[MOD] Rise of the Ossian Raider v2.0 and ashipmod

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captainradish
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by captainradish » Sun, 17. May 20, 03:23

I've been running around Theia and Triton trying to find the ownerless ships as I need all the help I can get against the Patriarch...but I cannot at all find them. Do they no longer spawn? I still have the setup missions if that makes a difference.

EDIT: Nevermind, I found the other two sectors I didn't know existed. I certainly am glad that there is now a couple of Xenon sectors in-between the Ossians and the civilized parts of the map (and I was complaining a while back that the Eureka Eight was difficult to get out of the sector).

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by sco1981 » Sun, 17. May 20, 19:45

captainradish wrote:
Sun, 17. May 20, 03:23
I've been running around Theia and Triton trying to find the ownerless ships as I need all the help I can get against the Patriarch...but I cannot at all find them. Do they no longer spawn? I still have the setup missions if that makes a difference.

EDIT: Nevermind, I found the other two sectors I didn't know existed. I certainly am glad that there is now a couple of Xenon sectors in-between the Ossians and the civilized parts of the map (and I was complaining a while back that the Eureka Eight was difficult to get out of the sector).
Yeah, there is one abadoned XL ship left only and this one is in one of the OSR sectors. :)
So it shouldnt be that easy to get out the ship.

Btw, new version is released in preparation for DeadAirGateOverhaul compatibility.
Deadairgate Overhaul patch:
https://www.dropbox.com/s/gel5d8u7fgkc9 ... r.zip?dl=0

MiFoludek
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by MiFoludek » Sun, 17. May 20, 23:52

Eureka eight has invisible engines.

captainradish
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by captainradish » Mon, 18. May 20, 00:12

MiFoludek wrote:
Sun, 17. May 20, 23:52
Eureka eight has invisible engines.
They're not invisible. The engine model is either become too small or moved too far forward. If you pay attention, you can see the tips of the engines.
I always felt the engines were far too small on the Eureka Eight anyway. Maybe this will finally get a fix.

captainradish
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by captainradish » Mon, 18. May 20, 00:13

sco1981 wrote:
Sun, 17. May 20, 19:45
captainradish wrote:
Sun, 17. May 20, 03:23
I've been running around Theia and Triton trying to find the ownerless ships as I need all the help I can get against the Patriarch...but I cannot at all find them. Do they no longer spawn? I still have the setup missions if that makes a difference.

EDIT: Nevermind, I found the other two sectors I didn't know existed. I certainly am glad that there is now a couple of Xenon sectors in-between the Ossians and the civilized parts of the map (and I was complaining a while back that the Eureka Eight was difficult to get out of the sector).
Yeah, there is one abadoned XL ship left only and this one is in one of the OSR sectors. :)
So it shouldnt be that easy to get out the ship.

Btw, new version is released in preparation for DeadAirGateOverhaul compatibility.
Deadairgate Overhaul patch:
https://www.dropbox.com/s/gel5d8u7fgkc9 ... r.zip?dl=0
Hopefully DeadAirGate will become compatible and not required. That mod makes the universe far too orderly for my tastes.

DeadAirRT
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by DeadAirRT » Mon, 18. May 20, 00:23

captainradish wrote:
Mon, 18. May 20, 00:13
Hopefully DeadAirGate will become compatible and not required. That mod makes the universe far too orderly for my tastes.
It's just compatibility

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by sco1981 » Mon, 18. May 20, 07:24

captainradish wrote:
Mon, 18. May 20, 00:12
MiFoludek wrote:
Sun, 17. May 20, 23:52
Eureka eight has invisible engines.
They're not invisible. The engine model is either become too small or moved too far forward. If you pay attention, you can see the tips of the engines.
I always felt the engines were far too small on the Eureka Eight anyway. Maybe this will finally get a fix.
Didnt know yet. I will look at the engines and fix these, ty.

MiFoludek
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by MiFoludek » Tue, 19. May 20, 10:02

sco1981 wrote:
Mon, 18. May 20, 07:24
captainradish wrote:
Mon, 18. May 20, 00:12
MiFoludek wrote:
Sun, 17. May 20, 23:52
Eureka eight has invisible engines.
They're not invisible. The engine model is either become too small or moved too far forward. If you pay attention, you can see the tips of the engines.
I always felt the engines were far too small on the Eureka Eight anyway. Maybe this will finally get a fix.
Didnt know yet. I will look at the engines and fix these, ty.
Awesome but also bayamon has some issues with few invisible engines

raim729
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by raim729 » Tue, 19. May 20, 18:19

Deadairgate Overhaul patch:
https://www.dropbox.com/s/gel5d8u7fgkc9 ... r.zip?dl=0


Unfortunately this patch does not work. Too bad ror, Mod and Deadairgate Overhaul just don't go together.

DeadAirRT
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by DeadAirRT » Tue, 19. May 20, 18:25

raim729 wrote:
Tue, 19. May 20, 18:19
Deadairgate Overhaul patch:
https://www.dropbox.com/s/gel5d8u7fgkc9 ... r.zip?dl=0


Unfortunately this patch does not work. Too bad ror, Mod and Deadairgate Overhaul just don't go together.
There are some issues that need to be worked out to get it set up correctly (will be much easier once ego fixes the workshop tool) but some people have it working.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by sco1981 » Tue, 19. May 20, 19:07

DeadAirRT wrote:
Tue, 19. May 20, 18:25
raim729 wrote:
Tue, 19. May 20, 18:19
Deadairgate Overhaul patch:
https://www.dropbox.com/s/gel5d8u7fgkc9 ... r.zip?dl=0


Unfortunately this patch does not work. Too bad ror, Mod and Deadairgate Overhaul just don't go together.
There are some issues that need to be worked out to get it set up correctly (will be much easier once ego fixes the workshop tool) but some people have it working.
Yeah right, as a workaround you have to edit the ror content.xml in the extention folder. Details are at the first page here or at nexus and steam.
I dont know any issue beside this loadorder thing. Did you got any other complains about the compatability patch?

DeadAirRT
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by DeadAirRT » Tue, 19. May 20, 19:14

Just the load order afaik.

raim729
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by raim729 » Tue, 19. May 20, 21:25

yes, editing of content.xml worked

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by sco1981 » Wed, 20. May 20, 07:12

raim729 wrote:
Tue, 19. May 20, 21:25
yes, editing of content.xml worked
Awesome. :thumb_up: If you find some issues or bugs,then just tell Deadair and me.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod

Post by sco1981 » Thu, 28. May 20, 15:55

sco1981 wrote:
Wed, 20. May 20, 07:12
raim729 wrote:
Tue, 19. May 20, 21:25
yes, editing of content.xml worked
Awesome. :thumb_up: If you find some issues or bugs,then just tell Deadair and me.
I released a new version, it shouldnt be necessary to add this line anymore.

new version history:
Change engine position at Bayamon, Eternal Dawn, Eureka, Sanctuary
Change engine size at Eternal Dawn, Eureka, Sanctuary (only at newly built ships)
Fixed TTC and ORA station building
Fixed TTC and ORA ships blocking production bays at shipyard and wharf
Improved ORA Escort ships on insane difficulty

raim729
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by raim729 » Thu, 28. May 20, 19:14

Pity, after newest Mod version, now works
DeadAirGate no longer.
Changing content.xml does not help either.

The sectors are there, but no stations. Empty.

DeadAirRT
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by DeadAirRT » Thu, 28. May 20, 19:58

raim729 wrote:
Thu, 28. May 20, 19:14
Pity, after newest Mod version, now works
DeadAirGate no longer.
Changing content.xml does not help either.

The sectors are there, but no stations. Empty.
All stations or just the ror ones?

raim729
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by raim729 » Thu, 28. May 20, 20:02

Only the sectors of TTC and ORA are empty.
No Station.


Without Deadairgate compatibility patch nothing works.
With Deadairgate compatibility patch and continue changing content.xml. Sectors of TTC and ORA empty.
No stations.

Here you see picture.
After the latest patch is no longer possible.
No stations.

https://www.file-upload.net/download-14 ... 3.jpg.html

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by sco1981 » Fri, 29. May 20, 09:51

raim729 wrote:
Thu, 28. May 20, 20:02
Only the sectors of TTC and ORA are empty.
No Station.


Without Deadairgate compatibility patch nothing works.
With Deadairgate compatibility patch and continue changing content.xml. Sectors of TTC and ORA empty.
No stations.

Here you see picture.
After the latest patch is no longer possible.
No stations.

https://www.file-upload.net/download-14 ... 3.jpg.html
The last patch overwrites the content.xml and has optional dependancy to Split DLC.
Will look into it.

raim729
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by raim729 » Fri, 29. May 20, 18:58

Pity, don't understand why new patches keep coming. And after that nothing works anymore.
I only get to read, with update 1.80 and nothing works.

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