[MOD] XReborn Ship Ports v1.03

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teleportationwars
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[MOD] XReborn Ship Ports v1.03

Post by teleportationwars »

XReborn
A port of all the XR ships!

CHANGE LOG

Release Download HERE

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Installation Instructions
Egosoft will not let us distribute XR assets en mass for fear that someone will come along and remake XR.

So, with permission, we are distributing a program to move the XR assets already on your computer into your extensions. We also include xml to define and balance each ship.

Included is a configuration file called config.toml which includes 3 variables. You may need to edit their values to fit your setup

Your Root Mod Folder:
output_path = "C:/Program Files/Steam/steamapps/common/X4 Foundations/Extensions"
Your XR Install:
input_path = "C:/Program Files/Steam/steamapps/common/X Rebirth"
Set False When Updating The Mod to Avoid Extracting Again:
extract = true
**Note: this mod does require you to own X:Rebirth and both DLCs**

- You can find the source here

Release Download HERE

FAQ
Is it save compatible?
- well it would be but 3.1 has some issue where mods shouldn't support saves
How do I enter the small and medium ships?
- teleport! or use a spacesuit!
This particular piece of art is terrible!
- if you make an issue it is likely we can fix it or some friendly blender person will make a replacement
Why isn't some ship at some faction?
- we tried to spread them around but if you want them to be available somewhere make an issue on github or nexus to tell us about it
My ship sinks through the landing pad!
- because you haven't made an issue on github or nexus yet to tell us about it
Why aren't the numbers exactly the way I want them?
- because you haven't made an issue on github or nexus yet to tell us about it
Why didn't ego do this?
- don't know, they did resuse some of it
Will you do stations/weapons/engines/clusters etc?
- well we planned to but trying to port the clusters was a nightmare because something is wrong with some of the shaders from xr our attempt at the clusters
Why doesn't the tool transfer all the XR assets?
- nobody has asked yet
X3 ships?
- maybe? if you want to help let us know
Bugs You Don't Even Have to Discover Yourself!
Balance
Balance and bug-fixes are an ongoing process. Please make an issue on github or nexusmods with proposed changes.
Teladi Docks
Teladi XL have invisible placeholder docks. We have a cool plan for them but wanted to get the ships out faster.
Some ships are Temporarily Disabled
Builders, Resuppliers, and a few unsuitable for player control ships are disabled. They will be enabled shortly.
Some Cockpits/Bridges are Buried
Yeah, it is hard to check them all ourselves. Make an issue on github or nexusmods
Contribute to The Project


SHIPLIST:
  • Moebius
  • Hayabusa
  • Orlam
  • Talorcan
  • Ossian
  • Artio
  • Vasio
  • Nechtan
  • Hesus
  • Birog
  • Camulos Raider
  • Camulos Vanguard
  • Camulos Sentinel
  • Foltor Raider
  • Foltor Vanguard
  • Foltor Sentinel
  • Eterscel Raider
  • Eterscel Vanguard
  • Eterscel Sentinel
  • Domelch
  • Cennelath
  • Maelchon
  • Triath Raider
  • Triath Vanguard
  • Triath Sentinel
  • Bonescout
  • Skull Crusher
  • Falcon
  • Falcon
  • Harrier
  • Harrier
  • Drostan
  • M
  • N
  • Katana
  • Daito
  • Gigurum (Container)
  • Dwalin
  • Gigurum (Bulk)
  • Gigurum (Energy)
  • Nudung
  • Hymir
  • Betaver
  • Gigurum (Liquid)
  • Mercancias (Liquid)
  • Mercancias (Bulk)
  • Mercancias (Energy)
  • Mercancias (Container)
  • Dwalin
  • Nyanae (Liquid)
  • Nyanae (Bulk)
  • Nyanae (Energy)
  • Nyanae (Container)
  • Dwalin
  • Gigurum (Bulk)
  • Betaver
  • Gigurum (Liquid)
  • Golem
  • Dwalin
  • Toucan (Bulk)
  • Toucan (Container)
  • Toucan (Energy)
  • Manorina
  • Toucan (Liquid)
  • Manorina
  • Unidentified Flying Object
  • Gigurum (Container)
  • P
  • S
  • Zepp
  • Onil (Mineral)
  • Onil (Gas)
  • Lepton
  • Carrier
  • Carrier
  • Fedhelm
  • Styrvok (Bulk)
  • Styrvok (Bulk & Liquid)
  • Styrvok (Container)
  • Stromvok
  • Styrvok (Energy)
  • Styrvok (Container & Energy)
  • Styrvok (Liquid)
  • Styrvok (Bulk)
  • Styrvok (Bulk & Liquid)
  • Styrvok (Container)
  • Stromvok
  • Styrvok (Energy)
  • Styrvok (Container & Energy)
  • Styrvok (Liquid)
  • Boann
  • Sequana
  • Midir
  • Rahanas (Bulk)
  • Light Sul
  • Heavy Sul
  • Rahanas (Container)
  • Rahanas (Container)
  • Sanahar (Container)
  • Rahanas (Energy)
  • Rahanas (Bulk & Liquid)
  • Rahanas (Container & Energy)
  • Rahanas (Liquid)
  • Hermod (Bulk & Liquid)
  • Fedhelm
  • Fedhelm
  • Midir
  • Fedhelm
  • Balor
  • Vulture (Bulk)
  • Vulture (Container)
  • Vulture (Energy)
  • Vulture (Liquid)
  • K
  • Construction Vessel
  • Construction Vessel
  • Construction Vessel
  • Construction Vessel
  • Construction Vessel
  • Arawn
  • Taranis
  • Titurel
  • Scaldis
  • Lyranea
  • Fulmekron
  • Olmekron
  • Lyramekron
  • Sucellus
  • Gangrene Chaser
  • Albatross (Bulk)
  • Albatross (Bulk)
  • Crane (Bulk)
  • Albatross (Container)
  • Albatross (Container)
  • Crane (Container)
  • Albatross (Energy)
  • Albatross (Energy)
  • Crane (Energy)
  • Albatross (Liquid)
  • Albatross (Liquid)
  • Crane (Liquid)
  • Phoenix
  • Condor
  • Phoenix
  • Super-Freighter
  • Super-Freighter
  • Super-Freighter
  • I
Special Thanks To:
discord
egosoft
unitrader
cg089
h20dragon
deadair
brummbear
wookiee
macbain

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Last edited by teleportationwars on Mon, 20. Apr 20, 00:29, edited 5 times in total.
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StoneLegionYT
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Re: [MOD] XReborn Ship Ports

Post by StoneLegionYT »

Looks amazing congratulations!

I wonder if Shuulo or someone who plays VRO like crazy might take a look into making a VRO Patch to balance it for VRO Play.

Either way for sure will check this out in another save.
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grapedog
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Re: [MOD] XReborn Ship Ports

Post by grapedog »

Are NPCs going to be able to build these? If so, i hope their is some logic to it...or else the NPC factions will F up there own entire fleets with some of these dual purpose xports and whatnot.
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Tanvaras
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Re: [MOD] XReborn Ship Ports

Post by Tanvaras »

Impressive inceed. And as Kane Hart said, would love to see this compatible with VRO+FE mods, That would be Christmas come early :)
“We don't make mistakes, just happy little accidents.”
“Talent is a pursued interest"
“Let's get crazy.”
“There's nothing wrong with having a tree as a friend.”

Bob Ross, 29 October 1942 - 4 July 1995
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Shuulo
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Re: [MOD] XReborn Ship Ports

Post by Shuulo »

This is impressive accomplishment, congrats!
Looking forward to test it out :)
Max Bain
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Re: [MOD] XReborn Ship Ports

Post by Max Bain »

Thats so cool!

I demand pictures of all ships! :D


Two question:
1. I will port some M and later S ships to my XR Ship Pack when I have time for this again. Do you mind if I take some of your work (the ported model file(s))? Would make life a lot easier for me :)
2. Do the ships have modules? In the pics they seem to be empty? You wrote something about balance, so I guess they have some, but I am confused.
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
teleportationwars
Posts: 158
Joined: Fri, 12. Jul 19, 14:03

Re: [MOD] XReborn Ship Ports

Post by teleportationwars »

grapedog wrote: Mon, 13. Apr 20, 07:30 Are NPCs going to be able to build these? If so, i hope their is some logic to it...or else the NPC factions will F up there own entire fleets with some of these dual purpose xports and whatnot.
The ships have been added to shipgroups, which is how NPCs choose which ship to spawn. We divided it into submodules so you can activate or deactivate different types of ships.

Tanvaras wrote: Mon, 13. Apr 20, 08:45 Impressive inceed. And as Kane Hart said, would love to see this compatible with VRO+FE mods, That would be Christmas come early :)
It is compatible with FE and should be compatible with VRO later today.

Max Bain wrote: Mon, 13. Apr 20, 10:43 Thats so cool!

I demand pictures of all ships! :D
There are more (but not all) on Nexus: more pictures!
Two question:
1. I will port some M and later S ships to my XR Ship Pack when I have time for this again. Do you mind if I take some of your work (the ported model file(s))? Would make life a lot easier for me :)
2. Do the ships have modules? In the pics they seem to be empty? You wrote something about balance, so I guess they have some, but I am confused.
Thanks, there's a section about contributions in the readme!

Ships do have modules; they are roughly balanced to match vanilla, but we are missing L Turrets. We will be fixing that today.
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Anchorshag
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Re: [MOD] XReborn Ship Ports

Post by Anchorshag »

Thanks for this gang, this is epic!

I'm having some bother getting it to work. I've changed the paths in the config.toml (using notepad?) and saved it. Then ran the .exe but nothing happens. Any thoughts?

EDIT: Nevermind, I figured it out. Make sure you use forward slashes / instead of backslashes \ in the .toml file when setting up the directories.
As the file tells you to do!

Thanks again!
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Axeface
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Re: [MOD] XReborn Ship Ports

Post by Axeface »

Nice work. Goddamn the Rebirth teladi capitals look so much better imo than the X4 ones, and I miss that Phoenix.
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Anchorshag
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Re: [MOD] XReborn Ship Ports

Post by Anchorshag »

I did a bit of testing and found that while all the ported ships available at Argon shipyards were fine, the Teladi ones weren't displaying full models. Both in the ship viewer and in the game world. Some parts like freight containers and modules do display but otherwise the ship is mostly invisible. I do have Rebirth and Teladi Outpost, both installed too if that makes a difference.

Also on all of the M and S ships the ship teleporter hovers about 2 meters above the ship, and while it's invisible out in space the pilot is not! Floating just overhead of the craft they're flying.
captainradish
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Re: [MOD] XReborn Ship Ports

Post by captainradish »

I do wish that M and S sizes weren't so problematic. Nobody makes them because of all the extra stuff that's required (cockpits and landing gear).

The L and XL stuff seems pretty good from here. Is it possible to delete the M/S/XS ships after install? I am seeing a further issue with S ships where they have no weaponry available, but that may be a VRO issue.
Anchorshag wrote: Mon, 13. Apr 20, 15:40 I did a bit of testing and found that while all the ported ships available at Argon shipyards were fine, the Teladi ones weren't displaying full models. Both in the ship viewer and in the game world. Some parts like freight containers and modules do display but otherwise the ship is mostly invisible. I do have Rebirth and Teladi Outpost, both installed too if that makes a difference.

Also on all of the M and S ships the ship teleporter hovers about 2 meters above the ship, and while it's invisible out in space the pilot is not! Floating just overhead of the craft they're flying.
I forgot to mention I'm having the same issue.
Axeface wrote: Mon, 13. Apr 20, 15:18 Nice work. Goddamn the Rebirth teladi capitals look so much better imo than the X4 ones, and I miss that Phoenix.
I miss all the PMC flying slabs. Now THAT style is what I wish the X4 ships were modeled like.
Last edited by captainradish on Mon, 13. Apr 20, 22:16, edited 1 time in total.
sandalle
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Re: [MOD] XReborn Ship Ports

Post by sandalle »

Seriously. Thank you. All of these ships should have been in X4: Foundations from the very beginning. I don't think any of the complaints for X: Rebirth had anything to do with the ships, which were the best part of X: Rebirth! I miss my Arawn, Taranis, Titural, etc. (though I've gotten them back thanks to XR Ships mod already ;) ). I have no idea what Egosoft was thinking by not re-using the excellent ships they already had from X: Rebirth. I'll give this mod a try after more wrinkles have been sorted out (and after re-installing X: Rebirth, I keep Steam/GOG backups of all my games :) ).
teleportationwars
Posts: 158
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Re: [MOD] XReborn Ship Ports

Post by teleportationwars »

Anchorshag wrote: Mon, 13. Apr 20, 15:40 I did a bit of testing and found that while all the ported ships available at Argon shipyards were fine, the Teladi ones weren't displaying full models. Both in the ship viewer and in the game world. Some parts like freight containers and modules do display but otherwise the ship is mostly invisible. I do have Rebirth and Teladi Outpost, both installed too if that makes a difference.

Also on all of the M and S ships the ship teleporter hovers about 2 meters above the ship, and while it's invisible out in space the pilot is not! Floating just overhead of the craft they're flying.
The new release should fix your bugs with the Teladi ships.

S and M cockpits were broken, but now should be working as intended.
captainradish wrote: Mon, 13. Apr 20, 21:49 The L and XL stuff seems pretty good from here. Is it possible to delete the M/S/XS ships after install? I am seeing a further issue with S ships where they have no weaponry available, but that may be a VRO issue.
The weapons issues you are having are because our ships do not include VRO weapons tags yet.


Thanks for everyone's help bug-fixing!! You can also post issues on our Github page here
captainradish
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Re: [MOD] XReborn Ship Ports

Post by captainradish »

sandalle wrote: Tue, 14. Apr 20, 03:34 Seriously. Thank you. All of these ships should have been in X4: Foundations from the very beginning. I don't think any of the complaints for X: Rebirth had anything to do with the ships, which were the best part of X: Rebirth! I miss my Arawn, Taranis, Titural, etc. (though I've gotten them back thanks to XR Ships mod already ;) ). I have no idea what Egosoft was thinking by not re-using the excellent ships they already had from X: Rebirth. I'll give this mod a try after more wrinkles have been sorted out (and after re-installing X: Rebirth, I keep Steam/GOG backups of all my games :) ).
I'm going to go so far as saying X:R had the best ship designs in any version of X I've ever played, and my first was Reunion. The PMC and Canteran ship designs were exactly what I always wanted to fly around in.
Perkel
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Re: [MOD] XReborn Ship Ports

Post by Perkel »

nvm it works





Yes Rebirth ships were the best part of game. The main criticism of Rebirth when it came to ships was that there were no small ships and you couldn't fly yourself any of those ships. I would love Ego to officially bring those ships into X4 in full glory.

edit: also i just noticed this is new hot mod posted just yesterday.
**** yes mates ! Amazing work ! 8)

Now who is doing mashup overhaul adding PMC, HOA, Canterans etc as factions into X4 world ? It would be nice if there was overhaul which adds connection to X:rebirth universe (aside from those stupid highways) with their sectors.

It would be nice if EGO would release DLC where X:rebirth world gets reconnected to X4 universe with all their factions. I hated X:Rebirth because of its gameplay not because of worldbuilding and would love to see PMC, HOA, Canterians in X4.

GO egosoft !
captainradish
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Re: [MOD] XReborn Ship Ports

Post by captainradish »

Perkel wrote: Tue, 14. Apr 20, 19:33 nvm it works





Yes Rebirth ships were the best part of game. The main criticism of Rebirth when it came to ships was that there were no small ships and you couldn't fly yourself any of those ships. I would love Ego to officially bring those ships into X4 in full glory.

edit: also i just noticed this is new hot mod posted just yesterday.
**** yes mates ! Amazing work ! 8)

Now who is doing mashup overhaul adding PMC, HOA, Canterans etc as factions into X4 world ? It would be nice if there was overhaul which adds connection to X:rebirth universe (aside from those stupid highways) with their sectors.

It would be nice if EGO would release DLC where X:rebirth world gets reconnected to X4 universe with all their factions. I hated X:Rebirth because of its gameplay not because of worldbuilding and would love to see PMC, HOA, Canterians in X4.

GO egosoft !
I believe Egosoft has already said that's not going to happen. Too bad.

I'd actually like to see the Skunk again. Despite having been stuck in it, it had a lot of character. I liked it back in the X3 days as well (although I think it looked better there).
MiFoludek
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Re: [MOD] XReborn Ship Ports

Post by MiFoludek »

Very nice.

Are you planning to add entry point to the S&M ships?
teleportationwars
Posts: 158
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Re: [MOD] XReborn Ship Ports

Post by teleportationwars »

MiFoludek wrote: Wed, 15. Apr 20, 09:50 Very nice.

Are you planning to add entry point to the S&M ships?
There is an invisible player dock on the small and medium ships, so you can get in using your spacesuit. Just float near the ship (above and behind is best) and request permission to dock; it'll show you where to go.

Unfortunately, it takes a lot of work to update the art on every ship to include a player entrance and internal cockpit from the docking pad. We are not 3D artists, so we are not planning to do that at this time. If anyone is interested in doing that work (even for a couple of ships), we would be more than happy to include it in our mod.
teleportationwars
Posts: 158
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Re: [MOD] XReborn Ship Ports

Post by teleportationwars »

We got liquid traders working, so that will be in the next release.
MiFoludek
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Re: [MOD] XReborn Ship Ports

Post by MiFoludek »

teleportationwars wrote: Wed, 15. Apr 20, 14:07
MiFoludek wrote: Wed, 15. Apr 20, 09:50 Very nice.

Are you planning to add entry point to the S&M ships?
There is an invisible player dock on the small and medium ships, so you can get in using your spacesuit. Just float near the ship (above and behind is best) and request permission to dock; it'll show you where to go.

Unfortunately, it takes a lot of work to update the art on every ship to include a player entrance and internal cockpit from the docking pad. We are not 3D artists, so we are not planning to do that at this time. If anyone is interested in doing that work (even for a couple of ships), we would be more than happy to include it in our mod.
Got it. This also include fixing cockpit and lock above the s&m ships?

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