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

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

raim729
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
x4

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
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
x4

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
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
x4

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
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

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
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
x4

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.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

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

Post by sco1981 » Fri, 29. May 20, 21:36

raim729 wrote:
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.
Egosoft did update the X tools and i think every mod update after that mixed something with the dependancies.
Try to add to the content.xml of ror mod:

<dependency id="ego_dlc_split" optional="true" name="Split Vendetta" version="100"/>
<dependency id="ws_2082610651" optional="true" name="DeadAir Gate Overhaul"/>

If this dont help, then please write some more details about it.
Did you load a savegame or started a new game?
Are the sectors neutral or owned by OSR?

raim729
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
x4

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

Post by raim729 » Fri, 29. May 20, 22:55

I got it working with patch 1.80 Mod.
But unfortunately I don't know why, do the sectors of TTC and ORA overlap?
Look at the picture.
TTC Sector overlaps with Teladie Sector.
Can Savegame send?

https://www.file-upload.net/download-14 ... 1.jpg.html

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

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

Post by sco1981 » Fri, 29. May 20, 23:10

raim729 wrote:
Fri, 29. May 20, 22:55
I got it working with patch 1.80 Mod.
But unfortunately I don't know why, do the sectors of TTC and ORA overlap?
Look at the picture.
TTC Sector overlaps with Teladie Sector.
Can Savegame send?

https://www.file-upload.net/download-14 ... 1.jpg.html
Overlapping sectors occur only without the compatiblity patch: deadairgateoverhaulror.
And you should using ror 1.82 because of some bugfixes.
If you did install the compatibility patch and 1.82, then please upload the savegame.

raim729
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
x4

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

Post by raim729 » Sat, 30. May 20, 07:50

I don't know what that was, about,
But now it works.
Thank you very much for quick answers.

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
x4

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

Post by DeadAirRT » Sat, 30. May 20, 15:43

raim729 wrote:
Sat, 30. May 20, 07:50
I don't know what that was, about,
But now it works.
Thank you very much for quick answers.
Glad you got it working

Sturmer
Posts: 496
Joined: Thu, 9. Jun 11, 19:17

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

Post by Sturmer » Wed, 3. Jun 20, 22:12

Found a friendly Lynx Mk.1, no faction association, floating in space in Tharka's Cascade, full shields and 60% armor (and repairing), with no captain and cca 100 crew. Xenon ignore it, Split ignore it, it doesn't react to or engage anyone, I tried to make it hostile to cap it, but it won't get angry and I can't get it's shields down to even 98% lol.

Is it intentionally there? I have the invasions and Mk.1 battleships (the convo menu option) turned on.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

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

Post by sco1981 » Wed, 3. Jun 20, 22:44

Sturmer wrote:
Wed, 3. Jun 20, 22:12
Found a friendly Lynx Mk.1, no faction association, floating in space in Tharka's Cascade, full shields and 60% armor (and repairing), with no captain and cca 100 crew. Xenon ignore it, Split ignore it, it doesn't react to or engage anyone, I tried to make it hostile to cap it, but it won't get angry and I can't get it's shields down to even 98% lol.

Is it intentionally there? I have the invasions and Mk.1 battleships (the convo menu option) turned on.
No, do you using the last version of the mod?
There was a bug at which some ships got no pilot, but it should be fixed now.
If you already use the latest version, then provide a savegame please so i can take a look.

Scoob
Posts: 9921
Joined: Thu, 27. Feb 03, 22:28
x4

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

Post by Scoob » Thu, 16. Jul 20, 12:58

Hi,

I currently use VRO, the Economy / War mod as well as the XR Ship mod. Can RotR coexist with the XR Ship mod? I note that there is some overlap in the added ships, though I guess there would be two distinct ships - albeit the same model - if both mod were to run together? Also, can this mod be introduced to a game in progress, or is it a fresh start situation as I suspect?

Just want some more ships in my game :)

Scoob.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

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

Post by sco1981 » Thu, 23. Jul 20, 23:35

Scoob wrote:
Thu, 16. Jul 20, 12:58
Hi,

I currently use VRO, the Economy / War mod as well as the XR Ship mod. Can RotR coexist with the XR Ship mod? I note that there is some overlap in the added ships, though I guess there would be two distinct ships - albeit the same model - if both mod were to run together? Also, can this mod be introduced to a game in progress, or is it a fresh start situation as I suspect?

Just want some more ships in my game :)

Scoob.
They should work together, no ships do overlap, just more ships like Taranis.
You can activate ROR at any time.

Scoob
Posts: 9921
Joined: Thu, 27. Feb 03, 22:28
x4

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

Post by Scoob » Thu, 23. Jul 20, 23:44

Thanks for confirming :)

Scoob.

raim729
Posts: 157
Joined: Mon, 17. Dec 18, 16:21
x4

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

Post by raim729 » Tue, 4. Aug 20, 17:51

Hello,

Got a question. Is there a way to increase Ora's forces?
Unfortunately they are destroyed too quickly because everyone has enemies.

Warnoise
Posts: 674
Joined: Mon, 7. Mar 16, 23:47

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

Post by Warnoise » Thu, 6. Aug 20, 12:06

is this compatible with 3.3?

Scoob
Posts: 9921
Joined: Thu, 27. Feb 03, 22:28
x4

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

Post by Scoob » Fri, 7. Aug 20, 00:48

Warnoise wrote:
Thu, 6. Aug 20, 12:06
is this compatible with 3.3?
I've been using it with 3.3, all seems well though I'm not far into this game.

Scoob.

Scoob
Posts: 9921
Joined: Thu, 27. Feb 03, 22:28
x4

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

Post by Scoob » Sun, 9. Aug 20, 01:09

Hi,

I do have a slight issue with this mod, it appears that the East gate in Silent Witness XI isn't included in the Navigation route in certain situations. For example, I'm in Silent Witness XI and order my ship to fly to Triton. It does not go:

Silent Witness XI > Theia > Triton - which is the most direct route.

Rather it follows the route:

Silent Witness XI > Silent Witness I > Profit Center Alpha > Bright Promise > Theia > Triton - which is very much the long way around. It's like it doesn't "see" that Gate in SW XI.

Also, I've seen the odd ORA Ship, but I haven't seen where they're coming from - are they build by the TTC Wharf? I'm just running default settings at the moment, so perhaps I'm missing something? Do they have a home sector of their own?

Scoob.

Berni
Posts: 515
Joined: Sun, 15. Feb 04, 13:52
x4

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

Post by Berni » Wed, 12. Aug 20, 10:18

hey, thanks for this awesome mod^^ :)

but is there a way to disable "ashipmod_ai mod" and "ashipmod_flagship mod"?

i think these mods ruin my game because the factions are way too strong now^^ they wipe the floor with the poor xenon :o
(btw. i haven't seen a Xenon R in two days yet)

and there's "peace" everywhere, no more faction fighting :gruebel:

Post Reply

Return to “X4: Foundations - Scripts and Modding”