[WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Post Reply
tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

[WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Wed, 11. Aug 21, 21:17

Hi all: I've been urged to spread awareness on these forums of my work porting an enormous collection of assets to X4, including the following:
1) Huge station modules (production, habitat, storage, etc.) usable in X4 station builder and by NPCs (~5% completed)
2) Immersive "city-in-space" station plans NPCs will use (~5% completed)
3) Immersive, cavernous (but optional) interiors that are now fully usable and populated by X4 NPCs, including working doors, staircases, transporters, and even crates (~30% completed)
4) Beautiful, complex multi-sector clusters (95% completed) you can watch go by you in scenic paths
5) Varied, immersive docks especially for small ships (~40% completed)

Progress can be followed here: https://www.youtube.com/user/ytubrute
Some of you will recognize the source game of the assets, the files of which are required should this ever be released as a mod. The files I have created are a massive collection of diffs that refer to the source game's DAT files. My hope is I can get this into a state that it could be released as something like a DLC. If you are interested in seeing these assets in X4: Foundations, ideally as a DLC rather than a mod, please leave comments saying so--the level of interest is crucial in pitching the proposal (which would take little developer time but provide a ton more content). Obviously, it's not an easy pitch, and I can promise nothing, of course. This is just my attempt to greatly expand the content of X4 by porting the best parts of that previous game.

I have more to say, but will leave it at this for now. Thanks!

Example Videos:
Cool Tech Room: https://www.youtube.com/watch?v=uJomo13dFdo
Planetary Atmospheric Flight: https://www.youtube.com/watch?v=PJrGCLmrjtM
Running NPCs: https://www.youtube.com/watch?v=udYFb3gOoiw
Immersive Dock: https://www.youtube.com/watch?v=lUsRvDBpUPg
Integrated Piers: https://www.youtube.com/watch?v=tg1lkn8l9bc
Scenic Station: https://www.youtube.com/watch?v=CTRoKqCxMoc
Scenic Journey (can be way faster): https://www.youtube.com/watch?v=Sy3GZ57sGb4
Last edited by tomchk on Wed, 11. Aug 21, 22:26, edited 3 times in total.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Wed, 11. Aug 21, 21:18

Reserved for updates, etc.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by kuertee » Thu, 12. Aug 21, 03:51

well done! those videos look great!

i didn't get into XR, but will just so that i can use this mod (if released).
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Thu, 12. Aug 21, 04:14

kuertee wrote:
Thu, 12. Aug 21, 03:51
well done! those videos look great!

i didn't get into XR, but will just so that i can use this mod (if released).
Shhhh, don't say its name... ;) Thanks, though--especially with mods, there's some really cool stuff there that would benefit X4 enormously!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7403
Joined: Mon, 15. Dec 03, 18:53
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by BlackRain » Thu, 12. Aug 21, 16:37

Looking good!

Falcrack
Posts: 4911
Joined: Wed, 29. Jul 09, 00:46
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by Falcrack » Thu, 12. Aug 21, 19:16

This is cool! With regard to [redacted] sectors, perhaps many of the convoluted local highways could be removed. They do not add much value considering X4 ships all have travel drives. That was one thing I found to be silly about [redacted], why some of the local highways had so many unnecessary twists and turns.

But do we really need to be so coy about mentioning [redacted] in this thread? Especially since the [redacted] ship mod is so well known and the devs seem not to care?

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Thu, 12. Aug 21, 19:38

Falcrack wrote:
Thu, 12. Aug 21, 19:16
But do we really need to be so coy about mentioning [redacted] in this thread? Especially since the [redacted] ship mod is so well known and the devs seem not to care?
Hahaha, I hear you, but it's not an attempt to avoid dev attention at all. I've talked to them about this idea, and I would never release anything like this unless they are okay with it. I also would not release the assets--those all come directly from an install of the previous game. I avoid saying the name because so many players still really hate everything about the game, even though there are *tons* of assets and such that would benefit X4 so much. Many X4 station modules (and some ships) are basically ported from that game anyways, so this would just be a huge extension of that.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Thu, 12. Aug 21, 19:39

Falcrack wrote:
Thu, 12. Aug 21, 19:16
This is cool! With regard to [redacted] sectors, perhaps many of the convoluted local highways could be removed. They do not add much value considering X4 ships all have travel drives. That was one thing I found to be silly about [redacted], why some of the local highways had so many unnecessary twists and turns.
If this could (hopefully...) someday become more than a mod, I think you could easily just turn those off via the custom start options. I haven't tested that but believe there's an option that removes all local highways.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

razor202
Posts: 69
Joined: Sun, 27. Jan 13, 06:22
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by razor202 » Sat, 14. Aug 21, 17:36

Very cool! Great work! :D :D :D

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Mon, 30. Aug 21, 21:51

Various new videos showing tons of station modules that can be built in the X4 station builder for those interested, with this as an overview: https://www.youtube.com/watch?v=288OI6ZJuRQ
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by kuertee » Tue, 31. Aug 21, 04:48

working with the new station building features of the newer beta 4.1x versions?
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Tue, 31. Aug 21, 17:03

kuertee wrote:
Tue, 31. Aug 21, 04:48
working with the new station building features of the newer beta 4.1x versions?
Yeah, the new removal of restrictions like rotation were quite positive, as the previous game's stations used lots of cool rotations on the modules.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by kuertee » Thu, 2. Sep 21, 20:58

nice!

i didn't get the *other* game.
are the walkable modules of the other game truly connected to each other - e.g. Subnautica?
or are they "portalled" between doors?
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Falcrack
Posts: 4911
Joined: Wed, 29. Jul 09, 00:46
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by Falcrack » Fri, 3. Sep 21, 05:37

kuertee wrote:
Thu, 2. Sep 21, 20:58
nice!

i didn't get the *other* game.
are the walkable modules of the other game truly connected to each other - e.g. Subnautica?
or are they "portalled" between doors?
No sadly, the interiors in Rebirth have no relation to the station layout. They all start to feel very samey once you've been in them enough times.

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by kuertee » Fri, 3. Sep 21, 10:13

ahhhh.. .. oh well. :(
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Fri, 3. Sep 21, 15:57

Falcrack wrote:
Fri, 3. Sep 21, 05:37
kuertee wrote:
Thu, 2. Sep 21, 20:58
nice!

i didn't get the *other* game.
are the walkable modules of the other game truly connected to each other - e.g. Subnautica?
or are they "portalled" between doors?
No sadly, the interiors in Rebirth have no relation to the station layout. They all start to feel very samey once you've been in them enough times.
It is possible to make them have a relation to a specific module. That’s actually how I have it implemented now, because in X4 they aren’t in a special non-visible location. I think I can even make them connect between modules. I already planned to try this.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Fri, 3. Sep 21, 16:00

Also, I bet I could make a XSLT that creates pseudo random modules with pseudo random corridors. Basically, these could be made to be far more varied, I believe. Perhaps I should try a single module with a single corridor and try connecting them via snaps. That could be something…
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Privata
Posts: 706
Joined: Mon, 19. Dec 11, 22:59
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by Privata » Thu, 30. Sep 21, 16:16

To be honest I think that just the interiors are already a glorious proposition.

I always liked the interiors of X Rebirth
Walking around them was a nice change or pace, the issue was for me at least how forced the gameplay around them was (there being one trader of each category so you could always make a local profit, how the loot was just there for the taking in boxes and all that)

So personally a mod that enables more interior options in the stations elevator (or is it a teleporter?) via the menu
I often in X4 as it is go to a bar and look out the window when managing my empire, and I find that sometimes taking a little walk around really is a nice change of pace.

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [WIP MOD/DLC?] Massive Port of Station Modules, Interiors, and Clusters into X4

Post by tomchk » Fri, 8. Oct 21, 15:54

Privata wrote:
Thu, 30. Sep 21, 16:16
To be honest I think that just the interiors are already a glorious proposition.

I always liked the interiors of X Rebirth
Walking around them was a nice change or pace, the issue was for me at least how forced the gameplay around them was (there being one trader of each category so you could always make a local profit, how the loot was just there for the taking in boxes and all that)

So personally a mod that enables more interior options in the stations elevator (or is it a teleporter?) via the menu
I often in X4 as it is go to a bar and look out the window when managing my empire, and I find that sometimes taking a little walk around really is a nice change of pace.
Good thought. Perhaps I'll make an offshoot that allows one to add just the interiors and place them within station modules. I think this would work but need to test. An XR install would still be required. My thought is I'd include a transporter section that's needed to reach any interior, then a number of connectable corridors/rooms without transporters (don't want too many). It would be up to the player to connect these in ways that are totally inside station modules and don't create clipping issues.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Post Reply

Return to “X4: Foundations - Scripts and Modding”