[Mod] XR Ship Pack - 6.0 ready!

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Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Sun, 22. Dec 19, 13:12

alexalsp wrote:
Sun, 22. Dec 19, 10:55
...
Thank you :)
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

Max Bain
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Re: [Mod] XR Ship Pack (17 ships now)

Post by Max Bain » Mon, 23. Dec 19, 02:20

New version 0.9.8 available.
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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alexalsp
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Re: [Mod] XR Ship Pack (17 ships now)

Post by alexalsp » Mon, 23. Dec 19, 09:47

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 'units_size_xl_cargo_hauler_2' has ungrouped engine connection 'con_engine_01'! @Artists
[General] 0.00 ======================================

[General] 0.00 ======================================
[=ERROR=] 0.00 Non-virtual module 'dockarea_units_player_m_macro' does not have a wreck geometry defined
[General] 0.00 ======================================

[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#anim_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#fx_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_s_alpha), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_xs), pls fix!
[General] 0.00 ======================================

[General] 0.00 ======================================
[=ERROR=] 0.00 [JobDB] Warning: JobID: 'argon_battleship_escort_xl_01' is defining a 'wing' quota but is not set to startactive="false", this may result in double the ships!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobDB] Warning: JobID: 'antigone_battleship_escort_xl_01' is defining a 'wing' quota but is not set to startactive="false", this may result in double the ships!



Max Bain
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Re: [Mod] XR Ship Pack (17 ships now)

Post by Max Bain » Mon, 23. Dec 19, 10:57

alexalsp wrote:
Mon, 23. Dec 19, 09:47

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 'units_size_xl_cargo_hauler_2' has ungrouped engine connection 'con_engine_01'! @Artists
[General] 0.00 ======================================

[General] 0.00 ======================================
[=ERROR=] 0.00 Non-virtual module 'dockarea_units_player_m_macro' does not have a wreck geometry defined
[General] 0.00 ======================================

[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#anim_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#fx_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_s_alpha), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_xs), pls fix!
[General] 0.00 ======================================

[General] 0.00 ======================================
[=ERROR=] 0.00 [JobDB] Warning: JobID: 'argon_battleship_escort_xl_01' is defining a 'wing' quota but is not set to startactive="false", this may result in double the ships!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobDB] Warning: JobID: 'antigone_battleship_escort_xl_01' is defining a 'wing' quota but is not set to startactive="false", this may result in double the ships!


Thank you. These are all more like warnings and should not effect the game in any way.

The first two warnings will be fixed in the next version, but I dont know how I can remove the warnings after that about the missing collision meshes. All the listed parts of the units_size_l_combat_a ship have the nocollision tag, so I dont know why this warning still appears.

I have added the startactive=false tag to the jobs, even if I dont know what it means. But the escorts in the vanilla job do have the same tag, so it should be ok.
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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alexalsp
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Re: [Mod] XR Ship Pack (17 ships now)

Post by alexalsp » Mon, 23. Dec 19, 11:30

For more detailed error logging, start the game with the parameters.

Code: Select all

-skipintro -logfile debuglog.txt 
In this case, you can, before the release of the mod, check it for errors.

Max Bain
Posts: 1458
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (17 ships now)

Post by Max Bain » Mon, 23. Dec 19, 11:33

alexalsp wrote:
Mon, 23. Dec 19, 11:30
For more detailed error logging, start the game with the parameters.

Code: Select all

-skipintro -logfile debuglog.txt 
In this case, you can, before the release of the mod, check it for errors.
I have this enabled already, but I normally play with other mods as well and they produce a lot of errors as well. So sometimes I miss some errors and some errors I know but I dont know how to fix and they are harmless (like missing collision mesh).
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

User avatar
alexalsp
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Joined: Fri, 18. Jul 14, 05:28
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Re: [Mod] XR Ship Pack (17 ships now)

Post by alexalsp » Mon, 23. Dec 19, 12:43

just start a new game with one mod and check)). And it will not be necessary to leaf through kilometers of lines. :P

Max Bain
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Re: [Mod] XR Ship Pack (17 ships now)

Post by Max Bain » Mon, 23. Dec 19, 13:57

alexalsp wrote:
Mon, 23. Dec 19, 12:43
just start a new game with one mod and check)). And it will not be necessary to leaf through kilometers of lines. :P
In theory that is a good way, but some mods have dependancies and then it results in several restarts before you can test it and have all mods reactivated again. Sometimes I do this but often I am too lazy becauseI I also test the things out in game and when there are no bugs I am happy with it.
Also I have you ;).
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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alexalsp
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Re: [Mod] XR Ship Pack (17 ships now)

Post by alexalsp » Mon, 23. Dec 19, 16:00

Just rename the Extention folder to Extention 1, and create a new Extention folder))). And you don’t need to Off anything :)

Max Bain
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Re: [Mod] XR Ship Pack (17 ships now)

Post by Max Bain » Mon, 23. Dec 19, 17:34

alexalsp wrote:
Mon, 23. Dec 19, 16:00
Just rename the Extention folder to Extention 1, and create a new Extention folder))). And you don’t need to Off anything :)
Ah and then I have another folder I name Extension and put only XR Ship Pack inside? Thats a nice hack if it works!
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

XTC0R
Posts: 401
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Re: [Mod] XR Ship Pack (17 ships now)

Post by XTC0R » Mon, 23. Dec 19, 23:48

Max Bain wrote:
Mon, 23. Dec 19, 17:34
alexalsp wrote:
Mon, 23. Dec 19, 16:00
Just rename the Extention folder to Extention 1, and create a new Extention folder))). And you don’t need to Off anything :)
Ah and then I have another folder I name Extension and put only XR Ship Pack inside? Thats a nice hack if it works!
Not sure this will work for steam mods. I guess steam will download them again before it launches the game. But for manully copied mods it will work.

Max Bain
Posts: 1458
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x3ap

Re: [Mod] XR Ship Pack (17 ships now)

Post by Max Bain » Tue, 24. Dec 19, 01:39

Just uploaded 0.9.9.

I might take a break from modding because I finally want to start playing X4. So dont expect any big new versions in the next days. I think the mod is already in a very stable and balanced state. Have fun and enjoy :)
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

User avatar
alexalsp
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Re: [Mod] XR Ship Pack (17 ships now)

Post by alexalsp » Tue, 24. Dec 19, 11:19

XTC0R wrote:
Mon, 23. Dec 19, 23:48
Max Bain wrote:
Mon, 23. Dec 19, 17:34
alexalsp wrote:
Mon, 23. Dec 19, 16:00
Just rename the Extention folder to Extention 1, and create a new Extention folder))). And you don’t need to Off anything :)
Ah and then I have another folder I name Extension and put only XR Ship Pack inside? Thats a nice hack if it works!
Not sure this will work for steam mods. I guess steam will download them again before it launches the game. But for manully copied mods it will work.
Disable Steam during the test in the game settings.

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alexalsp
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Re: [Mod] XR Ship Pack (17 ships now)

Post by alexalsp » Tue, 24. Dec 19, 11:20

Max Bain wrote:
Tue, 24. Dec 19, 01:39
Just uploaded 0.9.9.

I might take a break from modding because I finally want to start playing X4. So dont expect any big new versions in the next days. I think the mod is already in a very stable and balanced state. Have fun and enjoy :)

Merry Christmas. :)

Max Bain
Posts: 1458
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] XR Ship Pack (17 ships now)

Post by Max Bain » Thu, 16. Jan 20, 23:19

alexalsp wrote:
Tue, 24. Dec 19, 11:20
Max Bain wrote:
Tue, 24. Dec 19, 01:39
Just uploaded 0.9.9.

I might take a break from modding because I finally want to start playing X4. So dont expect any big new versions in the next days. I think the mod is already in a very stable and balanced state. Have fun and enjoy :)

Merry Christmas. :)
And a happy New Year with version 1.0.(1)! :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

Max Bain
Posts: 1458
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (26 ships now)

Post by Max Bain » Sat, 25. Jan 20, 20:10

Big Update to version 1.0.4. See changelog and screenshots on the first page for more infos.
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

Riccardoman
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Re: [Mod] XR Ship Pack (26 ships now)

Post by Riccardoman » Sat, 25. Jan 20, 21:46

Amazing work thank you so much!

XTC0R
Posts: 401
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Re: [Mod] XR Ship Pack (26 ships now)

Post by XTC0R » Sun, 26. Jan 20, 13:04

Thank you for bringing these awesome ships to X4.
I checked out the Taranis a bit more in detail and have the following findings:

- The transporter entrance has some kind of cloud / fog. See picture here: https://steamuserimages-a.akamaihd.net/ ... 9405C2FF8/ and here https://steamuserimages-a.akamaihd.net/ ... 9B3CA076A/

- I got stuck at the left terminal on the bridge once and had to use Shift+D to get back to my landed ship. See screenshot of the terminal location here: https://steamuserimages-a.akamaihd.net/ ... 43654C9C8/

- The LOD of the small engines is a bit weird. I seems to have 3 LODs level. Best LOD - engines look nice and round, medium LOD - engines look like a rectangle, worst LOD - Engine look round and nice again.
I mean the small engines in the middle between the huge ones.
Best LOD: https://steamuserimages-a.akamaihd.net/ ... 02C63B140/
medium LOD: https://steamuserimages-a.akamaihd.net/ ... 2D57AD92A/
Worst LOD (but better than medium): https://steamuserimages-a.akamaihd.net/ ... 320462F08/
medium and worst mixed: https://steamuserimages-a.akamaihd.net/ ... 19F9E195A/

Max Bain
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Re: [Mod] XR Ship Pack (26 ships now)

Post by Max Bain » Sun, 26. Jan 20, 13:52

XTC0R wrote:
Sun, 26. Jan 20, 13:04
Thank you for bringing these awesome ships to X4.
I checked out the Taranis a bit more in detail and have the following findings:

- The transporter entrance has some kind of cloud / fog. See picture here: https://steamuserimages-a.akamaihd.net/ ... 9405C2FF8/ and here https://steamuserimages-a.akamaihd.net/ ... 9B3CA076A/

- I got stuck at the left terminal on the bridge once and had to use Shift+D to get back to my landed ship. See screenshot of the terminal location here: https://steamuserimages-a.akamaihd.net/ ... 43654C9C8/

- The LOD of the small engines is a bit weird. I seems to have 3 LODs level. Best LOD - engines look nice and round, medium LOD - engines look like a rectangle, worst LOD - Engine look round and nice again.
I mean the small engines in the middle between the huge ones.
Best LOD: https://steamuserimages-a.akamaihd.net/ ... 02C63B140/
medium LOD: https://steamuserimages-a.akamaihd.net/ ... 2D57AD92A/
Worst LOD (but better than medium): https://steamuserimages-a.akamaihd.net/ ... 320462F08/
medium and worst mixed: https://steamuserimages-a.akamaihd.net/ ... 19F9E195A/
Hi,

the "cloud" problem is well known and cant be fixed without a lot of work (what I can not offer right now). It is not a cloud but it is the hull texture of the ship you are walking through. All XR ships are not prepared for X4 modules, so they dont have holes at the positions where I placed the docks. Thats why you walk through the ship hull when you use the docking platforms. Its also mentioned under "known bugx/problems".
I fear that we need to live with it for now.

I will have a look on the bridge to see if I can reproduce and fix the "beeing stuck" problem. Maybe its not a problem with the taranis but with the bridge itself. Then I cant fix it and you should make a bug report for ego.

I never noticed the small engines... will check this.

Thanks
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

Max Bain
Posts: 1458
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (26 ships now)

Post by Max Bain » Sun, 26. Jan 20, 16:54

Ok I checked the Taranis.

1. The engines will be fixed in the next version. Also the red glow will be removed so it will be more in line with standard Argon engines.
2. The getting stuck problem on the bride is not a mod bug but a problem in vanilla. I could walk in each corner and never got stuck, but I remember, that I saw a bug report about getting stuck inside a bridge in vanilla. So nothing I can do here.
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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