[MOD] Variety and Rebalance Overhaul (VRO) 4.x

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

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

MiFoludek
Posts: 65
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by MiFoludek »

Hi,
"
Merged-in mods (no need to install separately as will conflict):
Faction battleships - adds battleships to factions based on Auxiliary ships hulls
"

I can not find them in game. Should I enable this fearure somehow?
The reset of the new ships are available.

I am using 2.2 VRO
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

MiFoludek wrote: Thu, 23. Jul 20, 20:05 Hi,
"
Merged-in mods (no need to install separately as will conflict):
Faction battleships - adds battleships to factions based on Auxiliary ships hulls
"

I can not find them in game. Should I enable this fearure somehow?
The reset of the new ships are available.

I am using 2.2 VRO
no additional action needed
if you use XR shippack it will disable my battlesips
Randal954
Posts: 20
Joined: Sat, 19. Jan 19, 23:18

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Randal954 »

no additional action needed
if you use XR shippack it will disable my battlesips
Can you elaborate some? I use VRO and XR shippack and I'm pretty sure I have most of your ships. I know I've looked at the Gharial in the buy ships menu. I'm not positive about the others right now.
Scoob
Posts: 11170
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Randal954 wrote: Thu, 23. Jul 20, 22:36
no additional action needed
if you use XR shippack it will disable my battlesips
Can you elaborate some? I use VRO and XR shippack and I'm pretty sure I have most of your ships. I know I've looked at the Gharial in the buy ships menu. I'm not positive about the others right now.
Example: the ARG battleship used to be basically a Nomad with extra turrets and revised stats (sorry for the over-simplification Shuulo) but with the XR Ship Pack this is replace by, I think The Titan from X2 fame. There's also the Arawn Carrier and Taranis from the XR ship mod, the former a Carrier (but still a Battleship based on its armaments) and the latter a pure battleship.

I think other race's VRO Battleships have been replace too, but I had no experience of those prior to also using the XR Ship Pack alongside VRO.

Scoob.
Randal954
Posts: 20
Joined: Sat, 19. Jan 19, 23:18

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Randal954 »

Ah thanks. Originally sounded like I was losing something by using the shippack.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Scoob wrote: Thu, 23. Jul 20, 22:49
Randal954 wrote: Thu, 23. Jul 20, 22:36
no additional action needed
if you use XR shippack it will disable my battlesips
Can you elaborate some? I use VRO and XR shippack and I'm pretty sure I have most of your ships. I know I've looked at the Gharial in the buy ships menu. I'm not positive about the others right now.
Example: the ARG battleship used to be basically a Nomad with extra turrets and revised stats (sorry for the over-simplification Shuulo) but with the XR Ship Pack this is replace by, I think The Titan from X2 fame. There's also the Arawn Carrier and Taranis from the XR ship mod, the former a Carrier (but still a Battleship based on its armaments) and the latter a pure battleship.

I think other race's VRO Battleships have been replace too, but I had no experience of those prior to also using the XR Ship Pack alongside VRO.

Scoob.
You are mostly correct, except that Titan is also from VRO and it does not replace Cyclops.
ARG/ANT, PAR/HOP and TEL/MIN battleships from VRO are replaced with XR battleships as author of XR shippack dislike when same hull is used for more than one ship. Gharial is not replaced coz it has custom model.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

BlackRain wrote: Thu, 23. Jul 20, 02:28 Hey, saw this error in the log

Code: Select all

[=ERROR=] 62682.14 No matching node for path '/mdscript/cues/cue[1]/cues/cue[24]/actions/do_if[2]/do_if/do_if[4]/do_if[1]/do_if[2]/find_object_component' in patch file 'extensions\VRO\md\notifications.xml'. Skipping node.
Also, all the missiles have errors like this, don't know if it is intentional

Code: Select all

[=ERROR=] 0.00 WareDB::Import(): ware 'missile_cluster_heavy_mk1' has blueprint owners set but does not specify a required trade licence so owners are ignored!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 WareDB::Import(): ware 'missile_cluster_light_mk1' has blueprint owners set but does not specify a required trade licence so owners are ignored!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 WareDB::Import(): ware 'missile_dumbfire_heavy_mk1' has blueprint owners set but does not specify a required trade licence so owners are ignored!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 WareDB::Import(): ware 'missile_dumbfire_heavy_mk2' has blueprint owners set but does not specify a required trade licence so owners are ignored!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 WareDB::Import(): ware 'missile_dumbfire_light_mk1' has blueprint owners set but does not specify a required trade licence so owners are ignored!
[General] 0.00 ======================================
Yeah, will fix mdscript with next patch, they seem to update the file in latest versions.
as for missiles - they are assigned for khaak to remove them from other races and it seems to be working despite that error message. will add license to get rid of it though
Scoob
Posts: 11170
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

Shuulo wrote: Fri, 24. Jul 20, 11:06 You are mostly correct, except that Titan is also from VRO and it does not replace Cyclops.
ARG/ANT, PAR/HOP and TEL/MIN battleships from VRO are replaced with XR battleships as author of XR shippack dislike when same hull is used for more than one ship. Gharial is not replaced coz it has custom model.
Thanks for clarifying. I wasn't totally sure which ships were added by VRO specifically. I'm currently aiming to collect at least one of each of the various Battleships / Super Carriers.

Scoob.
Randal954
Posts: 20
Joined: Sat, 19. Jan 19, 23:18

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Randal954 »

Scoob wrote: Fri, 24. Jul 20, 12:06
Shuulo wrote: Fri, 24. Jul 20, 11:06 You are mostly correct, except that Titan is also from VRO and it does not replace Cyclops.
ARG/ANT, PAR/HOP and TEL/MIN battleships from VRO are replaced with XR battleships as author of XR shippack dislike when same hull is used for more than one ship. Gharial is not replaced coz it has custom model.
Thanks for clarifying. I wasn't totally sure which ships were added by VRO specifically. I'm currently aiming to collect at least one of each of the various Battleships / Super Carriers.

Scoob.
That explains the ships I'm not seeing. I did look at all shipyards last play session.

I'm also missing some weapons though. Looking at your chart on the VRO wiki, I'm missing the plasma array and a few others. I'm using the XR shippack, the VRO/XR patch, and the weapon pack. Do those replace weapons?
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Randal954 wrote: Fri, 24. Jul 20, 16:08
Scoob wrote: Fri, 24. Jul 20, 12:06
Shuulo wrote: Fri, 24. Jul 20, 11:06 You are mostly correct, except that Titan is also from VRO and it does not replace Cyclops.
ARG/ANT, PAR/HOP and TEL/MIN battleships from VRO are replaced with XR battleships as author of XR shippack dislike when same hull is used for more than one ship. Gharial is not replaced coz it has custom model.
Thanks for clarifying. I wasn't totally sure which ships were added by VRO specifically. I'm currently aiming to collect at least one of each of the various Battleships / Super Carriers.

Scoob.
That explains the ships I'm not seeing. I did look at all shipyards last play session.

I'm also missing some weapons though. Looking at your chart on the VRO wiki, I'm missing the plasma array and a few others. I'm using the XR shippack, the VRO/XR patch, and the weapon pack. Do those replace weapons?
plasma array is teladi and argon iirc ONLY for destroyers main guns, as it seems mod is working fine for you then ALL weapons should be present in game, you just didnt find them yet or looking in the wrong place. Not all races have all weapons
Randal954
Posts: 20
Joined: Sat, 19. Jan 19, 23:18

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Randal954 »

Shuulo wrote: Fri, 24. Jul 20, 17:57
Randal954 wrote: Fri, 24. Jul 20, 16:08
Scoob wrote: Fri, 24. Jul 20, 12:06

Thanks for clarifying. I wasn't totally sure which ships were added by VRO specifically. I'm currently aiming to collect at least one of each of the various Battleships / Super Carriers.

Scoob.
That explains the ships I'm not seeing. I did look at all shipyards last play session.

I'm also missing some weapons though. Looking at your chart on the VRO wiki, I'm missing the plasma array and a few others. I'm using the XR shippack, the VRO/XR patch, and the weapon pack. Do those replace weapons?
plasma array is teladi and argon iirc ONLY for destroyers main guns, as it seems mod is working fine for you then ALL weapons should be present in game, you just didnt find them yet or looking in the wrong place. Not all races have all weapons
You're correct of course. All appears well!

Thanks for making this fantastic mod!
Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
x3tc

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Nemesis_87 »

Really tempted to use this mod, just always cautious when getting an overhall mod while the base game is still being developed

So just curious, does the split also re use there AUX ship as a battleship? seeing that ship is so damm sexy haha
Mods

X4 Interworlds
Learning All The Things
Cheat Menu
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Nemesis_87 wrote: Sat, 25. Jul 20, 11:07 Really tempted to use this mod, just always cautious when getting an overhall mod while the base game is still being developed

So just curious, does the split also re use there AUX ship as a battleship? seeing that ship is so damm sexy haha
Gharial uses modified Monitor Aux ship hull, with additional armor plating
Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
x3tc

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Nemesis_87 »

Shuulo wrote: Sat, 25. Jul 20, 14:48
Nemesis_87 wrote: Sat, 25. Jul 20, 11:07 Really tempted to use this mod, just always cautious when getting an overhall mod while the base game is still being developed

So just curious, does the split also re use there AUX ship as a battleship? seeing that ship is so damm sexy haha
Gharial uses modified Monitor Aux ship hull, with additional armor plating

thats what i was hoping for :twisted:
Mods

X4 Interworlds
Learning All The Things
Cheat Menu
Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
x3tc

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Nemesis_87 »

Some reason i cant use NoSuperHighways, game just does not load while its activated, which is strange seeing its quite essential for this 1 and no one else is having problems
Mods

X4 Interworlds
Learning All The Things
Cheat Menu
Rastuasi
Posts: 504
Joined: Mon, 1. Oct 18, 16:28
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Rastuasi »

Nemesis_87 wrote: Sun, 26. Jul 20, 15:51 Some reason i cant use NoSuperHighways, game just does not load while its activated, which is strange seeing its quite essential for this 1 and no one else is having problems
Make sure you have all mods installed to the installation directory and not the Documents folder. Contrary to what a few say, the Documents folder causes problems regarding to mods.
Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
x3tc

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Nemesis_87 »

Rastuasi wrote: Sun, 26. Jul 20, 17:45
Nemesis_87 wrote: Sun, 26. Jul 20, 15:51 Some reason i cant use NoSuperHighways, game just does not load while its activated, which is strange seeing its quite essential for this 1 and no one else is having problems
Make sure you have all mods installed to the installation directory and not the Documents folder. Contrary to what a few say, the Documents folder causes problems regarding to mods.
yep, everything is in the correct place, they show up in the extensions memnu on the main screen, games just wont get past 35% when loading or starting a new game, it works when i remove NoSuperHighways though
Mods

X4 Interworlds
Learning All The Things
Cheat Menu
Buzz2005
Posts: 2294
Joined: Sat, 26. Feb 05, 01:47
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Buzz2005 »

you maybe saved in the highway?

I did notice that all mine ships that where in the highway gets deleted, probably all NPC too
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Nemesis_87
Posts: 732
Joined: Sat, 19. Mar 11, 16:26
x3tc

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Nemesis_87 »

Buzz2005 wrote: Sun, 26. Jul 20, 19:03 you maybe saved in the highway?

I did notice that all mine ships that where in the highway gets deleted, probably all NPC too
Cant start a new game with both mods activated and cant load a game which is just me seeing its a new game
Mods

X4 Interworlds
Learning All The Things
Cheat Menu
Rastuasi
Posts: 504
Joined: Mon, 1. Oct 18, 16:28
x4

Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Rastuasi »

Have you done an integrity check on the games files? At least steam can do that, not sure about other distribution methods.

Return to “X4: Foundations - Scripts and Modding”