[Mod] XR Ship Pack - 6.0 ready!

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RayF
Posts: 454
Joined: Wed, 22. May 13, 12:30

Re: [Mod] XR Ship Pack (28 ships now)

Post by RayF » Wed, 27. May 20, 16:13

I have a huge bug,

i have the latest version and as of now,
I cannot enter the bridge of ANY of the 28 ships.

I have 1 red knight with the old bridge
1 new red knight that i bought with the new bridge
1 merlin
1 raddlesnake
some telady destroyers

i can enter and walk just fine in the raddlesnake and telady.
All the other ships, if i teleport to, i get stucked on the elevetor and i cannot walk with wsad keys. nothing!

I think the last mod i installed was serenity, which i have removed and the problem still persists.

tried docking, tried shift-d..nothing..it just looks that i am stucked in the air.. i can rotate around using mouse, but everything else is dead..even the keypad ..i cannot access it to go to station when docked..
i didnt have this problem with the older version!

any help with this????????????????

Max Bain
Posts: 1458
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 28. May 20, 00:55

Sorry but I dont know how to help you here. The issue you are mentioning is most likely an individual user problem because you are the first one I ever heard of this bug and several thousand have already played it so far.

Allways if you report a bug, give information about your setup, else you will always need to wait for the question about your setup because this is needed to help you.

What version are you running X4 (3.1, 3.2 beta, with or without split?), what mod version are you using and where did you got it from (Steam or Nexus)? What other mods do you have which might have an influence? What Windows version? Where have you installed the mod (only if not downloaded over steam)?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

RayF
Posts: 454
Joined: Wed, 22. May 13, 12:30

Re: [Mod] XR Ship Pack (28 ships now)

Post by RayF » Thu, 28. May 20, 10:35

Max Bain wrote:
Thu, 28. May 20, 00:55
Sorry but I dont know how to help you here. The issue you are mentioning is most likely an individual user problem because you are the first one I ever heard of this bug and several thousand have already played it so far.

Allways if you report a bug, give information about your setup, else you will always need to wait for the question about your setup because this is needed to help you.

What version are you running X4 (3.1, 3.2 beta, with or without split?), what mod version are you using and where did you got it from (Steam or Nexus)? What other mods do you have which might have an influence? What Windows version? Where have you installed the mod (only if not downloaded over steam)?
indeed i missed reporting quite a lot..apologies..
The big problem is that i dont know exactly when this problem occurred because i only noticed during another big fight.

windows version: Windows 7
game version is X4 v3 split vendeta from steam
xr pack previous version i had was v1.2 .

other mods that have something to do with ships are:
serenity
viking
fire and smoke
sapphireships

I did installed terraformer (another ship for xenon) for a while but then realized that it required a new game , and i removed it.

the last two mods that i have installed are serentiy and terraformer.
i removed both of them but that did not fix anything.

Your latest mod 1.5 i got it from nexus and i installed it in My Documents

any ideas are welcomed.

Max Bain
Posts: 1458
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 28. May 20, 11:20

Do you use the Vortex Mod Manager from Nexus or have you installed the mod manually? If you use it, stop using it (and never use it again for X4 mods!). Deinstall the mod (in explorer) and reinstall it manually.

I read a lot of issues with Windows 7 and X4 mods. Some people could fix their problems by using the Documents folder instead of the X4/extensions folder, but it seems you are using it already. Maybe try the other way and put it in X4/extensions?
I also read that some people had to pack their mods with the XR Cat File Manager (dont know the exact name) offered by Egosoft. Maybe also worth a try.

Other than that I have no clue how to make the mod to work properly on Win7 - sorry.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

RayF
Posts: 454
Joined: Wed, 22. May 13, 12:30

Re: [Mod] XR Ship Pack (28 ships now)

Post by RayF » Thu, 28. May 20, 12:58

Max Bain wrote:
Thu, 28. May 20, 11:20
Do you use the Vortex Mod Manager from Nexus or have you installed the mod manually? If you use it, stop using it (and never use it again for X4 mods!). Deinstall the mod (in explorer) and reinstall it manually.

I read a lot of issues with Windows 7 and X4 mods. Some people could fix their problems by using the Documents folder instead of the X4/extensions folder, but it seems you are using it already. Maybe try the other way and put it in X4/extensions?
I also read that some people had to pack their mods with the XR Cat File Manager (dont know the exact name) offered by Egosoft. Maybe also worth a try.

Other than that I have no clue how to make the mod to work properly on Win7 - sorry.
installed manually in Documents.
If i place the mod under X4/extensions the game does not start.

i dont really know if its your mod and win7 or some other mod..i jumped from xr pack 1.2 to 1.5 ..
i cant think of anything else to do..

thanks for trying though..

edit: Is there a way to downgrade the mod without losing my save game?

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 28. May 20, 20:09

I have no idea.

Can u try a new game and see if it works?
Would be interesting.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

RayF
Posts: 454
Joined: Wed, 22. May 13, 12:30

Re: [Mod] XR Ship Pack (28 ships now)

Post by RayF » Fri, 29. May 20, 10:23

new game ?! Dont scare me :)

if i may say,
how difficult is it to add more ships for xenon ? I mean they should have a plethora of ships and powerfull maybe some more frigates and more destroyers...I think a lot of players are going to appreciate this..

I also have a question about modding your mod , if you have the time..
if i revert the bridge of red knight back to PAR, i have to sell my current ship and buy a new one to get one with the new bridge? correct?
and if you are kind enough to confirm the file is "units_size_xl_split_m1_macro.xml"
?

many thanks.

Max Bain
Posts: 1458
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Fri, 29. May 20, 12:02

RayF wrote:
Fri, 29. May 20, 10:23
new game ?! Dont scare me :)

if i may say,
how difficult is it to add more ships for xenon ? I mean they should have a plethora of ships and powerfull maybe some more frigates and more destroyers...I think a lot of players are going to appreciate this..

I also have a question about modding your mod , if you have the time..
if i revert the bridge of red knight back to PAR, i have to sell my current ship and buy a new one to get one with the new bridge? correct?
and if you are kind enough to confirm the file is "units_size_xl_split_m1_macro.xml"
?

many thanks.
Foe Xenon it is impossible to add new ships (at least in this pack) because there were no more Xenon ships in X Rebirth and this is a XR ship pack. Else I would have put it in already.

Yes, the file is correct.
Btw. I updated a new version, so you should do it in the newest 1.1.6 so you are up to date.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

RayF
Posts: 454
Joined: Wed, 22. May 13, 12:30

Re: [Mod] XR Ship Pack (28 ships now)

Post by RayF » Sat, 30. May 20, 08:48

got it.
Thank you.

DeadAirRT
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Re: [Mod] XR Ship Pack (28 ships now)

Post by DeadAirRT » Sat, 30. May 20, 18:44

please change your jobs changes to:

Code: Select all

	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota[@wing='4']" silent="true">
		<quota wing="10" variation="2"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_patrol']/quota[@wing='2']" silent="true">
		<quota wing="6" variation="1"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_carrier_patrol_xl_border_cluster']/quota[@galaxy='1']" silent="true">
		<quota galaxy="2" cluster="1"/>
	</replace>	
	
	<replace sel="//jobs/job[@id='argon_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='paranid_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='teladi_fighter_escort_s_carrier']/quota[@wing='6']" silent="true">
		<quota wing="14" variation="4"/>
	</replace>
I'm assuming you only wanted to adjust vanilla balance but right now, you are affecting every jobs mod before it.

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Sun, 31. May 20, 01:53

DeadAirRT wrote:
Sat, 30. May 20, 18:44
please change your jobs changes to:

Code: Select all

	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota[@wing='4']" silent="true">
		<quota wing="10" variation="2"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_fighter_escort_s_patrol']/quota[@wing='2']" silent="true">
		<quota wing="6" variation="1"/>
	</replace>
	
	<replace sel="//jobs/job[@id='xenon_carrier_patrol_xl_border_cluster']/quota[@galaxy='1']" silent="true">
		<quota galaxy="2" cluster="1"/>
	</replace>	
	
	<replace sel="//jobs/job[@id='argon_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='paranid_fighter_escort_s_carrier']/quota[@wing='10']" silent="true">
		<quota wing="15" variation="5"/>
	</replace>

	<replace sel="//jobs/job[@id='teladi_fighter_escort_s_carrier']/quota[@wing='6']" silent="true">
		<quota wing="14" variation="4"/>
	</replace>
I'm assuming you only wanted to adjust vanilla balance but right now, you are affecting every jobs mod before it.
Isn't that exactly what I did? I changed the quota node to

Code: Select all

<quota wing="10" variation="2"/>
to have 8-12 fighters in this example. I dont understand what your code makes different except the silent tag what I have no idea what it does :D.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

DeadAirRT
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Re: [Mod] XR Ship Pack (28 ships now)

Post by DeadAirRT » Sun, 31. May 20, 02:22

Max Bain wrote:
Sun, 31. May 20, 01:53
Isn't that exactly what I did? I changed the quota node to

Code: Select all

<quota wing="10" variation="2"/>
to have 8-12 fighters in this example. I dont understand what your code makes different except the silent tag what I have no idea what it does :D.
It makes your code only diff on vanilla balancing and not fire an error if the values are different.

Code: Select all

quota[@wing='4']
is an example of how you can replace an entire node only if it is the expected value

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Sun, 31. May 20, 03:04

DeadAirRT wrote:
Sun, 31. May 20, 02:22
Max Bain wrote:
Sun, 31. May 20, 01:53
Isn't that exactly what I did? I changed the quota node to

Code: Select all

<quota wing="10" variation="2"/>
to have 8-12 fighters in this example. I dont understand what your code makes different except the silent tag what I have no idea what it does :D.
It makes your code only diff on vanilla balancing and not fire an error if the values are different.
But isnt that the point? I mean I want to set the fighters for Xenons to these values so they are balanced to the other races which got plenty of new jobs and so on.
If they will only be altered from vanilla people might complain why Xenons are too strong or weak when they play with this mod and another one who alters these values so my values will be ignored.

This is a very basic mod. So if you have a specific mod where you want to increase/lower these values it might be better to just add this mod as optional dependency, so it will be loaded after this and overwrites my values? Or am I missing the point? Is there something you cant handly with the code as it is right now?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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

Re: [Mod] XR Ship Pack (28 ships now)

Post by DeadAirRT » Sun, 31. May 20, 03:52

Max Bain wrote:
Sun, 31. May 20, 03:04
But isnt that the point? I mean I want to set the fighters for Xenons to these values so they are balanced to the other races which got plenty of new jobs and so on.
If they will only be altered from vanilla people might complain why Xenons are too strong or weak when they play with this mod and another one who alters these values so my values will be ignored.

This is a very basic mod. So if you have a specific mod where you want to increase/lower these values it might be better to just add this mod as optional dependency, so it will be loaded after this and overwrites my values? Or am I missing the point? Is there something you cant handly with the code as it is right now?
How did you decide on those values? Do you realize, your mod potentially adds 5210 xenon fighters to my mods? And that is with one blind replace.

The added jobs aren't any issue at all. It's the blind replacement that is an issue. Right now, your mod increases fighters without knowing the scale of the effects is has. If you don't want the simplest solution to compatibility (the above mentioned code), you could also easily make your own escort jobs and balance them however you like without worrying about other mods. If you are worried about xenon being too weak, there is already a well built jobs mod that solves that issue (FOCW).

If you don't want to do either solution and just want people to make dependencies, that's your call in the end. If you want to make your mod play nicer with more mods (especially since it is popular), I'll be glad to help.

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Sun, 31. May 20, 12:03

DeadAirRT wrote:
Sun, 31. May 20, 03:52
Max Bain wrote:
Sun, 31. May 20, 03:04
But isnt that the point? I mean I want to set the fighters for Xenons to these values so they are balanced to the other races which got plenty of new jobs and so on.
If they will only be altered from vanilla people might complain why Xenons are too strong or weak when they play with this mod and another one who alters these values so my values will be ignored.

This is a very basic mod. So if you have a specific mod where you want to increase/lower these values it might be better to just add this mod as optional dependency, so it will be loaded after this and overwrites my values? Or am I missing the point? Is there something you cant handly with the code as it is right now?
How did you decide on those values? Do you realize, your mod potentially adds 5210 xenon fighters to my mods? And that is with one blind replace.

The added jobs aren't any issue at all. It's the blind replacement that is an issue. Right now, your mod increases fighters without knowing the scale of the effects is has. If you don't want the simplest solution to compatibility (the above mentioned code), you could also easily make your own escort jobs and balance them however you like without worrying about other mods. If you are worried about xenon being too weak, there is already a well built jobs mod that solves that issue (FOCW).

If you don't want to do either solution and just want people to make dependencies, that's your call in the end. If you want to make your mod play nicer with more mods (especially since it is popular), I'll be glad to help.
All I want is that its very compatible to other mods and that its balanced if people use it by default (also with other mods) so that I dont have to give support and it plays well.
If you don't want the simplest solution to compatibility (the above mentioned code), you could also easily make your own escort jobs and balance them however you like without worrying about other mods.
I havent said that I dont want your solution. I am just not blindly changing stuff, so I want to understand them before I put them in ;). Now I understand that if you change the number of groups which will spawn the escorts as subordinates, the ship numbers will be enormous. I guess thats what you did, right?
So this indeed is a good arguement for your change.
Adding my own jobs wont work, because I want to make existing jobs stronger and here comes my last question:

In your mod, when I do the changes you suggest, wouldnt it mean that Xenon groups would still be very small? I mean that was the main purpose of the changes, so that Xenon can deal with new big NPC races ship groups which got bigger and more dangerous (with bigger ships now).
If you just increase the number of groups but dont increase the number of the ships they contain, I fear that they wont have a chance against the NPC races. Or how do you plan to balance this out?
A single battleship is 2-3 times as strong as a vanilla destroyer and a mothership 5-6 times. Comparable to an I. These are now standard ship groups of NPC races and Xenon should be able to deal with such big ship groups now. After 200 in game hours there can even be groups with 2 battleships or a mothership and battleship together.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

DeadAirRT
Posts: 1008
Joined: Fri, 25. Jan 19, 03:26
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Re: [Mod] XR Ship Pack (28 ships now)

Post by DeadAirRT » Sun, 31. May 20, 17:22

Max Bain wrote:
Sun, 31. May 20, 12:03
DeadAirRT wrote:
Sun, 31. May 20, 03:52
Max Bain wrote:
Sun, 31. May 20, 03:04
But isnt that the point? I mean I want to set the fighters for Xenons to these values so they are balanced to the other races which got plenty of new jobs and so on.
If they will only be altered from vanilla people might complain why Xenons are too strong or weak when they play with this mod and another one who alters these values so my values will be ignored.

This is a very basic mod. So if you have a specific mod where you want to increase/lower these values it might be better to just add this mod as optional dependency, so it will be loaded after this and overwrites my values? Or am I missing the point? Is there something you cant handly with the code as it is right now?
How did you decide on those values? Do you realize, your mod potentially adds 5210 xenon fighters to my mods? And that is with one blind replace.

The added jobs aren't any issue at all. It's the blind replacement that is an issue. Right now, your mod increases fighters without knowing the scale of the effects is has. If you don't want the simplest solution to compatibility (the above mentioned code), you could also easily make your own escort jobs and balance them however you like without worrying about other mods. If you are worried about xenon being too weak, there is already a well built jobs mod that solves that issue (FOCW).

If you don't want to do either solution and just want people to make dependencies, that's your call in the end. If you want to make your mod play nicer with more mods (especially since it is popular), I'll be glad to help.
All I want is that its very compatible to other mods and that its balanced if people use it by default (also with other mods) so that I dont have to give support and it plays well.
If you don't want the simplest solution to compatibility (the above mentioned code), you could also easily make your own escort jobs and balance them however you like without worrying about other mods.
I havent said that I dont want your solution. I am just not blindly changing stuff, so I want to understand them before I put them in ;). Now I understand that if you change the number of groups which will spawn the escorts as subordinates, the ship numbers will be enormous. I guess thats what you did, right?
So this indeed is a good arguement for your change.
Adding my own jobs wont work, because I want to make existing jobs stronger and here comes my last question:

In your mod, when I do the changes you suggest, wouldnt it mean that Xenon groups would still be very small? I mean that was the main purpose of the changes, so that Xenon can deal with new big NPC races ship groups which got bigger and more dangerous (with bigger ships now).
If you just increase the number of groups but dont increase the number of the ships they contain, I fear that they wont have a chance against the NPC races. Or how do you plan to balance this out?
A single battleship is 2-3 times as strong as a vanilla destroyer and a mothership 5-6 times. Comparable to an I. These are now standard ship groups of NPC races and Xenon should be able to deal with such big ship groups now. After 200 in game hours there can even be groups with 2 battleships or a mothership and battleship together.
Part of the changes I made to gain performance with my jobs mod was to de-nest subordinates and reduce wing quotas to 1 because it led to performance gains. The most hit script from sirnukes testing was the rubber band effect of escorts moving to their formation leader.

With my mod, the number of jobs is much higher than vanilla so it's easier for them to respond with multiple fleets to counter a superior fleet. It's not uncommon for them to pull fleets from 2 surrounding sectors to counter enemies (my universe actually has standby defensive fleets). I don't mind making balance adjustments in a sub mod if they turn out to be too powerful but as you can probably imagine, I have to carefully control the amount of ships or else people without an equivalent processor to mine can run the game smoothly. Since my mod is a complete overhaul basically for the universe and jobs, it's basically on me to ensure compatibility with other mods and do the balancing.

Right now, the main mods that I know of that alter jobs are FE, VRO, and XR ship pack. FE actually doesn't change job's very much at all and VRO does the specific diff style like I recommended above. Since you already have a compat patch with VRO, it would be the perfect place to make any needed adjustments to escort counts using specific diffs to his values (although both increase the number of escorts iirc and are fairly similar).

RayF
Posts: 454
Joined: Wed, 22. May 13, 12:30

Re: [Mod] XR Ship Pack (28 ships now)

Post by RayF » Thu, 18. Jun 20, 19:15

Hey Max,

i have some questions when you get some time if you may..

1) The AI can use ALL your ships, correct?
2) How many XL destroyers/carriers can a race have at any specific moment? if at any moment an XL destroyer/carrier is destroyed or captured is it replaced immediately ?
3) WHY is my favorite ship nowhere to be found?????? I have never seen the red knight flighing anywhere! Is it possible or am i blind? (where is it usually? ) actually i havent seen a raptor either!
4) There is an argon arawn carrier that is stacked in argon prime. is it ever going to move out of the sector?
5) your latest pack includes the x-rebirth textures. I disabled the one i downloaded. is this correct?

6) Your weapon mod was made for pure destruction :)
7)Thank you for your time

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 18. Jun 20, 21:38

RayF wrote:
Thu, 18. Jun 20, 19:15
Hey Max,

i have some questions when you get some time if you may..

1) The AI can use ALL your ships, correct?
2) How many XL destroyers/carriers can a race have at any specific moment? if at any moment an XL destroyer/carrier is destroyed or captured is it replaced immediately ?
3) WHY is my favorite ship nowhere to be found?????? I have never seen the red knight flighing anywhere! Is it possible or am i blind? (where is it usually? ) actually i havent seen a raptor either!
4) There is an argon arawn carrier that is stacked in argon prime. is it ever going to move out of the sector?
5) your latest pack includes the x-rebirth textures. I disabled the one i downloaded. is this correct?

6) Your weapon mod was made for pure destruction :)
7)Thank you for your time
Ufff... :D

1. as written in the description, yes.
2. I dont know exactly because I dont know the vanilla numbers but you can check these by extracting the game files. I am not 100% sure if I remember right but at game start each main faction will get one additional job spwning battleships and these have all one destriyer as support. I guess there will be spawned 4 or 6 of these groups. After 200 in game hours a new job will be added to each faction adding a group with 2 battleships and one destroyer I think. After 400 hours a new one with a carrier, battleship and resupply as backup (sure only if the faction has enough resources and time to build them).
3. You need split DLC. Then the Zyarth faction should have them. Later in the campagn the other Split will be able to build them too.
4. You need to ask Egosoft for any bugs likethese. I just give the AI the possibility to build the ships. The game engine orders them around.
5. Yes
6. Thats the only point. More destruction!
7. you are welcome.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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TSM
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Re: [Mod] XR Ship Pack (28 ships now)

Post by TSM » Sun, 21. Jun 20, 18:11

Using your edit tool is it possible to create say a mod with just the Arawn in it ? feel bit like a noob have not modded since X2 :D
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

Knjaz136
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Knjaz136 » Tue, 23. Jun 20, 09:26

Using VRO, cannot install Heavy Plasma Array (L "generic" weapon for capital ships) on Sucellus Alpha Line battleships. Is it intended?

P.S. In fact, I can't even buy a generic "Fusion Accelerator" at Argon Shipyard despite having all licenses (23 reputation, military + capship licenses). Though I suppose this is a VRO issue?

Using XR ShipPack compatibility mod for VRO.

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