[Tool] X4 Editor
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Re: [Tool] X4 Editor
Would you consider adding the jobs xml to this at all?
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Re: [Tool] X4 Editor
So... It's been 18 months since I last asked. I figure it's not impolite to ask again. Is the source code for this mod available?
Re: [Tool] X4 Editor
Sorry, I missed your response . I will PM you a link, but I can not give you support on this and therefore I dont want to post the link public.StopBanningMe7_III wrote: ↑Fri, 18. Jun 21, 09:13So... It's been 18 months since I last asked. I figure it's not impolite to ask again. Is the source code for this mod available?
Be warned, some code is very bad, especially because I just started to learn xml reading and writing.
If you made some cool improvements and you want them to be in the official version, you can send them to me, but no guarantee or time frame when I will include them.
Re: [Tool] X4 Editor
Hi, when i export, all my modification have decimals and i can't re-import it because of it.
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Re: [Tool] X4 Editor
There seems to be a problem with the new DLC: after I extracted the maingame and all 3 DLCs (in the right order, sorted by release date) the editor crashes when I click on "Read Vanilla", when I click on "Read All" I at least get an error message:
"Failed to read <path to extracted files>. Reason: Error reading wares.xml: Die Eingabezeichenfolge hat das falsche Format. weapon_gen_s_torpedo_01_mk2"
weapon_gen_s_torpedo_01_mk2 looks fine to me in wares.xml, but as it is the last entry in the file I guess it simply stops there but is not the reason for the error in the first place.
Also I have the same problem as someone else on the thread: I create a mod and it doesn't change anything in the game.
EDIT: I modified a Terran ship and I didn't get the path of my mod right. For anyone having such issues -> extensions\<your mod folder>\extensions\ego_dlc_terran\assets
So you need an "extensions" folder inside your mod folder and in it the DLC path your modified files are sourced from.
"Failed to read <path to extracted files>. Reason: Error reading wares.xml: Die Eingabezeichenfolge hat das falsche Format. weapon_gen_s_torpedo_01_mk2"
weapon_gen_s_torpedo_01_mk2 looks fine to me in wares.xml, but as it is the last entry in the file I guess it simply stops there but is not the reason for the error in the first place.
Also I have the same problem as someone else on the thread: I create a mod and it doesn't change anything in the game.
EDIT: I modified a Terran ship and I didn't get the path of my mod right. For anyone having such issues -> extensions\<your mod folder>\extensions\ego_dlc_terran\assets
So you need an "extensions" folder inside your mod folder and in it the DLC path your modified files are sourced from.
Egosoft - known for self righteous and arrogant forum moderation on all platforms.
Re: [Tool] X4 Editor
If possible, add languages to generate the full content.xml
Code: Select all
<text language="7" name="mod" description="mod" />
<text language="33" name="mod" description="mod"/>
<text language="34" name="mod" description="mod"/>
<text language="39" name="mod" description="mod"/>
<text language="44" name="mod" description="mod"/>
<text language="45" name="mod" description="mod"/>
<text language="49" name="mod" description="mod"/>
<text language="81" name="mod" description="mod"/>
<text language="82" name="mod" description="mod"/>
<text language="86" name="mod" description="mod"/>
<text language="88" name="mod" description="mod"/>
Re: [Tool] X4 Editor
Hello. Im looking for a way to have extreme speed so that i can explore around planets and stars, and i was wondering how/if this editor can help, i was looking at the numbers, however i dont know what to change, it wasnt obvious to me what number represents engine speed.
Credence follow stars.
- apricotslice
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Re: [Tool] X4 Editor
There isn't one number.PhotonPulse wrote: ↑Wed, 31. Aug 22, 06:57Hello. Im looking for a way to have extreme speed so that i can explore around planets and stars, and i was wondering how/if this editor can help, i was looking at the numbers, however i dont know what to change, it wasnt obvious to me what number represents engine speed.
Speed is a function of mass, and then all the constraints on that mass.
The thing to do is look at the variables for an m5, and compare them with an M2.
You'll find all the numbers for the M2 are significantly bigger.
But if you were put the numbers for an M5 in place of the numbers for the M2, the M2 is suddenly as fast as the M5. Or even faster.
My preferred destroyer has a 2500 main speed. And it's just by plugging in M5 variables, and lowing the mass to M5 mass.
It makes no sense to the game itself, but I called them "custom modifications".
The game itself will use whatever you change, so make sure your super fast ship isn't what you'd normally be fighting.
The other thing is though, the game can't use speed properly on a capital ship. They move so fast they can't land a shot when you're in system. OS though they can be lethal.
You can check what I did in my mod if you're not sure what to change. Or grab the diff file out of mine for the M2, and use that as a guide for doing yours.
I'm like you, in so far as I don't like faffing about when I have somewhere to go. I've been playing since X2, and speed is the first thing I mod in any new game.
Re: [Tool] X4 Editor
I figured it out and finnaly got to see the scale of the sectors, illusion broken, however with over 2000 hours in game i felt like i had to see what was beyond where the ships could go at normal speeds.apricotslice wrote: ↑Wed, 31. Aug 22, 08:18There isn't one number.PhotonPulse wrote: ↑Wed, 31. Aug 22, 06:57Hello. Im looking for a way to have extreme speed so that i can explore around planets and stars, and i was wondering how/if this editor can help, i was looking at the numbers, however i dont know what to change, it wasnt obvious to me what number represents engine speed.
Speed is a function of mass, and then all the constraints on that mass.
The thing to do is look at the variables for an m5, and compare them with an M2.
You'll find all the numbers for the M2 are significantly bigger.
But if you were put the numbers for an M5 in place of the numbers for the M2, the M2 is suddenly as fast as the M5. Or even faster.
My preferred destroyer has a 2500 main speed. And it's just by plugging in M5 variables, and lowing the mass to M5 mass.
It makes no sense to the game itself, but I called them "custom modifications".
The game itself will use whatever you change, so make sure your super fast ship isn't what you'd normally be fighting.
The other thing is though, the game can't use speed properly on a capital ship. They move so fast they can't land a shot when you're in system. OS though they can be lethal.
You can check what I did in my mod if you're not sure what to change. Or grab the diff file out of mine for the M2, and use that as a guide for doing yours.
I'm like you, in so far as I don't like faffing about when I have somewhere to go. I've been playing since X2, and speed is the first thing I mod in any new game.
Credence follow stars.
Re: [Tool] X4 Editor
how do i get XR catalog tool to extract the files if i don't own XRebirth? is there a work around?
Edit: it's available through steam even if you don't have X Rebirth
new question:
by data do you mean just all .cat files or eeevvverrryyyything? even the XX_sig.cat files? what about XML files?
Edit: it's available through steam even if you don't have X Rebirth
new question:
by data do you mean just all .cat files or eeevvverrryyyything? even the XX_sig.cat files? what about XML files?
- apricotslice
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Re: [Tool] X4 Editor
You don't need Rebirth.O'Shavah wrote: ↑Thu, 29. Dec 22, 21:00how do i get XR catalog tool to extract the files if i don't own XRebirth? is there a work around?
Edit: it's available through steam even if you don't have X Rebirth
new question:
by data do you mean just all .cat files or eeevvverrryyyything? even the XX_sig.cat files? what about XML files?
The tool was made for Rebirth, which is why it;s called that, but X4 uses the same file designs.
Just download the tool, and use on X4 cats.
Create a folder called unpack, and the unpack all the cat files into it. That gives you every file in the game.
Ignore the sig files. You edit the xml files.
Re: [Tool] X4 Editor
thanks for the fast reply!!
new question: if all i want to do is increase the speed and maneuverability of some ships added from a mod, do i even need to load in the vanilla files? i've extracted all the vanilla files to one folder and each extension to a separate folders (e.g. split vendetta, tides of avarice, satellite2_plus,)
can i just load the extracted files from that mod, edit them, compile them back into a .cat file and replace it in my X4 game extensions folder in steamapps?
also, whats the differnece between yaw vs inyaw?
new question: if all i want to do is increase the speed and maneuverability of some ships added from a mod, do i even need to load in the vanilla files? i've extracted all the vanilla files to one folder and each extension to a separate folders (e.g. split vendetta, tides of avarice, satellite2_plus,)
can i just load the extracted files from that mod, edit them, compile them back into a .cat file and replace it in my X4 game extensions folder in steamapps?
also, whats the differnece between yaw vs inyaw?
Last edited by O'Shavah on Fri, 30. Dec 22, 06:31, edited 1 time in total.
- apricotslice
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Re: [Tool] X4 Editor
No.O'Shavah wrote: ↑Fri, 30. Dec 22, 06:20thanks for the fast reply!!
new question: if all i want to do is increase the speed and maneuverability of some ships added from a mod, do i even need to load in the vanilla files? i've extracted all the vanilla files to one folder and each extension to a separate folders (e.g. split vendetta, tides of avarice, satellite2_plus,)
If the mod is in cat form, extract the cats, and then remove the cats from the folder. The game will use the actual files instead.
Then just edit the actual files how you want. I do that quite a lot, when mods do what I want, but not exactly how I want.
The only time you need the game file is if you want to add something new into the game based on something existing (like a new ship or gun), or you want to change the nature of something for all of that thing in the game. But you do general changes with diff files, not by copying the original.
The original game files unpacked are mainly for reference material to find out what needs changing where.
Re: [Tool] X4 Editor
thanks you are so awesome!!!! hugs
- Whismerhill
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Re: [Tool] X4 Editor
is it just me or this tool doesn't show/read ship shield, turrets & weapons values anymore ?
https://prnt.sc/WOJKNDlvncJY
https://prnt.sc/WOJKNDlvncJY
- Baconnaise
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Re: [Tool] X4 Editor
Downloading this tool now while typing. Does anyone know if we can edit station modules among other things besides ship stats? I know some asked about jobs which would be dandy but that's a big ask afaik.
Re: [Tool] X4 Editor
WIth this tool, no you can only modify ships and modules. And I havent tested it with 6.0, even if I think it should still work.Baconnaise wrote: ↑Sun, 16. Apr 23, 15:43Downloading this tool now while typing. Does anyone know if we can edit station modules among other things besides ship stats? I know some asked about jobs which would be dandy but that's a big ask afaik.
- Baconnaise
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Re: [Tool] X4 Editor
I have the last two major revisions/dlc unpacked already that I've been using so not a huge deal. Amazing tool regardless of my ambitions.Max Bain wrote: ↑Sun, 16. Apr 23, 16:13WIth this tool, no you can only modify ships and modules. And I havent tested it with 6.0, even if I think it should still work.Baconnaise wrote: ↑Sun, 16. Apr 23, 15:43Downloading this tool now while typing. Does anyone know if we can edit station modules among other things besides ship stats? I know some asked about jobs which would be dandy but that's a big ask afaik.