[MOD] Player Owned Ship Production

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argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

carmaster wrote: Tue, 11. Dec 18, 13:57 They still haven't fixed the bug, I am just overwriting the Lua file from the base game by using subst cats/dats instead of doing it properly, which is nasty but I guess it will do for the moment.
Was kinda wondering what that sub_cat was in there.. Now I know I guess :P

So with your plan to make a blueprint for each ship, are there any plans to be able to reverse engineer your ships to get their blueprint? Or is that still a bit out of the accessible ballpark?
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Dr.Zou
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Re: [MOD] Player Owned Ship Production

Post by Dr.Zou »

How can I build the Xenon i ship?
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aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Dr.Zou wrote: Tue, 11. Dec 18, 14:24 How can I build the Xenon i ship?
Xenon and Khaak ships are excluded from the license requirements since those factions do not have licenses.
You just have to build a capital shipyard (XL for the I) and supply the required wares to your station.
argon_emperor wrote: Tue, 11. Dec 18, 14:22 So with your plan to make a blueprint for each ship, are there any plans to be able to reverse engineer your ships to get their blueprint? Or is that still a bit out of the accessible ballpark?
Reverse engineering is certainly something that's possible but it would require too much MD work considering Egosoft is releasing their version of this mod in vanilla next year.
Dr.Zou
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Re: [MOD] Player Owned Ship Production

Post by Dr.Zou »

I just had a crash when I wanted to scan the XL shipyard in Antigone Memorial.
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aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Dr.Zou wrote: Tue, 11. Dec 18, 18:28 I just had a crash when I wanted to scan the XL shipyard in Antigone Memorial.
Were you scanning by getting close to it or were you scanning a data leak?
Dr.Zou
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Re: [MOD] Player Owned Ship Production

Post by Dr.Zou »

I scanning a data leak
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Riipperino2K
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Re: [MOD] Player Owned Ship Production

Post by Riipperino2K »

I don't see any data leak or scannable points on the modules at all.
However since im allied with Xenon i can build the I Battleship now which i couldn't do before i activated this mod.
Am i missing something here ?
Did all the research as well btw
Eldiora
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Re: [MOD] Player Owned Ship Production

Post by Eldiora »

Saw the blueprints buyable at the faction vendors too. You are awesome, thank you for this fantastic mod, now to just get my faction rep high enough to buy them.

I can confirm scanning works, i was at my last xl yard and got one xl blueprint.
Last edited by Eldiora on Tue, 11. Dec 18, 20:53, edited 2 times in total.
hkmist
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Re: [MOD] Player Owned Ship Production

Post by hkmist »

Modules scanning don't seem to work after 60+ try, i don't know if it is my own luck or i haven't install the mod right.

I see you mention we need to research Build Module tech before we can scan for a blueprint, so is it a new research have add to the research list?
I can't find anything new in the research list so is the mod need a new game start?
Xe-131
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Re: [MOD] Player Owned Ship Production

Post by Xe-131 »

carmaster wrote: Tue, 11. Dec 18, 17:28
Dr.Zou wrote: Tue, 11. Dec 18, 14:24 How can I build the Xenon i ship?
Xenon and Khaak ships are excluded from the license requirements since those factions do not have licenses.
You just have to build a capital shipyard (XL for the I) and supply the required wares to your station.
The Xenon I? In X4? Have you just made my day? :lol:
Riipperino2K
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Re: [MOD] Player Owned Ship Production

Post by Riipperino2K »

Xe-131 wrote: Tue, 11. Dec 18, 20:35
carmaster wrote: Tue, 11. Dec 18, 17:28
Dr.Zou wrote: Tue, 11. Dec 18, 14:24 How can I build the Xenon i ship?
Xenon and Khaak ships are excluded from the license requirements since those factions do not have licenses.
You just have to build a capital shipyard (XL for the I) and supply the required wares to your station.
The Xenon I? In X4? Have you just made my day? :lol:
It was allready in the game , but this mod doesnt work.
But i was allready alied with xenon with the cheat menu and now able to buy ships from their warfs.
aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

It works perfectly fine for everyone that has been testing it for days on Discord.
Redownload the file and make sure you're putting the folder inside the ZIP file in the extensions folder of the game's ROOT. It will NOT work in documents.
Also, if you were super fast downloading when I released it, just go to the playershipyards folder and rename 01.cat and 01.dat to ext_01.cat and ext_01.dat respectively.
Xe-131
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Re: [MOD] Player Owned Ship Production

Post by Xe-131 »

Riipperino2K wrote: Tue, 11. Dec 18, 20:42
Xe-131 wrote: Tue, 11. Dec 18, 20:35
carmaster wrote: Tue, 11. Dec 18, 17:28

Xenon and Khaak ships are excluded from the license requirements since those factions do not have licenses.
You just have to build a capital shipyard (XL for the I) and supply the required wares to your station.
The Xenon I? In X4? Have you just made my day? :lol:
It was allready in the game , but this mod doesnt work.
But i was allready alied with xenon with the cheat menu and now able to buy ships from their warfs.
Damn. I'm yet to come across one of those.

However, with 1.32 released, and the economy instantly revitalised, I'm sure it'll only be a matter of time!

Also, do small xenon ships ever bail, and is there no way to board the destroyers?
argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

Xe-131 wrote: Tue, 11. Dec 18, 21:14
Riipperino2K wrote: Tue, 11. Dec 18, 20:42
Xe-131 wrote: Tue, 11. Dec 18, 20:35

The Xenon I? In X4? Have you just made my day? :lol:
It was allready in the game , but this mod doesnt work.
But i was allready alied with xenon with the cheat menu and now able to buy ships from their warfs.
Damn. I'm yet to come across one of those.

However, with 1.32 released, and the economy instantly revitalised, I'm sure it'll only be a matter of time!

Also, do small xenon ships ever bail, and is there no way to board the destroyers?
Xenon ships never bail, and you can't board the large ones (literally, says "impossible" on the boarding screen and won't let you start the op, no matter how many 5 star marines you select :P )

I believe someone tried making Xenon and Kha'ak ships be the starter ship, and they don't have cockpits, doors, or anything because they weren't designed to be player flown, so they didn't work properly

And @carmaster: whoops, guess some of us were too download happy for this on huh? XD
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Max Bain
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Re: [MOD] Player Owned Ship Production

Post by Max Bain »

That is awesome! :)

Thx for your mod. I also love the idea to have blueprints for each ship!
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
Blackscorp_81
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Re: [MOD] Player Owned Ship Production

Post by Blackscorp_81 »

I just was at Antigone-Blueprint-Vendor/Faction-Leader and saw Blueprints for shipyards. but i could not buy them. tells me, that i need higher rank/better standing with that faction. Problematic, since i'm +30 with antigone and got all ranks/licenses. And after literally scanning every Shipyards, Equipment-Docks for data-leaks and got some 100 missions and trade-bonus-crap but only one blue-print for L-shipyard which i already got BEFORE researching that build-thing...
I mean perhaps I'm just to stupid to play this game but (no offense) at the end it feels as buggy as X4 :lol:

Any suggestions/ideas how i can get this to work?
All research is done. Including that Building-Research.
Riipperino2K
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Re: [MOD] Player Owned Ship Production

Post by Riipperino2K »

carmaster wrote: Tue, 11. Dec 18, 21:09 It works perfectly fine for everyone that has been testing it for days on Discord.
Redownload the file and make sure you're putting the folder inside the ZIP file in the extensions folder of the game's ROOT. It will NOT work in documents.
Also, if you were super fast downloading when I released it, just go to the playershipyards folder and rename 01.cat and 01.dat to ext_01.cat and ext_01.dat respectively.
Yes it does work now my bad.
Guess i was indeed to fast , been keeping my eye on this thread every 30 minutes for updates :lol:
Great work and thank you :D
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Depleted
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Re: [MOD] Player Owned Ship Production

Post by Depleted »

This mod doesn't work for me, I completed the build module research then I went to the argon wharf and shipbuilding station to emp bomb the build modules, i got the blueprints for s/m, l and xl ship building, went back to my station, and the build module tab is greyed out.
i'm +30 allied rep with argon and have all of their licences and blueprints.

Edit: just seen the post above me state it needs to go in the game exe folder, not the extensions folder in my documents. gonna try that now.
edit 2: moving the folder to the self made extensions folder in the game exe directory does not make it work either, i can see it on the extensions list but the build module tab is greyed out still.

sadface.jpeg
Dr.Zou
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Re: [MOD] Player Owned Ship Production

Post by Dr.Zou »

Will npc also commission ships at the player yard? Sorry for bad English :D
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Zeiro35
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Re: [MOD] Player Owned Ship Production

Post by Zeiro35 »

Yup, Greyed out for me too, waiting for someone to answer the questions above.

*Edit - Ok, so you can't buy blueprints from the representative, i'm assuming that will be an update at one point. I finally started to find some by scanning data leaks. I used the mod mentioned above that places a waypoint on all leaks/broadcast. When you turn on your short range scanning mode it directs you to scan the fabrication module and once that's done a data leak will spawn nearby. (use the mod) then, once scanned, it has a chance to get a blueprint. I had to leave the system twice in order to respawn the leak and get the blueprints as I didn't get it the first two times.
Last edited by Zeiro35 on Thu, 13. Dec 18, 16:24, edited 1 time in total.

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