I don't want to downgrade.StoneLegionYT wrote: ↑Sun, 16. Apr 23, 21:46 Not sure if you know this, but you can downgrade back to 5.1 and continue to enjoy your game.

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I don't want to downgrade.StoneLegionYT wrote: ↑Sun, 16. Apr 23, 21:46 Not sure if you know this, but you can downgrade back to 5.1 and continue to enjoy your game.
Hi Aranov,Aranov wrote: ↑Wed, 19. Apr 23, 02:48 Any progress? I love the variety that this mod adds and eagerly await it (and VRO).
I've took a crack at updating some ships despite not really knowing blender and made some progress.
Have one ship from another mod updated and tested, and working my way through the L ships here.
So far I've built or am building the following (Maybe using too high a detail with how long it's taking, testing also needs done.)However I've used the XR Converter to get the .dae files, some ships gave errors and did not convert.SpoilerShowunits_arg_size_l_dest_a
units_arg_size_l_dest_b
units_arg_size_l_liquid_a
units_arg_size_l_liquid_b
units_arg_size_l_trans_a
units_arg_size_l_trans_b
Now seeing what problems you posted earlier, a few notes:SpoilerShowunits_omi_size_xl_battle_a.xml"
Node antenna_main has invalid parent units_size_xl_cs_omicron_antenna_b
units_size_l_combat_b.xml"
Node part_detail_xs has invalid parent units_size_l_carrier_kit_front_b
units_size_l_omicron_trans_a.xml"
Node part_antenna_b has invalid parent units_size_xl_cs_omicron_antenna_b
units_size_l_omicron_trans_b.xml"
Node cargo_b_main has invalid parent units_size_xl_cs_omicron_cargo_b
units_tel_size_l_liquid_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
units_tel_size_l_solid_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
units_tel_size_l_trans_a.xml"
Node anim_livingsection_01 has invalid parent units_size_xl_te_kit_livingsection_b
1st, You don't need collision meshes in the .blend file you use. You shouldn't be getting "xcollision" outputs.
To give an example of what you need,2nd, Rotation. It's important and weird. You need to rotate 180d if fresh out of the XR Converter, front should point towards the Green Y in the XYZ axis in the corner.SpoilerShowpart_main-hull.jcs
part_main-mesh.jcs
part_main-collision.xmf
Note the last one is -collision, not xcollision. and also the .xmf
Do not use the lod0, other wise ship textures go wrong.
Then you need to apply it via CTRL-A and select rotation, then it's not enough to rotate just the top node. You need to make sure everything aligns at 0d with the top node.
Easiest way I found, hit the top node with select hierarchy and then CTRL-A and select rotation.
I hope this is some help and made sense. Personally am running a minor fever so not sure if I being clear but with nothing to do comes boredom.
The Steam version was outdated anyway because I couldnt update the mod over the uploader anymore. Also I dont want people with 6.0 to load the mod and complain about all the issues they get.Mightysword wrote: ↑Wed, 19. Apr 23, 03:28 The mod is now disappeared from steam workshop.![]()
I wish the author would leave it up for people who will stay on 5.1 until thing settle down on 6.0, even if he does not plan to update it any more.
Axeface wrote: ↑Wed, 19. Apr 23, 14:39 Max I've got my Kea working fully - I'm going to make a video of the full process as a memory aid for both myself and the community but need to find the time to do it, hopefully within the next few days. Cyclops still wont allow me to walk on the interiors no matter what I do, its infuriating.
Aranov... I send you a PM. If you have issues with blender files generated by the converter, better ask me for the original files.Aranov wrote: ↑Wed, 19. Apr 23, 21:45 Just a short and quick update, the fever has been kicking my butt today so not much progress testing.
Some ships seem fine at first, pretty sure the Hermod is good to go for example, but I've mostly been stuck on the Braveheart and Arrakis which is in turn slowing down testing of all other ships.
Braveheart 's front and rear collision aren't being picked up by the game, and the Arrakis's wings are showing along the top and bottom of the ship in blender, rather then the sides.
The thing is, I think I already understand how the tool works. The issue is that there are problems with some invisible walls at locations where there shouldnt be anything and in xml I couldnt find anything as well. The strange thing is that collision for projectiles works perfectly.Axeface wrote: ↑Wed, 19. Apr 23, 14:39 Max I've got my Kea working fully - I'm going to make a video of the full process as a memory aid for both myself and the community but need to find the time to do it, hopefully within the next few days. Cyclops still wont allow me to walk on the interiors no matter what I do, its infuriating.
Understood, not sure if its the same problem as with your ships but today I got the cyclops stuck-on-docks and cockpit issue solved. Shuulo mentioned that it might be the gun because I made a bespoke gun for it.... it was the gun breaking walking for the entire ship of all things. Shuulo had said earlier in one of the threads here that it was missing collision for one of the ships components but I never thought that might mean a weapon, especially as the weapon is in a seperate mod from the ship!Max Bain wrote: ↑Wed, 19. Apr 23, 23:17The thing is, I think I already understand how the tool works. The issue is that there are problems with some invisible walls at locations where there shouldnt be anything and in xml I couldnt find anything as well. The strange thing is that collision for projectiles works perfectly.Axeface wrote: ↑Wed, 19. Apr 23, 14:39 Max I've got my Kea working fully - I'm going to make a video of the full process as a memory aid for both myself and the community but need to find the time to do it, hopefully within the next few days. Cyclops still wont allow me to walk on the interiors no matter what I do, its infuriating.
By the way, if anyone else has the idea to fix some ships: Here are ships that are already fixed:
Q
Queen
Terror
Arakis
Bravehart
Mirage (gas)
Mirage (Mineral)
Working on Arawn and Scylla actually.
So no one is doing work twice.
Can anyone please help me with this? I have no idea of how to do this and i would like to erase this mod from my save. Tyvm in advance.
if the savegame loads on 6.0jambock wrote: ↑Thu, 20. Apr 23, 06:20Can anyone please help me with this? I have no idea of how to do this and i would like to erase this mod from my save. Tyvm in advance.
Code: Select all
<content id="asdf" name="The mod named ASDF" description="asdf" author="idkfa" version="1" date="2023-01-22" save="0" enabled="1" sync="false" lastupdate="1674374544">
Ty for the answer; but it seems that i messed up the things before i read your answer; simple because i had it (xr shippack) installed via Steam, but since it was not available via steam anymore i decided to reinstall it with the Nexus version before try to "erase" it; now my saves don't load... Is very late here (4AM); i'll try again during the day, again thanks and if you can help me witch any more info i will be very grateful.|K.O.S.H. wrote: ↑Thu, 20. Apr 23, 08:04if the savegame loads on 6.0if the savegame does not load on 6.0
- goto the extension folder
- goto the mod you want to uninstall
- open the content.xml
- in the main node add save="0"
- save the file
- start the game, load the save
- sell your ships
- save the game
- close the game
- delete the folder
example from a random mod i found on my disc:
- downgrade the game to 5.x
- goto the extension folder
- goto the mod you want to uninstall
- open the content.xml
- in the main node add save="0"
- save the file
- start the game, load the save
- sell your ships
- save the game
- close the game
- delete the folder
- update the game to 6.0
If you have to downgrade, copy the full folder of the game before, rename it to 4x_backup (or whatever), do the stuff, i wrote and just rename it back auf the cleanup. So you dont have to download everything again.Code: Select all
<content id="asdf" name="The mod named ASDF" description="asdf" author="idkfa" version="1" date="2023-01-22" save="0" enabled="1" sync="false" lastupdate="1674374544">
I backupped the 5.x Game before i updated, because i knew, there migth be issues![]()
is the ship pack the only mod, you have installed?jambock wrote: ↑Thu, 20. Apr 23, 08:51 Ty for the answer; but it seems that i messed up the things before i read your answer; simple because i had it (xr shippack) installed via Steam, but since it was not available via steam anymore i decided to reinstall it with the Nexus version before try to "erase" it; now my saves don't load... Is very late here (4AM); i'll try again during the day, again thanks and if you can help me witch any more info i will be very grateful.
Open the save file in a text editor that can open large files.|K.O.S.H. wrote: ↑Thu, 20. Apr 23, 11:10is the ship pack the only mod, you have installed?jambock wrote: ↑Thu, 20. Apr 23, 08:51 Ty for the answer; but it seems that i messed up the things before i read your answer; simple because i had it (xr shippack) installed via Steam, but since it was not available via steam anymore i decided to reinstall it with the Nexus version before try to "erase" it; now my saves don't load... Is very late here (4AM); i'll try again during the day, again thanks and if you can help me witch any more info i will be very grateful.
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<savegame>
<info>
<save name="#001" date="1545321720"/>
<game id="X4" version="150" build="326009" time="122982.575" code="381994" original="150" start="x4ep1_gamestart_fight" seed="470613274" guid="CAD9E93F-3B45-48DC-951C-20F76ABEF8C8"/>
<player name="Аманкалат" location="{20004,470011}" money="7618186507"/>
<patches>
<patch extension="Behemoth_Renegade" version="230" name="Behemoth Renegade"/>
<patch extension="Sonra_Prototype" version="1" name="Sonra Prototype"/>
</patches>
</info>
Code: Select all
<patches>
<patch extension="Behemoth_Renegade" version="230" name="Behemoth Renegade"/>
<patch extension="Sonra_Prototype" version="1" name="Sonra Prototype"/>
</patches>
Yes, it's the only one.|K.O.S.H. wrote: ↑Thu, 20. Apr 23, 11:10is the ship pack the only mod, you have installed?jambock wrote: ↑Thu, 20. Apr 23, 08:51 Ty for the answer; but it seems that i messed up the things before i read your answer; simple because i had it (xr shippack) installed via Steam, but since it was not available via steam anymore i decided to reinstall it with the Nexus version before try to "erase" it; now my saves don't load... Is very late here (4AM); i'll try again during the day, again thanks and if you can help me witch any more info i will be very grateful.
Just tried this, now i can load the modified save; but most ships (mine and NPC) don't move. The ones that i own i discovered that if i take command and then let the pilot back to command everything get back to normal; the npc ones i have no idea of what i can do...alexalsp wrote: ↑Thu, 20. Apr 23, 11:46
Open the save file in a text editor that can open large files.
Find at the top of the line like
Find your mod hereCode: Select all
<?xml version="1.0" encoding="UTF-8"?> <savegame> <info> <save name="#001" date="1545321720"/> <game id="X4" version="150" build="326009" time="122982.575" code="381994" original="150" start="x4ep1_gamestart_fight" seed="470613274" guid="CAD9E93F-3B45-48DC-951C-20F76ABEF8C8"/> <player name="Аманкалат" location="{20004,470011}" money="7618186507"/> <patches> <patch extension="Behemoth_Renegade" version="230" name="Behemoth Renegade"/> <patch extension="Sonra_Prototype" version="1" name="Sonra Prototype"/> </patches> </info>
and delete the line with it. Save the file and try.Code: Select all
<patches> <patch extension="Behemoth_Renegade" version="230" name="Behemoth Renegade"/> <patch extension="Sonra_Prototype" version="1" name="Sonra Prototype"/> </patches>
Before doing this, make a backup copy of the file, just in case.