Impact of 6.0 beta on mods

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
x3

Re: Impact of 6.0 beta on mods

Post by balogt »

i never noticed that before..you are a life saver good sir. really.
veronique
Posts: 61
Joined: Thu, 10. Nov 05, 19:18
x3tc

Re: Impact of 6.0 beta on mods

Post by veronique »

What an amazing topic, many thanks to the devs in here helping us understand what's going on, and the hopeful possibility of examples to further modding. It's still early days, I use (or used) many many mods, some very small, some extremely game changeing and huge. I have several X4 games completely saved with different mods that are needed to work on some of the bigger mod art such as XRSGE but the title of this topic "Impact of 6.0 beta on mods" now that the new DLC is released with version 6.0 coming out of beta the effect is seismic on mods. This version will keep us all going for many years, at least until X5 arrives and I really hope it does come one day, as the X series is totally and completely different to any other "space game" out there.

So I am going to load up v 6.0 with Kingdoms End and just enjoy the new game, check it out and see which mods I can or can't use while I wait for you wonderful modders to catch up. Sure I am going to miss my Koha, and some other mod ships but I can't help but feel this is the beginning of a new dawn for X4, even if it's the finale for the game. Thank all you modders for what you do, I am sure you will all figure it out and a massive THANK YOU to Bernd and the team for being so open and active in the community.
User avatar
Baconnaise
Posts: 766
Joined: Sat, 23. Nov 13, 15:50
x4

Re: Impact of 6.0 beta on mods

Post by Baconnaise »

I checked out the new DLC briefly; it looks good and runs better. I'm staying on 5.1 atm since I can't live without the mods here. It's to be expected and I'm in no rush since ToA DLC really put me off the game for a while. Good times.
Sturmer
Posts: 505
Joined: Thu, 9. Jun 11, 19:17

Re: Impact of 6.0 beta on mods

Post by Sturmer »

I haven't seen repair drones flying around ships that are being repaired since I installed one of the first 6.o betas, lol, and I'm far too into the game to considering starting a new game.
Folker
Posts: 127
Joined: Fri, 31. Jul 20, 21:56
x4

Re: Impact of 6.0 beta on mods

Post by Folker »

Hi, it was because I had an idea in mind to know how the ships work with this new physics engine.

I was thinking about the fact that a modder takes the Boron DLC, because a DLC for the game is like a "big mod" if I can say so. Convert it or decompress it with XRebirth's XeRCEs tool.

This way we will have access to the textures and even to the extension of the .xxx files and we will know which software to use to answer the change of the physics engine of the game, and the modders will just have to export their files on the corresponding software to correct the meshes and same it works. Or even compare with other mods made before to know what has changed, so the community will know how to make their mods compatible with the new physics engine.

The goal is to see how they made the DLC so that the ships are compatible with it to suit us the method.
Scoob
Posts: 11170
Joined: Thu, 27. Feb 03, 22:28
x4

Re: Impact of 6.0 beta on mods

Post by Scoob »

While we know that Ship Mods will need likely significant work from the authors to make them compatible with v6.0, are there any other categories of mod that will definitely break in v6.0?

I use a collection of smaller QoL type mods. Things like bailing pilots not sabotaging their ship, stripping it of most of the equipment. Another so when I send a Marine to claim a bailed ship, they're not clumsy, wrecking stuff on their way in. Another mod lets SCA use a wider variety of ships, things like that. This isn't a "will this Mod work" request as such, but if we know that Mods that change [feature] might cause an issue, we can proceed with caution.
User avatar
chew-ie
Posts: 6601
Joined: Mon, 5. May 08, 00:05
x4

Re: Impact of 6.0 beta on mods

Post by chew-ie »

Scoob wrote: Sun, 16. Apr 23, 12:32 While we know that Ship Mods will need likely significant work from the authors to make them compatible with v6.0, are there any other categories of mod that will definitely break in v6.0?

I use a collection of smaller QoL type mods. Things like bailing pilots not sabotaging their ship, stripping it of most of the equipment. Another so when I send a Marine to claim a bailed ship, they're not clumsy, wrecking stuff on their way in. Another mod lets SCA use a wider variety of ships, things like that. This isn't a "will this Mod work" request as such, but if we know that Mods that change [feature] might cause an issue, we can proceed with caution.
K.O.S.H. made an attempt to start a list of potentially broken mods: viewtopic.php?f=181&t=453755
No contribution from other so far though.

Image

Spoiler
Show
BurnIt: Boron and leaks don't go well together...
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]

:idea: Feature request: paint jobs on custom starts
Scoob
Posts: 11170
Joined: Thu, 27. Feb 03, 22:28
x4

Re: Impact of 6.0 beta on mods

Post by Scoob »

chew-ie wrote: Sun, 16. Apr 23, 12:55 K.O.S.H. made an attempt to start a list of potentially broken mods: viewtopic.php?f=181&t=453755
No contribution from other so far though.
Thanks for the link. I wonder if NZ-Wanderer will update their sticky topic here? They've been quiet for a while now, so perhaps they're no longer playing X4.

I notice there's a Topic from Shuulo about the tools needed to convert ships for use with v6.0. Hopefully this will aid the various ship mod creators. I love the XR Ship Pack, Ship Variety Expansion and (shuulo's own) VRO mod, so I'll be happy when they're v6.0 compliant.

I might start testing a few small mods in my current game, but it's not always easy to test such thing. I mean, what might seem to work after initially installing, then breaks something several hours later potentially or leads to other side-effects. With Ship mods it's easy, they simply won't work until updated. However, the myriad of smaller mods is another question, hence my hoping for some clues as to what other core features (like how ships work) might be different in v6.0 so I can make a (hopefully) informed choice of what to try.

Not a modder myself these days - at least, not of X4 - just a player. So things that might be obvious to some, I'd need a few hints lol. I.e. mods that do [feature] won't work because Egosoft changed how [function] is implemented in v6.0.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
x4

Re: Impact of 6.0 beta on mods

Post by DeadAirRT »

Scoob wrote: Sun, 16. Apr 23, 13:14
chew-ie wrote: Sun, 16. Apr 23, 12:55 K.O.S.H. made an attempt to start a list of potentially broken mods: viewtopic.php?f=181&t=453755
No contribution from other so far though.
Thanks for the link. I wonder if NZ-Wanderer will update their sticky topic here? They've been quiet for a while now, so perhaps they're no longer playing X4.

I notice there's a Topic from Shuulo about the tools needed to convert ships for use with v6.0. Hopefully this will aid the various ship mod creators. I love the XR Ship Pack, Ship Variety Expansion and (shuulo's own) VRO mod, so I'll be happy when they're v6.0 compliant.

I might start testing a few small mods in my current game, but it's not always easy to test such thing. I mean, what might seem to work after initially installing, then breaks something several hours later potentially or leads to other side-effects. With Ship mods it's easy, they simply won't work until updated. However, the myriad of smaller mods is another question, hence my hoping for some clues as to what other core features (like how ships work) might be different in v6.0 so I can make a (hopefully) informed choice of what to try.

Not a modder myself these days - at least, not of X4 - just a player. So things that might be obvious to some, I'd need a few hints lol. I.e. mods that do [feature] won't work because Egosoft changed how [function] is implemented in v6.0.
Easiest way to know if a mod is working is to run debug and see if a mod is spamming errors.

Return to “X4: Foundations - Scripts and Modding”