod which i created for learning modding. I hope Ojump will finish his mod somedays, cause i think his models will be overall better.
I have some Questions and maybe someone has answers for me. :-)

What are <connection name="con_countermeasures_002" tags="countermeasures "> and <connection name="con_dockarea_arg_xl_carrier_01" tags="dockarea"> in a ship xml file?
And how do i define the docking point and direction for the ship to dock at a shipyard?

Download and pictures:
https://www.nexusmods.com/x4foundations ... escription
i think the con_countermeasures_002 is where the game spawns the countermeasures when you drop them. and con_dockarea_arg_xl_carrier_01 defines the ships docking point. someone on the nexus did mention a odd docking position for this ship.

sco1981
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Re: [Mod] Taranis

Post by sco1981 » Thu, 20. Dec 18, 01:45

ADMNtek wrote:
Thu, 20. Dec 18, 01:37

i think the con_countermeasures_002 is where the game spawns the countermeasures when you drop them. and con_dockarea_arg_xl_carrier_01 defines the ships docking point. someone on the nexus did mention a odd docking position for this ship.
Thank you. I am looking into it, but could not figure out how to change the docking behavoir yet.

Reaperxvii
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Re: [Mod] Taranis

Post by Reaperxvii » Thu, 20. Dec 18, 01:59

How did you get the model to appear in game? I was working on a Scaldis project but ended up giving up.

If you havent already you can control where the ships built in the wares.xml file.
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

"Time is the fire in which we burn"

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Ojump
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Re: [Mod] Taranis

Post by Ojump » Thu, 20. Dec 18, 03:30

sco1981 wrote:
Wed, 19. Dec 18, 22:54

Why are there more than one <connection name="con_countermeasures_001" tags="countermeasures "> entry in a ship xml file?
And how do i define the docking point and direction for the ship to dock at a shipyard?
For docking point, Changing The waypoints seems to be the way to define the docking path.

As for the coutermeasures => more entry points, more countermeasures "spawning points"

KongDeluxe
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Re: [Mod] Taranis

Post by KongDeluxe » Thu, 20. Dec 18, 14:27

First good looking xl ship in the game!

alexringess
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Re: [Mod] Taranis

Post by alexringess » Thu, 20. Dec 18, 14:59

Bravo !!

sco1981
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Re: [Mod] Taranis

Post by sco1981 » Thu, 20. Dec 18, 17:55

Ojump wrote:
Thu, 20. Dec 18, 03:30

For docking point, Changing The waypoints seems to be the way to define the docking path.

As for the coutermeasures => more entry points, more countermeasures "spawning points"
thank you again.
i hope i find a good looking docking position for all shipyards and trading stations.

unit757
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Re: [Mod] Taranis

Post by unit757 » Thu, 20. Dec 18, 18:56

Really like this mod so far, much prefer the balanced version.

One issue I came across, depending on the angle it is at, it likes to shoot itself with the bottom large turret, it hits the radar dish and damaged itself.

sco1981
Posts: 232
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] Taranis

Post by sco1981 » Thu, 20. Dec 18, 19:37

unit757 wrote:
Thu, 20. Dec 18, 18:56
Really like this mod so far, much prefer the balanced version.

One issue I came across, depending on the angle it is at, it likes to shoot itself with the bottom large turret, it hits the radar dish and damaged itself.
thank you, will look into this.

[Edit] moved the turret in version 1.4, so it shouldn't happen again.
Last edited by sco1981 on Thu, 20. Dec 18, 21:46, edited 2 times in total.

sco1981
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Re: [Mod] Taranis

Post by sco1981 » Thu, 20. Dec 18, 20:58

Reaperxvii wrote:
Thu, 20. Dec 18, 01:59
How did you get the model to appear in game? I was working on a Scaldis project but ended up giving up.

If you havent already you can control where the ships built in the wares.xml file.
At which point did you give up and which files did you edit for the new path?

unit757
Posts: 110
Joined: Fri, 21. Feb 14, 22:20
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Re: [Mod] Taranis

Post by unit757 » Thu, 20. Dec 18, 21:24

sco1981 wrote:
Thu, 20. Dec 18, 19:37
unit757 wrote:
Thu, 20. Dec 18, 18:56
Really like this mod so far, much prefer the balanced version.

One issue I came across, depending on the angle it is at, it likes to shoot itself with the bottom large turret, it hits the radar dish and damaged itself.
thank you, will look into this.

[Edit] moved the turret in version 1.4, so it should happen again.
Awesome, I'll update and give it a test on some poor pirates.

One other issue which I just noticed now in 1.3, which I'm guessing you just added, the rotating radar on top of the bridge (****ing awesome addition) fades out of view unless you are practically ontop of it.

sco1981
Posts: 232
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] Taranis

Post by sco1981 » Fri, 21. Dec 18, 00:36

unit757 wrote:
Thu, 20. Dec 18, 21:24

Awesome, I'll update and give it a test on some poor pirates.

One other issue which I just noticed now in 1.3, which I'm guessing you just added, the rotating radar on top of the bridge (****ing awesome addition) fades out of view unless you are practically ontop of it.
Yeah, i tried many things, but i think the third lod file is missing, so i guess it will always disappear.
Maybe someone has an idea how to fix this.

TR0LL
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Re: [Mod] Taranis

Post by TR0LL » Fri, 21. Dec 18, 01:39

Could you make an idiot's guide to adding ships? Id really like to add some Eve Online ships.
Last edited by TR0LL on Fri, 21. Dec 18, 08:19, edited 1 time in total.
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