[MOD] Rise of the Ossian Raider v2.0 and ashipmod

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sco1981
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Re: [Mod] a ship mod 6.0

Post by sco1981 »

Shehriazad wrote: Sat, 16. Feb 19, 20:03 So that Teladi is your own take on a Teladi capital ship based on the style of Egosoft?

Not gonna lie it looks REALLY good. If you end up making a new heavily modded supercarrier ship based on the Gangrene Chaser and submit it to my mod contest I'd definitely love you for it!
Yeah, but i don't create new meshes right now, because alter collision files produce game crashes.
So i "create" ships with egosoft meshes and i don't think this is what you want for your contest. :)
Thecrippler wrote: Sun, 17. Feb 19, 01:14 well he is the only one atm to upload the mod even if it's a test mod i love it this mod is the only thing that keeps me playing now compared to the others moders atm silence
Glad you like the mod. If this collision problem will be fixed in the future, then i will start with creating some own meshes(ships). :D
Thecrippler
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Re: [Mod] a ship mod 6.0

Post by Thecrippler »

sco1981 wrote: Sun, 17. Feb 19, 16:30
Shehriazad wrote: Sat, 16. Feb 19, 20:03 So that Teladi is your own take on a Teladi capital ship based on the style of Egosoft?

Not gonna lie it looks REALLY good. If you end up making a new heavily modded supercarrier ship based on the Gangrene Chaser and submit it to my mod contest I'd definitely love you for it!
Yeah, but i don't create new meshes right now, because alter collision files produce game crashes.
So i "create" ships with egosoft meshes and i don't think this is what you want for your contest. :)
Thecrippler wrote: Sun, 17. Feb 19, 01:14 well he is the only one atm to upload the mod even if it's a test mod i love it this mod is the only thing that keeps me playing now compared to the others moders atm silence
Glad you like the mod. If this collision problem will be fixed in the future, then i will start with creating some own meshes(ships). :D
atm you are the king as i said only active ship mod and am loving it and that cannon you make on top of Arawn superb :thumb_up: :thumb_up: :thumb_up: :thumb_up:
Shehriazad
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Re: [Mod] a ship mod 6.0

Post by Shehriazad »

sco1981 wrote: Sun, 17. Feb 19, 16:30
Shehriazad wrote: Sat, 16. Feb 19, 20:03 So that Teladi is your own take on a Teladi capital ship based on the style of Egosoft?

Not gonna lie it looks REALLY good. If you end up making a new heavily modded supercarrier ship based on the Gangrene Chaser and submit it to my mod contest I'd definitely love you for it!
Yeah, but i don't create new meshes right now, because alter collision files produce game crashes.
So i "create" ships with egosoft meshes and i don't think this is what you want for your contest. :)
Thecrippler wrote: Sun, 17. Feb 19, 01:14 well he is the only one atm to upload the mod even if it's a test mod i love it this mod is the only thing that keeps me playing now compared to the others moders atm silence
Glad you like the mod. If this collision problem will be fixed in the future, then i will start with creating some own meshes(ships). :D

I see the problem...well, you don't think you can somehow use the assets in the game and produce something "similar"? A lot could be done with textures if the basic shape is close enough, I'd really like to see how far you guys can take it. Obviously I'm just asking out of curiosity and am well aware that you are doing this in your free time just for the fun of it :) Plus, if there is some visible WORK done to the models and it's not just a copy-paste job then I'd let it pass.
sco1981
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Re: [Mod] a ship mod 7.0

Post by sco1981 »

New version 7 released:

- Added new pirate ship to Argon and Teladi shipyard
- Added a flagship-version of the new ship to SCA/HAT
- Fixed Arawn not able to change XL shield (a new Arawn is required - maybe)
- Fixed Xenon R not able to upgrade/repair at shipyards.
- Fixed sound loop for Xenon R message

Shehriazad wrote: Sun, 17. Feb 19, 19:08 I see the problem...well, you don't think you can somehow use the assets in the game and produce something "similar"? A lot could be done with textures if the basic shape is close enough, I'd really like to see how far you guys can take it. Obviously I'm just asking out of curiosity and am well aware that you are doing this in your free time just for the fun of it :) Plus, if there is some visible WORK done to the models and it's not just a copy-paste job then I'd let it pass.
It costs a lot of time to create or modify a ship. But i hope Egosoft will release some good tools in the near future, so that ship modding will be easier.
Thecrippler wrote: Sun, 17. Feb 19, 18:07 atm you are the king as i said only active ship mod and am loving it and that cannon you make on top of Arawn superb :thumb_up: :thumb_up: :thumb_up: :thumb_up:
There are some guys working behind closed doors. I hope they will release some good mods/ships in the future. :-)
Shehriazad
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Re: [Mod] a ship mod 7.0

Post by Shehriazad »

sco1981 wrote: Sun, 17. Feb 19, 21:31 New version 7 released:

- Added new pirate ship to Argon and Teladi shipyard
- Added a flagship-version of the new ship to SCA/HAT
What is that new ship based on? Is it completely lego or based on an existing X:R/X4 model? It almost looks like a Terran-ish design to me! (#faketerran :lol: )
Thecrippler
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Re: [Mod] a ship mod 7.0

Post by Thecrippler »

sco1981 wrote: Sun, 17. Feb 19, 21:31 New version 7 released:

- Added new pirate ship to Argon and Teladi shipyard
- Added a flagship-version of the new ship to SCA/HAT
- Fixed Arawn not able to change XL shield (a new Arawn is required - maybe)
- Fixed Xenon R not able to upgrade/repair at shipyards.
- Fixed sound loop for Xenon R message

Shehriazad wrote: Sun, 17. Feb 19, 19:08 I see the problem...well, you don't think you can somehow use the assets in the game and produce something "similar"? A lot could be done with textures if the basic shape is close enough, I'd really like to see how far you guys can take it. Obviously I'm just asking out of curiosity and am well aware that you are doing this in your free time just for the fun of it :) Plus, if there is some visible WORK done to the models and it's not just a copy-paste job then I'd let it pass.
It costs a lot of time to create or modify a ship. But i hope Egosoft will release some good tools in the near future, so that ship modding will be easier.
Thecrippler wrote: Sun, 17. Feb 19, 18:07 atm you are the king as i said only active ship mod and am loving it and that cannon you make on top of Arawn superb :thumb_up: :thumb_up: :thumb_up: :thumb_up:
There are some guys working behind closed doors. I hope they will release some good mods/ships in the future. :-)
OMG you youst release new version while am at work :P
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alexalsp
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Re: [Mod] a ship mod 7.0

Post by alexalsp »

rus lng updates
https://drive.google.com/uc?id=1i-OeR3g ... t=download

It would be better to give a new text in advance.
Thecrippler
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Re: [Mod] a ship mod 7.0

Post by Thecrippler »

mod not able to download from nexus Unrecognized Game mode x4Foundations
sco1981
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Re: [Mod] a ship mod 7.0

Post by sco1981 »

alexalsp wrote: Mon, 18. Feb 19, 03:09 rus lng updates
https://drive.google.com/uc?id=1i-OeR3g ... t=download

It would be better to give a new text in advance.
Ty, will include it in the next version. What do you mean with a new text?
Thecrippler wrote: Mon, 18. Feb 19, 06:46 mod not able to download from nexus Unrecognized Game mode x4Foundations
I can download it just fine, do you use manual download?
Berserk Knight
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Re: [Mod] a ship mod 7.0

Post by Berserk Knight »

sco1981 wrote: Mon, 18. Feb 19, 08:00
alexalsp wrote: Mon, 18. Feb 19, 03:09 rus lng updates
https://drive.google.com/uc?id=1i-OeR3g ... t=download

It would be better to give a new text in advance.
Ty, will include it in the next version. What do you mean with a new text?
I think it means that if you provide them with the language text file with the names and descriptions for the new ships you're making before releasing, they would be able to provide the translated language file faster - maybe fast enough that you'd be able to include it right at release instead of going through the whole "you release, they provide language file afterwards, you include the translated language file in next version" process.
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alexalsp
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Re: [Mod] a ship mod 7.0

Post by alexalsp »

Berserk Knight wrote: Mon, 18. Feb 19, 09:17
sco1981 wrote: Mon, 18. Feb 19, 08:00
alexalsp wrote: Mon, 18. Feb 19, 03:09 rus lng updates
https://drive.google.com/uc?id=1i-OeR3g ... t=download

It would be better to give a new text in advance.
Ty, will include it in the next version. What do you mean with a new text?
I think it means that if you provide them with the language text file with the names and descriptions for the new ships you're making before releasing, they would be able to provide the translated language file faster - maybe fast enough that you'd be able to include it right at release instead of going through the whole "you release, they provide language file afterwards, you include the translated language file in next version" process.
Exactly. Thank. :)
Thecrippler
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Re: [Mod] a ship mod 7.0

Post by Thecrippler »

sco1981 wrote: Mon, 18. Feb 19, 08:00
alexalsp wrote: Mon, 18. Feb 19, 03:09 rus lng updates
https://drive.google.com/uc?id=1i-OeR3g ... t=download

It would be better to give a new text in advance.
Ty, will include it in the next version. What do you mean with a new text?
Thecrippler wrote: Mon, 18. Feb 19, 06:46 mod not able to download from nexus Unrecognized Game mode x4Foundations
I can download it just fine, do you use manual download?
ya no worries mate something glitch on my side my bad
Bubonosaure
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Re: [Mod] a ship mod 7.0

Post by Bubonosaure »

Shehriazad wrote: Sun, 17. Feb 19, 22:30
sco1981 wrote: Sun, 17. Feb 19, 21:31 New version 7 released:

- Added new pirate ship to Argon and Teladi shipyard
- Added a flagship-version of the new ship to SCA/HAT
What is that new ship based on? Is it completely lego or based on an existing X:R/X4 model? It almost looks like a Terran-ish design to me! (#faketerran :lol: )
You have X:Rebirth Argon assets : Fumelkron/Omelkron, Rahanas, Sul. The triangular shapes, I'm not quite sure. Gangrene, maybe.

About the mod, I just installed and it's quite stunning. Do you think you could find a way to mimic the Sucellus main weapon by putting 3 antimate turrets inside (and "code" the ship as being front facing like classic x4 destroyers) ?
The Bayamon looks dope, I really like that you put moving elements into it and hope you'll try and put some more. The only thing I'm not quite sure are the fans that you always put by two, as they overlap each other. Maybe one is enough.

Anyways, glad I downloaded your mod and I still get that sentiment of awe when flying by those beautiful ships. I hope you'll be gracing us with more of your original designs, btw. :wink:
sco1981
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Re: [Mod] a ship mod 7.0

Post by sco1981 »

Shehriazad wrote: Sun, 17. Feb 19, 22:30 What is that new ship based on? Is it completely lego or based on an existing X:R/X4 model? It almost looks like a Terran-ish design to me! (#faketerran :lol: )
Bubonosaure wrote: Mon, 18. Feb 19, 16:57 You have X:Rebirth Argon assets : Fumelkron/Omelkron, Rahanas, Sul. The triangular shapes, I'm not quite sure. Gangrene, maybe.

About the mod, I just installed and it's quite stunning. Do you think you could find a way to mimic the Sucellus main weapon by putting 3 antimate turrets inside (and "code" the ship as being front facing like classic x4 destroyers) ?
The Bayamon looks dope, I really like that you put moving elements into it and hope you'll try and put some more. The only thing I'm not quite sure are the fans that you always put by two, as they overlap each other. Maybe one is enough.

Anyways, glad I downloaded your mod and I still get that sentiment of awe when flying by those beautiful ships. I hope you'll be gracing us with more of your original designs, btw. :wink:
Yeah, it is a pirate ship, it has pieces of all races. :-)
I will update the ships to be more different to each other and among other things too the sucellus and a better mainweapon in the future. The only disadvantage is, that the AI (not player owned) can't handle front weapons on XL ships.
The fans of the Bayamon use two layers, so if you look very close, then you can see that this is intended. :-)

Modding such ships is time consuming and a litte bit frustrating. I need a litte break i think, but have one design in my mind, what i want ingame absolutely. :D
sco1981
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Re: [Mod] a ship mod 7.0

Post by sco1981 »

Berserk Knight wrote: Mon, 18. Feb 19, 09:17 I think it means that if you provide them with the language text file with the names and descriptions for the new ships you're making before releasing, they would be able to provide the translated language file faster - maybe fast enough that you'd be able to include it right at release instead of going through the whole "you release, they provide language file afterwards, you include the translated language file in next version" process.
Ah thank you, now i get it. :D
Max Bain
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Re: [Mod] a ship mod 7.0

Post by Max Bain »

You are the best man!

The ships look so much better than most X4 ships... unbelievable!

Do your ships have some limitations vanilla X4 ships dont have? Are there any bugs or do the ships work like all other X4 L/XL ships? Are there blueprints for the ships?
I read that AI uses your ships as well... thats great!
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
sco1981
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Re: [Mod] a ship mod 7.0

Post by sco1981 »

Max Bain wrote: Mon, 18. Feb 19, 23:01 You are the best man!

The ships look so much better than most X4 ships... unbelievable!

Do your ships have some limitations vanilla X4 ships dont have? Are there any bugs or do the ships work like all other X4 L/XL ships? Are there blueprints for the ships?
I read that AI uses your ships as well... thats great!
There are some. You can't use paintmods on most ships and if you use X4 standard engines, they look a bit ugly (because of the bigger size).
But beside that, all ships are working fine.
sco1981
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Re: [Mod] a ship mod 7.0

Post by sco1981 »

new version released:

- Updated RUS language (thx to Alexalsp)
- Repositioned the XL turrets on Arawn
- Fixed rotator animation on XL turret
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alexalsp
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Re: [MOD] a ship mod 7.1

Post by alexalsp »

sco1981
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Re: [MOD] a ship mod 7.1

Post by sco1981 »

alexalsp wrote: Sun, 24. Feb 19, 20:51 rus lng updates

https://drive.google.com/uc?id=19YSCh8_ ... t=download
Ty, i included more ship names in this version. So it should last a while. :D

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