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

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

Post by Shuulo » Fri, 8. Oct 21, 17:14

Mystershow wrote:
Fri, 8. Oct 21, 17:02


After sustain fire (more than 4 seconds), I still have the sound for about 7 seconds after I've stopped firing.
thanks :)
hm, never had this issue, will keep an eye on it though

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

Post by Mystershow » Sat, 9. Oct 21, 03:35

Ok I did uninstall my games and start fresh.

I've been modding myself and made a few changes here and there so it was propably me.

The problem has disappeared, I still have the "shooting sound" for about 1 seconds when overheating but it's not an issue anymore.

I still can't understand what could have cause this... but it's not an issue anymore and wasn't cause by this mod.

As usual, the problem lies between the chair and the screen.


Edit:

The issue has come back with a fresh start and only VRO, I don't know why, it was working yesterday.

It's happening after a second and third shot, it's like it was playing the sound twice as long

Sometimes it happens, sometimes it doesn't but it's always when I kept shooting until the meson take time to "reload".

I can avert this issue if I shoot for like 3 seconds and stop.

But I can't do anything for the turrets.

And I've checked your code and don't see any issues, I really don't know what is the cause of this, I'll try to change a few things in the macros to see the impact

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

Post by Mystershow » Sat, 9. Oct 21, 19:14

I found a solution for my problem by changing some value in the xml

I've made the meson overheating quickly, to compensate they do a bit more damage.


For the turret, I've tried to make them overheat but it doesn't work unfortunately, still issue with the sound.


It's the only way I found so far to get rid of the repeating fire sound.


I still don't understand why it's happening and don't anyone complaining about that specific issue.

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

Post by BlackRain » Sun, 17. Oct 21, 00:54

Some errors I saw in the debug log

Code: Select all

[=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fextensions%2Fego_dlc_terran%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_ter_tube_01_macro?ext=xml%20xml.gz line 22, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_arg_disc_01_macro?ext=xml%20xml.gz line 31, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fextensions%2Fego_dlc_terran%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_ter_disc_01_macro?ext=xml%20xml.gz line 22, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_arg_tube_01_macro?ext=xml%20xml.gz line 31, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_par_tube_01_macro?ext=xml%20xml.gz line 29, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_par_disc_01_macro?ext=xml%20xml.gz line 29, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_tel_disc_01_macro?ext=xml%20xml.gz line 28, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_tel_tube_01_macro?ext=xml%20xml.gz line 28, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fextensions%2Fego_dlc_split%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_spl_tube_01_macro?ext=xml%20xml.gz line 7, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fextensions%2Fego_dlc_split%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_spl_disc_01_macro?ext=xml%20xml.gz line 7, error 4: Start tag expected, '<' not found
 
 

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

Post by Shuulo » Sun, 17. Oct 21, 16:55

BlackRain wrote:
Sun, 17. Oct 21, 00:54
Some errors I saw in the debug log

Code: Select all

[=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fextensions%2Fego_dlc_terran%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_ter_tube_01_macro?ext=xml%20xml.gz line 22, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_arg_disc_01_macro?ext=xml%20xml.gz line 31, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fextensions%2Fego_dlc_terran%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_ter_disc_01_macro?ext=xml%20xml.gz line 22, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_arg_tube_01_macro?ext=xml%20xml.gz line 31, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_par_tube_01_macro?ext=xml%20xml.gz line 29, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_par_disc_01_macro?ext=xml%20xml.gz line 29, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_tel_disc_01_macro?ext=xml%20xml.gz line 28, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_tel_tube_01_macro?ext=xml%20xml.gz line 28, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fextensions%2Fego_dlc_split%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_spl_tube_01_macro?ext=xml%20xml.gz line 7, error 4: Start tag expected, '<' not found
 
 [=ERROR=] 0.00 LIBXML2: file:///extensions%2Fvro%2Fextensions%2Fego_dlc_split%2Fassets%2Fstructures%2Fdefence%2Fmacros%2Fdefence_spl_disc_01_macro?ext=xml%20xml.gz line 7, error 4: Start tag expected, '<' not found
 
 
Not an issue, those files are just empty as I reverted changes they made, but left the files in in case ill need those changes again.
Maybe ill move them to another folder instead not to confuse the system.

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

Post by Halpog » Sun, 17. Oct 21, 18:06

short question, is there any way to use VRO without the weapons changing, and keep the vanilla ones ?

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

Post by BlackRain » Sun, 17. Oct 21, 19:19

Halpog wrote:
Sun, 17. Oct 21, 18:06
short question, is there any way to use VRO without the weapons changing, and keep the vanilla ones ?
The weapon changes is pretty much the whole reason for VRO lol (for the most part)

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

Post by Halpog » Sun, 17. Oct 21, 20:32

BlackRain wrote:
Sun, 17. Oct 21, 19:19
Halpog wrote:
Sun, 17. Oct 21, 18:06
short question, is there any way to use VRO without the weapons changing, and keep the vanilla ones ?
The weapon changes is pretty much the whole reason for VRO lol (for the most part)
well yeah but 100 new weapons and just 3 to 4 i use from them ^^ i already have my ship configs :)
not a single ship is using the 280mm autocannon or the ebg or a railgun or stuff like that ....
VRO is realy great but it has tooo much changes in case about weapons.....
ship changes , in case aboizut shield turrets and so on are great ....but why there was a need of 40 different turret weapons , when player anding up using 4 to 5 only ?

vanilla weapons would have done the same job :)) i mean changing them and thats it

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

Post by Malchar » Sun, 17. Oct 21, 21:12

Halpog wrote:
Sun, 17. Oct 21, 18:06
short question, is there any way to use VRO without the weapons changing, and keep the vanilla ones ?
I would be a very bad idea. VRO weapons have about twice the range and bullet velocity than X4 vanilla. VRO files had been though with this feature. It is about sure that use vanilla weapons/stat, would give a poor result.

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

Post by BlackRain » Sun, 17. Oct 21, 21:41

Halpog wrote:
Sun, 17. Oct 21, 20:32
BlackRain wrote:
Sun, 17. Oct 21, 19:19
Halpog wrote:
Sun, 17. Oct 21, 18:06
short question, is there any way to use VRO without the weapons changing, and keep the vanilla ones ?
The weapon changes is pretty much the whole reason for VRO lol (for the most part)
well yeah but 100 new weapons and just 3 to 4 i use from them ^^ i already have my ship configs :)
not a single ship is using the 280mm autocannon or the ebg or a railgun or stuff like that ....
VRO is realy great but it has tooo much changes in case about weapons.....
ship changes , in case aboizut shield turrets and so on are great ....but why there was a need of 40 different turret weapons , when player anding up using 4 to 5 only ?

vanilla weapons would have done the same job :)) i mean changing them and thats it
That is your opinion, more options in this case isn't in any way a detriment. So what if there are more weapons? You use the ones you like and that is all.

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

Post by builder680 » Mon, 18. Oct 21, 13:39

Is it intended that I see factions using other factions ships? Like a Teladi Eclipse Vanguard, or the Argon using a Pioneer freighter TL? Or do I just have a potential mod conflict?

Also, there seem to be no hull parts in my Young Gun start, ranging from Argon Prime to Grand Exchange to True Sight (about what I've explored in my new game so far). There are factories, and they seem to have materials, just not producing. Other goods are being produced at other factories, but I can't find hull parts anywhere. I can't find anywhere to sell silicon, either. I dunno if it's this mod, another mod, or maybe the game (though I didn't have trouble with the Terran start, I didn't get into commonwealth space until much later in my last save), but I thought I'd ask if anyone knows.

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

Post by Scoob » Mon, 18. Oct 21, 21:19

Hi Shuulo,

I meant to mention this before, but forgot until just now...

I've used the ARG Nova Vanguard in the past, buying a few from ARG Wharfs as a cheap fighter. I've got loadouts of these saved in light, medium and heavy configs. While these configs all still work when loaded I actually cannot recreate some of these from scratch. For example, I have a Nova Vanguard loadout saved that has two Beamers fitted - a great anti-fighter build in sufficient numbers. However, according to the outfitting page, the Beamer is a "Standard" weapon and only the Nova Vanguard's left weapon mount supports Standard weapons. The right weapon mount supports Missile and High-Energy weapons but not Standard ones. This means I cannot create cheaper loadouts using lighter weapons like I used to.

Is this a deliberate change? The Nova is a light Fighter in most regards and while it's welcome to allow it one heavy weapon, not being able to have two light weapons seems contrary to its light(er) fighter status.

Note: I find that fighter are generally more effective when they're fitted with matching weapons, especially when they can only fit two.

Scoob.

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

Post by Shuulo » Tue, 19. Oct 21, 20:23

Scoob wrote:
Mon, 18. Oct 21, 21:19
Hi Shuulo,

I meant to mention this before, but forgot until just now...

I've used the ARG Nova Vanguard in the past, buying a few from ARG Wharfs as a cheap fighter. I've got loadouts of these saved in light, medium and heavy configs. While these configs all still work when loaded I actually cannot recreate some of these from scratch. For example, I have a Nova Vanguard loadout saved that has two Beamers fitted - a great anti-fighter build in sufficient numbers. However, according to the outfitting page, the Beamer is a "Standard" weapon and only the Nova Vanguard's left weapon mount supports Standard weapons. The right weapon mount supports Missile and High-Energy weapons but not Standard ones. This means I cannot create cheaper loadouts using lighter weapons like I used to.

Is this a deliberate change? The Nova is a light Fighter in most regards and while it's welcome to allow it one heavy weapon, not being able to have two light weapons seems contrary to its light(er) fighter status.

Note: I find that fighter are generally more effective when they're fitted with matching weapons, especially when they can only fit two.

Scoob.
hm, i dont even remember when that change was made, ill add the ability to fit light weapon back in next patch

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

Post by Scoob » Wed, 20. Oct 21, 22:46

Shuulo wrote:
Tue, 19. Oct 21, 20:23
hm, i dont even remember when that change was made, ill add the ability to fit light weapon back in next patch
I don't know either, I've been using the three same templates for the Nova Vanguard for a while now, and it was only while playing around I noticed I couldn't manually set that particular configuration any more. Cheers, much appreciated.

Scoob.

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

Post by Malchar » Sun, 24. Oct 21, 18:13

Hi.

Is there any limit on Xenon U spawn except its production time ?

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

Post by Shuulo » Mon, 25. Oct 21, 01:51

Malchar wrote:
Sun, 24. Oct 21, 18:13
Hi.

Is there any limit on Xenon U spawn except its production time ?
first one should appear only in 100 hours into the game

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

Post by Trajan von Olb » Mon, 25. Oct 21, 13:36

Shuulo wrote:
Mon, 25. Oct 21, 01:51
Malchar wrote:
Sun, 24. Oct 21, 18:13
Hi.

Is there any limit on Xenon U spawn except its production time ?
first one should appear only in 100 hours into the game


Oh, that's exciting. Is there a setting somewhere that makes all xenon activity start much later? Where can I find it (perhaps a reference to a line of code in the MOD)?
I would like to take more time with the start of the game and explore the great universe, maybe build a small factory and play in peace before all hell breaks loose and I have to react...

So: is that possible somewhere? Would be a nice alternative to weakening the Xenon, which some would like...

Trajan von Olb

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

Post by Scoob » Mon, 25. Oct 21, 15:25

Shuulo wrote:
Mon, 25. Oct 21, 01:51
Malchar wrote:
Sun, 24. Oct 21, 18:13
Hi.

Is there any limit on Xenon U spawn except its production time ?
first one should appear only in 100 hours into the game
My game is at just over the day mark and I had a Xenon U invading HOP space a couple of nights ago. I managed to take it out with my fleet, but it made quite a mess before it went down lol. I guess other mods might have caused its early arrival. I also use FOCW and FWEE which are likely the cause if anything.

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

Post by Shuulo » Mon, 25. Oct 21, 15:50

FOCW can be a culprit as it adds jobs and may even pull Xenon U for them, but im not certain

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

Post by ScandyNav » Mon, 25. Oct 21, 18:22

Is spreadsheet from wiki are up to date?

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