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

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

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Xfan989
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Re: [Mod] a ship mod

Post by Xfan989 »

I'm already on a Taranis. Though the ship was build before 2.2.
Die Nacht ist nur so dunkel, damit man sie besser sieht.
unit757
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Re: [Mod] a ship mod

Post by unit757 »

You will have to rebuild it, changes to a ship do not apply to ships built before the change. I can confirm a fresh built ship on 2.2 does have the additional stuff.

Looks amazing sco, awesome job!
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alexalsp
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Re: [Mod] a ship mod

Post by alexalsp »

for update ships, try this code

md/shipmodpatch.xml

Code: Select all

<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="patch_trn" xsi:noNamespaceSchemaLocation="md.xsd"> 
  <cues> 
    <cue name="patch_shipmod"> 
      <conditions> 
		 <event_game_loaded/>
      </conditions> 
      <actions> 
        <set_value name="$ship_macros" exact="[ 
          macro.units_size_xl_capital_destroyer_1_macro
          macro.units_size_xl_capital_destroyer_2_macro
          macro.units_size_xl_red_destroyer_macro
        ]"/> 
          <set_value name="$ship_count" exact="0"/> 
        <set_value name="$patch_count" exact="0"/> 
        <set_value name="$patching_ships" exact="[]"/> 

        <do_all exact="$ship_macros.count" counter="$sm"> 
          <find_ship name="$ships" macro="$ship_macros.{$sm}" multiple="true" space="player.galaxy"/> 
          <set_value name="$ship_count" exact="$ships.count" operation="add"/> 
          <do_all exact="$ships.count" counter="$s"> 
            <append_to_list name="$patching_ships" exact="$ships.{$s}"/> 
              <find_object_component name="$components" class="[class.engine, class.weapon, class.turret, class.shieldgenerator]" object="$ships.{$s}" multiple="true"/> 
              <set_value name="$patch_count" exact="$components.count" operation="add"/> 
              <do_all exact="$components.count" counter="$c"> 
                <destroy_object object="$components.{$c}" explosion="false"/> 
                <!-- <debug_text filter="general" text="'Уничтожен модуль %1 на корабле %2 в зоне %3'.[$components.{$c}.knownname, $ships.{$s}.knownname, $ships.{$s}.zone.knownname]"/> --> 
              </do_all> 
            </do_all>  
        </do_all> 
        <!-- <debug_text filter="general" text="'Уничтожено двигателей: %1 \nПропатчено кораблей %2.'.[$patch_count, $ship_count]"/>  -->
      </actions>
     <cues> 
        <cue name="Patch_ship_Macro"> 
          <delay exact="5s"/> 
          <actions> 
            <do_all exact="$patching_ships.count" counter="$s"> 
              <set_value name="$ship" exact="$patching_ships.{$s}"/> 
              <!-- <debug_text text="'Пропатчено кораблей - %1 ...'.[$ship.knownname]"/>  -->
              <patch_macro object="$ship"/> 
            </do_all> 
          </actions> 
        </cue> 
      </cues> 
    </cue> 
  </cues> 
</mdscript>
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Xfan989
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Re: [Mod] a ship mod

Post by Xfan989 »

Buying a new ship indeed fixed the missing LODs.
Now take your time with the mod, if you somehow manage to get the engines fixed the ship will look even better.
Die Nacht ist nur so dunkel, damit man sie besser sieht.
unit757
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Re: [Mod] a ship mod

Post by unit757 »

Did you ever try having the two top L turrets up closer to the superstructure on the balanced version, where the V Launchers normally sit in Rebirth? Thought about adjusting them myself so they are a bit more useful, wasn't sure though if you tried it and they had issues shooting the ship like the underside one did.
sco1981
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Re: [Mod] a ship mod

Post by sco1981 »

alexalsp wrote: Tue, 25. Dec 18, 12:24 for update ships, try this code

md/shipmodpatch.xml

Code: Select all

<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="patch_trn" xsi:noNamespaceSchemaLocation="md.xsd"> 
  <cues> 
    <cue name="patch_shipmod"> 
      <conditions> 
		 <event_game_loaded/>
      </conditions> 
      <actions> 
        <set_value name="$ship_macros" exact="[ 
          macro.units_size_xl_capital_destroyer_1_macro
          macro.units_size_xl_capital_destroyer_2_macro
          macro.units_size_xl_red_destroyer_macro
        ]"/> 
          <set_value name="$ship_count" exact="0"/> 
        <set_value name="$patch_count" exact="0"/> 
        <set_value name="$patching_ships" exact="[]"/> 

        <do_all exact="$ship_macros.count" counter="$sm"> 
          <find_ship name="$ships" macro="$ship_macros.{$sm}" multiple="true" space="player.galaxy"/> 
          <set_value name="$ship_count" exact="$ships.count" operation="add"/> 
          <do_all exact="$ships.count" counter="$s"> 
            <append_to_list name="$patching_ships" exact="$ships.{$s}"/> 
              <find_object_component name="$components" class="[class.engine, class.weapon, class.turret, class.shieldgenerator]" object="$ships.{$s}" multiple="true"/> 
              <set_value name="$patch_count" exact="$components.count" operation="add"/> 
              <do_all exact="$components.count" counter="$c"> 
                <destroy_object object="$components.{$c}" explosion="false"/> 
                <!-- <debug_text filter="general" text="'Уничтожен модуль %1 на корабле %2 в зоне %3'.[$components.{$c}.knownname, $ships.{$s}.knownname, $ships.{$s}.zone.knownname]"/> --> 
              </do_all> 
            </do_all>  
        </do_all> 
        <!-- <debug_text filter="general" text="'Уничтожено двигателей: %1 \nПропатчено кораблей %2.'.[$patch_count, $ship_count]"/>  -->
      </actions>
     <cues> 
        <cue name="Patch_ship_Macro"> 
          <delay exact="5s"/> 
          <actions> 
            <do_all exact="$patching_ships.count" counter="$s"> 
              <set_value name="$ship" exact="$patching_ships.{$s}"/> 
              <!-- <debug_text text="'Пропатчено кораблей - %1 ...'.[$ship.knownname]"/>  -->
              <patch_macro object="$ship"/> 
            </do_all> 
          </actions> 
        </cue> 
      </cues> 
    </cue> 
  </cues> 
</mdscript>
Thank you for the script, will include it within the next version.
sco1981
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Re: [Mod] a ship mod

Post by sco1981 »

unit757 wrote: Wed, 26. Dec 18, 20:22 Did you ever try having the two top L turrets up closer to the superstructure on the balanced version, where the V Launchers normally sit in Rebirth? Thought about adjusting them myself so they are a bit more useful, wasn't sure though if you tried it and they had issues shooting the ship like the underside one did.
Never tried, do you have a picture of the position you mentioned?
Aren't they useful at the current position?
unit757
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Re: [Mod] a ship mod

Post by unit757 »

Not overly, no. They are sunk to far down to engage anything infront of the ship, so they're limited to broadside and rear targets. My battery of small plasmas at the front usually end up doing the majority of the work.

https://i.imgur.com/yaVOsYx.jpg
The area I'm aiming at, large flat area on both sides at the back of the rear superstructure. Looks big enough to fit the large gun model, Rebirth has a pair of astrobee launchers (not V launchers, sorry) placed there. Provided it doesn't try and shoot itself that spot would give them better coverage.
sco1981
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Re: [Mod] a ship mod

Post by sco1981 »

unit757 wrote: Thu, 27. Dec 18, 23:05 Not overly, no. They are sunk to far down to engage anything infront of the ship, so they're limited to broadside and rear targets. My battery of small plasmas at the front usually end up doing the majority of the work.

https://i.imgur.com/yaVOsYx.jpg
The area I'm aiming at, large flat area on both sides at the back of the rear superstructure. Looks big enough to fit the large gun model, Rebirth has a pair of astrobee launchers (not V launchers, sorry) placed there. Provided it doesn't try and shoot itself that spot would give them better coverage.
Ah ok, in the battleship variant, there are turrents on this position. Under certain circumstances they will shoot through the hull, but it is to a lesser degree.
sco1981
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Re: [Mod] a ship mod

Post by sco1981 »

Version 3.0 with some bug fixes and the Arawn is released.

I am testing with new engines and got a problem, see in this thread viewtopic.php?f=181&t=411370.
Maybe someone has a clue?
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Xfan989
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Re: [Mod] a ship mod

Post by Xfan989 »

Is it intentional that Arawn uses the Paranid XL Bridge?
Die Nacht ist nur so dunkel, damit man sie besser sieht.
sco1981
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Re: [Mod] a ship mod

Post by sco1981 »

Xfan989 wrote: Sun, 30. Dec 18, 21:18 Is it intentional that Arawn uses the Paranid XL Bridge?
I tried something new and liked the paranid bridge more as the argon one. :D
unit757
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Re: [Mod] a ship mod

Post by unit757 »

A bit of a shame, but bridge choice can easily be fixed on the users end.

Little bug on the Arawn, the aft radar behind the bridge is on it's side, looks kinda funny.
https://i.imgur.com/kGjOMSC.jpg


Good job on the ship though! Looks the best of the 3 IMO, the ships larger size helps hide the oversized engines better.
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Xfan989
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Re: [Mod] a ship mod

Post by Xfan989 »

sco1981 wrote: Sun, 30. Dec 18, 21:26
I tried something new and liked the paranid bridge more as the argon one. :D

Ok just one request - DON'T add more weapons to the ship, lol.


Also, is it possible to change the base speed of the ship? Because 200+ m/s feels kinda akward, considering in previous games capital ships would not go faster than 50-80 m/s.
Die Nacht ist nur so dunkel, damit man sie besser sieht.
sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod

Post by sco1981 »

unit757 wrote: Sun, 30. Dec 18, 21:56 A bit of a shame, but bridge choice can easily be fixed on the users end.

Little bug on the Arawn, the aft radar behind the bridge is on it's side, looks kinda funny.
https://i.imgur.com/kGjOMSC.jpg


Good job on the ship though! Looks the best of the 3 IMO, the ships larger size helps hide the oversized engines better.
I changed both things in 3.1 and will flight with paranid cockpit on my own version. :D
Takei
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Re: [Mod] a ship mod

Post by Takei »

I think the paranid bridge was a good choice for the more rounded arawn.

Here is my bit about the layout.
The docks in the Arawn are bad.... AI will not be able to use them.
At the top of the internal Docks i was able to clip into the model very easily
please do not group turrets and engines together. bad karma
sco1981
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Re: [Mod] a ship mod

Post by sco1981 »

Takei wrote: Sun, 30. Dec 18, 22:47 I think the paranid bridge was a good choice for the more rounded arawn.

Here is my bit about the layout.
The docks in the Arawn are bad.... AI will not be able to use them.
At the top of the internal Docks i was able to clip into the model very easily
please do not group turrets and engines together. bad karma
Yeah i saw it, but it was a workaround for the hole in the ship.
Why not group turrets and engines? So i save some shield placements.
Vince_K
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Re: [Mod] a ship mod

Post by Vince_K »

I'm having difficulty getting this mod to work. I have the GOG version of X4. I unpacked the mod files in the extensions directory in my documents folder, and the ships do not load. I then placed it in the extensions folder I created in the Root\game directory and still the ships do not load. Any advise?
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alexalsp
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Re: [Mod] a ship mod

Post by alexalsp »

X4 Foundations\extensions
sco1981
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Re: [Mod] a ship mod

Post by sco1981 »

Vince_K wrote: Mon, 31. Dec 18, 03:17 I'm having difficulty getting this mod to work. I have the GOG version of X4. I unpacked the mod files in the extensions directory in my documents folder, and the ships do not load. I then placed it in the extensions folder I created in the Root\game directory and still the ships do not load. Any advise?
it should looks like:
Gamedirectory\extensions\ashipmod\ext_01.cat, ext_01.dat and content.xml

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