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

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Randal954
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Randal954 »

Is there any easy way to disable the ship disabler when using XR ship pack? I'm missing out on the Cyclops, Corona and battleship power beam turrets!
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Randal954 wrote: Mon, 24. Aug 20, 20:58 Is there any easy way to disable the ship disabler when using XR ship pack? I'm missing out on the Cyclops, Corona and battleship power beam turrets!
This is a question to XR shippack author.
Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Scoob »

A little more feedback:

I've been hanging out exclusively in Nopileos' Fortune II and VI. In the past couple of game hours I've encountered four Hounds in these sectors alone, which does seem a little excessive. I've captured two so far - both of those in NF II and I'm currently boarding one in NF VI while another one is blowing up shipping in that sector. NF VI appears to have just a single station (SCA) yet two Hounds are present.

I'm not complaining, these are simply more ships for my fleet, but perhaps this isn't quite what you intended?

Edit: one more thing - and this might be a legacy of the Engine group issues - I've noticed that Hounds never appear to have shields for the Engine group now, making taking out their engines that little bit easier than it should be. Might just be RNG, but thought I'd mention it in case it is an issue.

Edit 2: I found a Hound that had Shields in the Engine group, so it seems to be working. I'm guessing this Hound is a newer spawn.

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

Post by Berni »

Are the 30km range and shield penetrating beams for the Xenon U intended? :o
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Drewgamer
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Drewgamer »

Berni wrote: Mon, 24. Aug 20, 22:57 Are the 30km range and shield penetrating beams for the Xenon U intended? :o
Shuulo wrote: Mon, 25. Mar 19, 01:38 [...]
- New Xenon U, XL carrier with unique weapons layout and powerful forward-facing beam projector.
[...]
I would hazard a guess that it was indeed intended :twisted:
Check out my mod Crystal Rarities
AtilaElari
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by AtilaElari »

Berni wrote: Mon, 24. Aug 20, 22:57 Are the 30km range and shield penetrating beams for the Xenon U intended? :o
I'd say it is a welcome feature. Xenon have a lot of trouble getting past the defence stations in VRO. A siege ship might help with that. Now if only it'd spawn in my game so I could see it in action...
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Well yes, Xen U should only be one in the game at all times, it also is not spawned on start and takes some time to build. This is meant as challange for players and a natural force that can shift some borders
Berni
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni »

hehe, yeah^^

The Xenon U leaves a trail of devastation with a 60km diameter :mrgreen:


Edit: i think there are more than one at a time^^ - i fought 3 U's in like 15 minutes or so in different sectors... one U per shipyard maybe?
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Berni wrote: Tue, 25. Aug 20, 14:11 hehe, yeah^^

The Xenon U leaves a trail of devastation with a 60km diameter :mrgreen:


Edit: i think there are more than one at a time^^ - i fought 3 U's in like 15 minutes or so in different sectors... one U per shipyard maybe?
it could happen with first 2.3.0 patch, as i made a mistake and so jobs with Xenon I-class could use U-class as well, when they die there should be no more than 1 (that is if you downloaded the patches if you are not on steam)
Berni
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni »

my guess is, they come from BlackRain's FOCW mod :)
his enhanced Xenon settings makes them very aggressive^^ they send Ks, Rs and Us every few minutes.


EDIT: is it possible to tune down the volume of the positron turret sounds?
flying a ship with a few of theses turrets is a pain for my ears :wink:
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Drewgamer
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Drewgamer »

Hey Shuulo, I was trying to add the new L turrets (for Arg/Par/Tel) to other ships and was wondering if you could help me a bit there.

I THOUGHT the right way to go about it was the tags in the connection for the turret in its ship xml (C:\Program Files (assets\units\size_xl\<shipName>.xml)

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff>
	<replace sel="//connection[@name='bls_l_turret_1']/@tags">turret large standard poweredarg hittable</replace>
	<replace sel="//connection[@name='brs_l_turret_1']/@tags">turret large standard poweredarg hittable</replace>
</diff>
I feel like I'm missing something obvious here and was hoping you could help :)
Check out my mod Crystal Rarities
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

Drewgamer wrote: Sun, 30. Aug 20, 02:19 Hey Shuulo, I was trying to add the new L turrets (for Arg/Par/Tel) to other ships and was wondering if you could help me a bit there.

I THOUGHT the right way to go about it was the tags in the connection for the turret in its ship xml (C:\Program Files (assets\units\size_xl\<shipName>.xml)

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff>
	<replace sel="//connection[@name='bls_l_turret_1']/@tags">turret large standard poweredarg hittable</replace>
	<replace sel="//connection[@name='brs_l_turret_1']/@tags">turret large standard poweredarg hittable</replace>
</diff>
I feel like I'm missing something obvious here and was hoping you could help :)
Dunno, looks fine for me. If it doesnt work try to replace not tag but whole connection.

Code: Select all

<replace sel="//connection[@name='bls_l_turret_1'>
CONNECTION CODE
</replace>
e0s888
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by e0s888 »

Shuulo wrote: Mon, 31. Aug 20, 23:34
Drewgamer wrote: Sun, 30. Aug 20, 02:19 Hey Shuulo, I was trying to add the new L turrets (for Arg/Par/Tel) to other ships and was wondering if you could help me a bit there.

I THOUGHT the right way to go about it was the tags in the connection for the turret in its ship xml (C:\Program Files (assets\units\size_xl\<shipName>.xml)

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff>
	<replace sel="//connection[@name='bls_l_turret_1']/@tags">turret large standard poweredarg hittable</replace>
	<replace sel="//connection[@name='brs_l_turret_1']/@tags">turret large standard poweredarg hittable</replace>
</diff>
I feel like I'm missing something obvious here and was hoping you could help :)
Dunno, looks fine for me. If it doesnt work try to replace not tag but whole connection.

Code: Select all

<replace sel="//connection[@name='bls_l_turret_1'>
CONNECTION CODE
</replace>
Hey Shuulo,
I have similar question to you. I managed to give Taranis your Argon Ion Beam (changing tag to ,,turret large standard poweredarg hittable" but I would prefer your Teladi Beam. What is the name (tag) of your new Teladi Beam? Please tell me, because I love those nostalgic freespace beams... 
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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo »

e0s888 wrote: Wed, 2. Sep 20, 09:59
Hey Shuulo,
I have similar question to you. I managed to give Taranis your Argon Ion Beam (changing tag to ,,turret large standard poweredarg hittable" but I would prefer your Teladi Beam. What is the name (tag) of your new Teladi Beam? Please tell me, because I love those nostalgic freespace beams... 
poweredtel for positron, powerpar for tri-beam
Godis
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Godis »

I'm sorry for a little offtopic, but I need someone experienced to answer my question, please. Since I've updated the game to 3.3 I have a weird problem. Whenever I want to buy new equipment for a ship, after confirming my selection when I hit the "Buy" button, nothing happens - but it takes the related amount of credits from my account. It works the other way too, when I want to remove / sell equipment from a ship. Then it just adds the credits to my account. It does that everytime I hit that "buy" button, indefinately (up to millions, when I press it often enough). As mentioned it never removes or builds new equipment and the screen doesn't close, like it would normally do when you confirm to buy or sell the stuff.

In research of the cause of this weird issue I went through my entire extensions list and found here and there a few single left-over files from mods I've updated by just overwriting files (and actually forgot to remove the old ones). I also removed some older mods that technically should still work, but I don't require anyway.
But no matter what I tried, the issue remains. Also tried it with a new game and now I'm getting out of ideas. Which mod(s) can interfere with the game that way? Maybe some UI mod? I really don't know... I also couldn't find anything close to my problem anywhere else, or any reports about a certain mod or conflict causing it. I should also mention that it worked fine with my mods setup before the update. I even re-installed the entire game and re-added the mods afterwards. But nothing helped so far.

EDIT: Well, it was Right click API / G-Workaround. Totally forgot that one, since it only gets updated on regular updates...
e0s888
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by e0s888 »

Shuulo wrote: Wed, 2. Sep 20, 13:59
e0s888 wrote: Wed, 2. Sep 20, 09:59
Hey Shuulo,
I have similar question to you. I managed to give Taranis your Argon Ion Beam (changing tag to ,,turret large standard poweredarg hittable" but I would prefer your Teladi Beam. What is the name (tag) of your new Teladi Beam? Please tell me, because I love those nostalgic freespace beams... 
poweredtel for positron, powerpar for tri-beam
Thanks a lot for info!!! I will be happy to test them on Arawn today.
Thank you for the great mod also, I am having great fun with it :)
Cheers!
Rastuasi
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Rastuasi »

Shuulo,

As a head's up, on linux, when I had my Nodan dock to the Hyperion (Par owned), walking around in my Nodan caused it to graphically disappear, so it looked like I was in space. Also when I managed to get the "Teleport" information up, it did not give the hyperion bridge as an option.

Reproduction Steps and Bug Desc:

1) Hop into a personally owned Nodan fighter, no idea if fighter type has a role to play, this is what I was in.
2) Find a Hyperion out in the wild, mine was AI, paranid owned, not sure if personal matters or not.
3) Stand up.

It was at this point that my ship's body, the cockpit, everything, just goes invisible. Physically it is still there, I am walking, I can interact with things as per usual, just that it graphically poofs. It can flicker as well, so the ship would cut in and out.

4) Walk over to where the teleport should be (where you go to get into space suit) and attempt to go to the hyperion bridge.

You should see no option to go to the bridge.

5) Sit back down in the pilot seat via blindly (again invisible body) walking to the spot it should be. You will still see the reticle and highlight along with "Use" show.

For me, the entire ship stayed invisible, but once I undocked everything reappeared.

Essentially, I was looking to see what each of the new frigates looked like for their bridges and bridge positions before buying one and saw this issue.
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Malakie
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Malakie »

Decided to give this a try.... My ships have no weapons when I go to refit them... i.e. nothing is listed in the wharf itself as weapons I can fit to a ship I am trying to update or change.

Any ideas?
Take it light.....

Malakie

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

Post by Shuulo »

Malakie wrote: Sat, 12. Sep 20, 06:20 Decided to give this a try.... My ships have no weapons when I go to refit them... i.e. nothing is listed in the wharf itself as weapons I can fit to a ship I am trying to update or change.

Any ideas?
Did you enabled the mod mid-game? VRO requires new save game as there are a lot of changes, specifically to weapons.
If not, do you have Split DLC? It's required for correct work
Hornet108
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Hornet108 »

What exactly happens if you activate mid game? Existing ships are a mess, but will they be fixed over time as they die and respawn with the new weapons?

Im thinking I can add this to my save, then write a script to rinse every ship in the game, but then keep the shipyards fully stocked for maybe 3 hours to rebuild?

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