[MOD] Variety and Rebalance Overhaul (VRO) 4.x

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Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Mon, 13. Sep 21, 18:58

Thanks for the update Shuulo.

Scoob.

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Mon, 13. Sep 21, 19:42

Scoob wrote:
Mon, 13. Sep 21, 18:58
Thanks for the update Shuulo.

Scoob.
ah sorry, didnt see your previous post, too much platform for communication lol
those plasma bursters are the most powerful gun vs large sips, so they are made inaccurate on purpose. If player uses them he can decimate surface elements very fast as all plasma weapons have double damage against them. If you want more precise plasma gun just use regular plasma cannon.

Mycu
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Mycu » Mon, 13. Sep 21, 20:26

Nice to see update for VRO so fast.
Thanks Shuulo.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Malchar
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Malchar » Tue, 14. Sep 21, 09:32

Shuulo wrote:
Mon, 13. Sep 21, 17:36
Mod version 3.1 for 4.1 of the game is now released:

- Increased default capacity of M ships
capacity of ? crews number ? storage container or solide ? for civilian and military ?

I uploaded from nexus, installed it, verified the content.xml to be sure, but I have difficulty to find what capacity have change. Thanks.

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Tue, 14. Sep 21, 10:56

Malchar wrote:
Tue, 14. Sep 21, 09:32
Shuulo wrote:
Mon, 13. Sep 21, 17:36
Mod version 3.1 for 4.1 of the game is now released:

- Increased default capacity of M ships
capacity of ? crews number ? storage container or solide ? for civilian and military ?

I uploaded from nexus, installed it, verified the content.xml to be sure, but I have difficulty to find what capacity have change. Thanks.
units/drones

Malchar
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Malchar » Tue, 14. Sep 21, 16:04

ok :-)

PS ; I noticed sometime ago what I think to be a mistyping in the paranid corvette B ; <drag forward="4.8" reverse="16.2" horizontal="20.3" vertical="20.3" pitch="17.7" yaw="17.7" roll="7.3" />
It is probable the 1 had been eated for the roll.

Trajan von Olb
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Trajan von Olb » Tue, 14. Sep 21, 16:27

Thank you very much for your work. It all sounds great!

One question about Steam: Do I have to uninstall it from Steam first and then reload it from Nexus? Or can I just do that over the Steam installation and Steam won't interfere?

Thanks for the answer

Regards

Trajan von Olb
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Tue, 14. Sep 21, 20:39

Shuulo wrote:
Mon, 13. Sep 21, 19:42
ah sorry, didnt see your previous post, too much platform for communication lol
those plasma bursters are the most powerful gun vs large sips, so they are made inaccurate on purpose. If player uses them he can decimate surface elements very fast as all plasma weapons have double damage against them. If you want more precise plasma gun just use regular plasma cannon.
No worries. That was my issue though, when I was using them, they'd be all over the place and struggle to hit anything, yet worked really well vs. surface elements when I ordered AI-controlled ships to use them. I'll practise more lol.

Scoob.

altexperte
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by altexperte » Sat, 25. Sep 21, 17:23

Hey. I greatly enjoy the mod. Thank you for all that hard work.
Would you consider making some parameters configurable by UI mod extensions. I was thinking of upping the Khaak spawns in sectors. Would love to see such params configurable in a menu ingame.

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Sat, 25. Sep 21, 18:43

altexperte wrote:
Sat, 25. Sep 21, 17:23
Hey. I greatly enjoy the mod. Thank you for all that hard work.
Would you consider making some parameters configurable by UI mod extensions. I was thinking of upping the Khaak spawns in sectors. Would love to see such params configurable in a menu ingame.
No, it's outside of VRO scope, no UI changes will ever be made.
Also, VRO doesn't even touch khaak spawn rates, you should look for another mod to do that

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Sun, 26. Sep 21, 21:02

Hi Shuulo,

I just started a new v4.1 game with VRO and smaller ships are behaving crazy. Ships are regularly stopping dead in combat, which is basically suicide, as well as instantly changing direction and speed regularly.

I'm flying around the HOP / PAR border sectors observing combat, and this behaviour is constant. I see ships instantly changing vectors, flying along new courses right away that they're not even facing yet. I see other ships able to do the same while in Travel Mode, making them near impossible to follow.

I know these issues exist in vanilla too, but could VRO tweaks (ship speeds etc.) somehow be exaggerating this? I'm really not sure what's going on here, I've never seen it this bad before.

Is anyone else noticing this? I just did a fresh custom (start in Argon Prime with a medium-well equipped Discoverer) and am exploring a bit watching the universe go by.

Scoob.

Coruskane
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Coruskane » Sun, 26. Sep 21, 23:30

hey, im not sure if this is a VRO thing or vanilla thing but it was hard to search for it...

anyone know what the blue bar represents in the shield/recharge rate stats?

https://imgur.com/a/Pte2gYP

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Mon, 27. Sep 21, 00:56

Scoob wrote:
Sun, 26. Sep 21, 21:02
Hi Shuulo,

I just started a new v4.1 game with VRO and smaller ships are behaving crazy. Ships are regularly stopping dead in combat, which is basically suicide, as well as instantly changing direction and speed regularly.

I'm flying around the HOP / PAR border sectors observing combat, and this behaviour is constant. I see ships instantly changing vectors, flying along new courses right away that they're not even facing yet. I see other ships able to do the same while in Travel Mode, making them near impossible to follow.

I know these issues exist in vanilla too, but could VRO tweaks (ship speeds etc.) somehow be exaggerating this? I'm really not sure what's going on here, I've never seen it this bad before.

Is anyone else noticing this? I just did a fresh custom (start in Argon Prime with a medium-well equipped Discoverer) and am exploring a bit watching the universe go by.

Scoob.
VRO makes 0 changes to AI, if its broken - its vanilla issue

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Mon, 27. Sep 21, 14:48

Shuulo wrote:
Mon, 27. Sep 21, 00:56
VRO makes 0 changes to AI, if its broken - its vanilla issue
Yeah, I assumed as much, though I expect faster ships make it a little more obvious - it's Fighters that are really noticeably doing this. Thought I'd post here first as once "modified game" is mentioned in the regular sub-forums I suspect such things are ignored.

I played during the 4.1 beta and while ships would do weird stuff from time to time it was never this evident, perhaps I just wasn't paying attention.

Scoob.

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Mon, 27. Sep 21, 15:08

Scoob wrote:
Mon, 27. Sep 21, 14:48
Shuulo wrote:
Mon, 27. Sep 21, 00:56
VRO makes 0 changes to AI, if its broken - its vanilla issue
Yeah, I assumed as much, though I expect faster ships make it a little more obvious - it's Fighters that are really noticeably doing this. Thought I'd post here first as once "modified game" is mentioned in the regular sub-forums I suspect such things are ignored.

I played during the 4.1 beta and while ships would do weird stuff from time to time it was never this evident, perhaps I just wasn't paying attention.

Scoob.
Yeah, it can make it a bit more ovbious. I recommend to try vanilla game and look for ai vs ai fight, if that is present as well then submit save to devs on techforum.

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Wed, 29. Sep 21, 00:19

Shuulo wrote:
Mon, 27. Sep 21, 15:08
Yeah, it can make it a bit more ovbious. I recommend to try vanilla game and look for ai vs ai fight, if that is present as well then submit save to devs on techforum.
I might just do that, hopefully get some time over the weekend.

Scoob.

ScandyNav
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by ScandyNav » Wed, 29. Sep 21, 17:20

Shuulo wrote:
Mon, 13. Sep 21, 17:36
Mod version 3.1 for 4.1 of the game is now released:
...
- Improved M weapons damage slightly to make them more viable
...
This includes spinal M guns for Hyperion and Centaur?

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Wed, 29. Sep 21, 19:33

ScandyNav wrote:
Wed, 29. Sep 21, 17:20
Shuulo wrote:
Mon, 13. Sep 21, 17:36
Mod version 3.1 for 4.1 of the game is now released:
...
- Improved M weapons damage slightly to make them more viable
...
This includes spinal M guns for Hyperion and Centaur?
yes

Halpog
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Halpog » Thu, 7. Oct 21, 20:52

cerberus main weapons are by far to weak....
rocket ammount of almost every ship is to low. with this low ammount of rockets on a ship, there is no need to use rockets at all......1 shipo fit with 10 rocket launchers is firing 40x on a station and ..can fly away ...totaly useless...
the ammount of satelites on M and S ships ( espacaly S ships ) with 15 is to low.....7 satelites 8 drones for minerals ....

as for every turret : the mix between fast and slow firing turrets is to big ...there are turrets noone use because of low dmg or slow firing range.
mostly barrage , proton, plasma and is used .....
shield dmg every turret has .. but where is the hull dmg ? noone has hull dmg exept proton and 1 other from split ( came with 4.1 )

xenon ships cant be boarded is that from your side, or from gameside at all ?

xenon weapons are to weak, yeah i know they come with dozens of ships arround, but the weapons we can fit in our owen shipyard looks like some barbie weapons :P no dmg on them to even thinking about it to use them :P

is it possible from your side to change the fact that races and factions who are on the oposite of the map ( ex :i play with terran so split are on the oposite faction ) still comming arround ? i mean that they fly more far away from there owen home sector ?

Mystershow
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Mystershow » Fri, 8. Oct 21, 17:02

Hi !

Your mod is absolutely fantastic and it's really nice to see that it's still going after all these years.

I found an issue with the Meson sound for the terran (either turret or main gun).

After sustain fire (more than 4 seconds), I still have the sound for about 7 seconds after I've stopped firing.


Maybe it's vanilla but I don't have a way to test it since the meson overheat very quickly in vanilla.


I wonder what could be the issue, maybe an old mod I haven't wipeout correctly ? I use the mod "Zsounds - Sounds Overhaul" but it doesn't have an impact if I disable it.

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