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

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

Post by dantebelmondo » Fri, 19. Nov 21, 05:19

mr.WHO wrote:
Thu, 18. Nov 21, 19:09
Not sure if it's possible and how much work it is, but vanilla SVE (non-VRO one) has a Viper model with texture working correctly.
Maybe it would be possible to ask them for model exchange?
The problem is the model in VRO has the original red texture applied. Thus if you use the default Foundation Blue paint, you will get a purple Viper. On the other hand, if you applied the Zyarth's paint, it will be superly saturated red.

I combined SVE's xmf files and VRO's ship data in my personal mod. Because the meshes are not aligned, I manually changed some turrets' positions. This version has 1 or 2 more medium shield(s) and 1 more docking area. Other than the medium shields/turrets layout, the rest parameters are all taking from VRO 310, so the balance shouldn't be too off.

This mod depends on VRO (inherently Split and Terran) and only substitutes the Viper.

Technical details: Ship data is included. The Viper(s) in ware.xml and shipgroup.xml are patched to use the new ship macro. So it retrospectively works for the existing ship.

NOTE: Please undock your ship from the Viper before enabling this mod.

Split paint With scout, both grey painted Download Credits:
model: KrYcHokE
VRO: Shuulo
SVE: Luca
Last edited by Terre on Fri, 19. Nov 21, 07:39, edited 1 time in total.
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mr.WHO
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by mr.WHO » Fri, 19. Nov 21, 17:44

Thanks!

8igdave
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by 8igdave » Fri, 3. Dec 21, 12:38

Hi Shuulo, love what you did with VRO. As an X3 player I just can't even consider playing X4 without it (though SWI is still on my radar to try). Does VRO work with the current 4.2 beta or should I be using 4.1 to play it? I understand 4.1 is potentially broken OOS though and not sure if VRO fixes that?

If VRO isn't an option right now, is SWI instead? Perhaps it's the kick I need to dive into the Star Wars universe. I've been holding off since I know you're still working on it.

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

Post by Cassin » Sat, 4. Dec 21, 18:42

Hi,

I'm having a hard time figuring out the roles of the many classes of ships. How do you compose your fleets ? Do you use a mix of each class ? What orders do you set on your ships ?

I'm not familiar with the military thing don't have a clue of how real marine works ^^
Au nord, c'était les Borons. La terre, c'était tout au fond. Le ciel, était plein de thons. Les hommes, c'était des poissons.

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

Post by Shuulo » Sat, 4. Dec 21, 21:37

8igdave wrote:
Fri, 3. Dec 21, 12:38
Hi Shuulo, love what you did with VRO. As an X3 player I just can't even consider playing X4 without it (though SWI is still on my radar to try). Does VRO work with the current 4.2 beta or should I be using 4.1 to play it? I understand 4.1 is potentially broken OOS though and not sure if VRO fixes that?

If VRO isn't an option right now, is SWI instead? Perhaps it's the kick I need to dive into the Star Wars universe. I've been holding off since I know you're still working on it.
VRO still works even with 4.2 but OOS will be weird (though in 4.1 its totally broken anyway). You may still play it with this issue in mind, but I recommend to wait for 4.2 version.
SWI on the other hand was already updated and has 0.55 version that is made for 4.2

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

Post by uberjammer » Mon, 6. Dec 21, 08:43

Shuulo wrote:
Mon, 6. Sep 21, 12:54
SirConnery wrote:
Mon, 6. Sep 21, 02:09
Reporting a bug I think:

The Medium ship Cobra does not have an internal Shield. I boarded a Cobra and went to repair it. But there is nothing in the internal shield slot so it refuses to go forward with repairs/upgrades.
Is that quest ship? they like to spawn without critical components for some reason, or it may have been destroyed during boarding.
Just go to split wharf and install new one.
Just following up on this - still a problem. It's from the quest Rebellious Thralls, Split Vendetta. Also confirming as on another post that you can select a preset on the refit screen and the red error message goes away, but it doesn't add an internal shield.

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

Post by Halpog » Mon, 6. Dec 21, 12:40

uberjammer wrote:
Mon, 6. Dec 21, 08:43
Shuulo wrote:
Mon, 6. Sep 21, 12:54
SirConnery wrote:
Mon, 6. Sep 21, 02:09
Reporting a bug I think:

The Medium ship Cobra does not have an internal Shield. I boarded a Cobra and went to repair it. But there is nothing in the internal shield slot so it refuses to go forward with repairs/upgrades.
Is that quest ship? they like to spawn without critical components for some reason, or it may have been destroyed during boarding.
Just go to split wharf and install new one.
Just following up on this - still a problem. It's from the quest Rebellious Thralls, Split Vendetta. Also confirming as on another post that you can select a preset on the refit screen and the red error message goes away, but it doesn't add an internal shield.
the fact that internal shields totla ybroke this mod in relation to ANY quest is a fact ....
the reason to implement internal shields is for me personally out of any thought .....no idea what got into him to implement stuff like this, if a raise in shield stats, would have had the same effect.
dont get me wrong, this mod is awesome, and i wont play the game without it anyway, but many ships are broken.
the fact that race based weapons are not accesable to another race has already broken the immersion, and the fluid of the game, because many ppl did all what was possible to gt terran weapons on there argon or split ships. and now ....they dont even popp up in the propper lists anymore esspacaly not on my owen ship yard.. meaning i cant equipp my terran ship anymore with splitt weapons. and other way arround.

changing hardpoints for ships that is ok.
but the mod definatly needs more tweaking to a point where ships are not useless anymore.

for example : s ships agains S is ok, against M is ok.. against l and XL is pointless .
s weapons are basicaly a lot in game with this mod.. but just 3 are usefull while all the others, dont make enough dmg, ir the fire rate is awefull.same counts for turrets ....
there is no point to equipp railguns on an XL ship , when it fires 1x.. and than just needs 5 mins to cooldown the weapons....

what i dont get in case about weapons is the fact that some weapons do 1000 dmg on a shield .. 0 dmg on a hull .. but doing 1500 dmg against an unshielded target .....
it all is just a tweaking stuff ....
but playing the game without VRO .. no way ....
all this stuff VRO fixes from the game, where the game is going wrong ...definatly makes the unbalanced weapons and ships forgetable :) but still it needs tweaking, a lot :)

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

Post by Shuulo » Mon, 6. Dec 21, 13:31

Halpog wrote:
Mon, 6. Dec 21, 12:40
the reason to implement internal shields is for me personally out of any thought .....no idea what got into him to implement stuff like this, if a raise in shield stats, would have had the same effect.
totally untrue
e.g. all M frigates in base game have 3 shield slots - they are totally identical, whatever you do with shields those ships will remain identical
in VRO every ship has unique shield values and shield regen only because of internal shields
Though im thinking of changing them to non-mandatory, so those quest ships will not be broken.

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scuderica8492
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by scuderica8492 » Mon, 6. Dec 21, 16:48

I do love variety of weapons in VRO, and I always use different guns for my ships.
Each weapon and ship feels unique.
Thank you shuulo :-D

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

Post by Halpog » Mon, 6. Dec 21, 16:58

Shuulo wrote:
Mon, 6. Dec 21, 13:31
Halpog wrote:
Mon, 6. Dec 21, 12:40
the reason to implement internal shields is for me personally out of any thought .....no idea what got into him to implement stuff like this, if a raise in shield stats, would have had the same effect.
totally untrue
e.g. all M frigates in base game have 3 shield slots - they are totally identical, whatever you do with shields those ships will remain identical
in VRO every ship has unique shield values and shield regen only because of internal shields
Though im thinking of changing them to non-mandatory, so those quest ships will not be broken.
the internal shields are nothing more than a shortcut, take a look at the ship pack ...there u can see that many ships have different valuies and regens already....
he did it without the internal shields, meaning your internal shields are a shortcut :P
because editing every ship itself is by far to much work, no need to argue about that :)
so your internal shields just come in handy and solved that work stuffon an easy way :)))
its a great idea lol, have to admit it :)
BUT what u can do to fix the quest ship problem is, to make internal shields optional , not mandatory
i mean i cant build a ship without them at all. and to make them optional ( like rockets or satelites ) would fix the problem.
because removing them would not help , it would be a loss to be honest

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

Post by Shuulo » Mon, 6. Dec 21, 19:09

Halpog wrote:
Mon, 6. Dec 21, 16:58
the internal shields are nothing more than a shortcut, take a look at the ship pack ...there u can see that many ships have different valuies and regens already....
he did it without the internal shields, meaning your internal shields are a shortcut :P
you are not aware how the game works
shield capacity and regen is based on number of shield generators and THATS IT. Ships has no connection to shields, they just have slots for them.
All ships with same amount of slots will have same regen and capacity with the same shield installed, but not in VRO. Internal shield allows to have e.g. same amount of shield but vastly different regen values.

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

Post by Shuulo » Mon, 6. Dec 21, 21:42

dantebelmondo wrote:
Fri, 19. Nov 21, 05:19
The problem is the model in VRO has the original red texture applied. Thus if you use the default Foundation Blue paint, you will get a purple Viper. On the other hand, if you applied the Zyarth's paint, it will be superly saturated red.
if you dont mind, ill take your fix into next VRO patch

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

Post by dantebelmondo » Mon, 6. Dec 21, 23:15

Shuulo wrote:
Mon, 6. Dec 21, 21:42

if you dont mind, ill take your fix into next VRO patch
I don't mind. It's KrYcHokE's works anyway. Just double check the weapon layout and the naming convention. I used Luca's while VRO follows vanilla's.

Starman01
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Starman01 » Mon, 13. Dec 21, 16:06

@Shuulo : I hope you don't mind a small modding question :) Love your mod, and while I'm cheating a bit, I usually have my Playership equipped with EBC's, since they have the least annoying fire sound. However, if you let go of the weapon button, there is a cooldown sound played from the weaponsystem, which is frankly, annoying :) But I cannot find in the files where this is set, I would appreciate if you could point me to the correct position. I would rather remove the cooldown sound entirly, or at least switch it with something else. Thanks in advance.

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

Post by Shuulo » Sat, 18. Dec 21, 14:45

Starman01 wrote:
Mon, 13. Dec 21, 16:06
@Shuulo : I hope you don't mind a small modding question :) Love your mod, and while I'm cheating a bit, I usually have my Playership equipped with EBC's, since they have the least annoying fire sound. However, if you let go of the weapon button, there is a cooldown sound played from the weaponsystem, which is frankly, annoying :) But I cannot find in the files where this is set, I would appreciate if you could point me to the correct position. I would rather remove the cooldown sound entirly, or at least switch it with something else. Thanks in advance.
unpack the mod and go to vro\assets\props\WeaponSystems\heavy\macros, find EBC weapon file weapon_gen_s_ebc_macro and there you can remove start and stop shooting sounds

Starman01
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Starman01 » Sat, 18. Dec 21, 16:51

Thank you very much :) I hope you keep the MOD Updated after 5.0, the improvements in the capitalship gunplay (mostly for looking at it) I really don't want to miss anymore, it just completes this great game :)

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

Post by Scoob » Wed, 22. Dec 21, 21:20

Hi,

I've made a post on the Nexus "Ship Variation Expansion" mods page as I'm experiencing an issue, but I'll share it here also in case it's VRO-related.

Basically, I'm using the VRO version of the Ship Variation Expansion mod, and have done so for quite some time. However, since the v4.2 update, I've noticed the shipyard in Heart of Acrimony II is building Vipers (a missile Frigate) for the FAF faction without any modules. So, no Engines, Shields or Turrets, though the fixed missile launchers do work. Obviously this leads to the ship blocking the bay, only unblocking it if bumped out when another ship tries to dock if I'm in-sector and close by at the time.

My last game was in v4.1 with the same mods and the Viper was being built just fine in that game, only since this fresh v4.2 start have I seen this issue. I did apply the recent update to VRO - I assume done for v4.2 - so I'm as up to date as I can be.

Note: I don't think Ship Variation Expansion has a thread here on the Egosoft forum does it? At least, when searching for it the only mention was in other threads.

Cheers.

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

Post by Shuulo » Thu, 23. Dec 21, 00:47

Scoob wrote:
Wed, 22. Dec 21, 21:20
Hi,

I've made a post on the Nexus "Ship Variation Expansion" mods page as I'm experiencing an issue, but I'll share it here also in case it's VRO-related.

Basically, I'm using the VRO version of the Ship Variation Expansion mod, and have done so for quite some time. However, since the v4.2 update, I've noticed the shipyard in Heart of Acrimony II is building Vipers (a missile Frigate) for the FAF faction without any modules. So, no Engines, Shields or Turrets, though the fixed missile launchers do work. Obviously this leads to the ship blocking the bay, only unblocking it if bumped out when another ship tries to dock if I'm in-sector and close by at the time.

My last game was in v4.1 with the same mods and the Viper was being built just fine in that game, only since this fresh v4.2 start have I seen this issue. I did apply the recent update to VRO - I assume done for v4.2 - so I'm as up to date as I can be.

Note: I don't think Ship Variation Expansion has a thread here on the Egosoft forum does it? At least, when searching for it the only mention was in other threads.

Cheers.
I dont really have anything to do with SVE, you better ask its author, seems there are some issues on their side.

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

Post by Scoob » Thu, 23. Dec 21, 13:39

Shuulo wrote:
Thu, 23. Dec 21, 00:47
I dont really have anything to do with SVE, you better ask its author, seems there are some issues on their side.
Ok, no worries, I thought I'd ask here on the off-chance you worked with these guys for the VRO versions of their mods. I've posted on the SVE Nexus comments - both the SVE mod and the VRO version - so hopefully they'll be able to respond when they are able.

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

Post by ScandyNav » Fri, 24. Dec 21, 19:30

What is behind new terran ships balance? Why did they got much more high power turret slots, than any other capital ship?
Another question: why there are two L class cruisers? They are so similar in their models.

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