[TUTORIAL] Beginners guide to weapons modding

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Shuulo
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Joined: Mon, 14. Apr 08, 17:03
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Re: [TUTORIAL] Beginners guide to weapons modding

Post by Shuulo »

Osbot wrote: Tue, 19. Jan 21, 06:33 Does this mean a higher value is better? IE Job is threshold 1, so the AI will more likely choose a .61 threshold over a .45?
no, its neither better nor worse.
e.g most transports and miners have job levels 0-0.4 so they will only equip weapons/turrets with thresholds 0-0.4
check jobs.xml file to check other jobs
DeadAirRT
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Joined: Fri, 25. Jan 19, 03:26
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Re: [TUTORIAL] Beginners guide to weapons modding

Post by DeadAirRT »

Osbot wrote: Tue, 19. Jan 21, 06:33 Does this mean a higher value is better? IE Job is threshold 1, so the AI will more likely choose a .61 threshold over a .45?
They choose based on cost of the weapons that meet the job threshold (more expensive == prioritized).
ArtilleryWhore
Posts: 68
Joined: Mon, 18. Nov 13, 15:04
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Re: [TUTORIAL] Beginners guide to weapons modding

Post by ArtilleryWhore »

So i have 3 questions relating to weapons:

1: can anyone explain how to mod the speed of missiles/torpedoes?
i was looking at it and like 4 different missiles use the same engine but all the speeds are different and i cant figureout where its getting edited.

If possible id like to make Mk2 missiles have a separate engine than Mk1 and be faster with less life time.


2: how do i edit the build and resource cost of missiles? i found a reference to them in wares but editing the file and throwing it in my mod didnt seem to wrok. i assume i gotta paste some code or format it in some strange way to make the changes apply. but idk what im doing.


3: How does Flak/AOE work? is it possible to make it explode via proximity on slight misses and do damage to the target in a AOE? or does it have to hit a target to do AOE damage? i asked around and was told to "go look at VRO", but idk what TF im looking at so that wasn't super helpful.

any help is appreciate, thank you for your time.
PS im using the X4 Editor by maxbrain but it seems kinda limited.
Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: [TUTORIAL] Beginners guide to weapons modding

Post by Caldari Navy »

1 : missiles have similar atributes like ship to change speed and turn rate u have to change drag and weight


2 : wares must be replaced in wares xml

3: aoe of weapon u need change that weapon bullet xml values every weapon have turret or weapon and it use so called bullet u need to find it

This topic could be helpfull

viewtopic.php?t=406229
Bebis83
Posts: 3
Joined: Mon, 15. Jan 24, 20:56
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Re: [TUTORIAL] Beginners guide to weapons modding

Post by Bebis83 »

Hey guys.

I want to make mk3 version of the terran weapons. S weapons, M weapons and M turrets and L turrets and maybe mess a bit with the main destroyer gun to give it more range.

Im looking into my screen for hours, unpacking the "ego_dlc_terran" and various weapon mods and trying to figure out whats what. I have a grasp on the basics of how weapon numbers work and well its all about what happens in here "\ego_dlc_terran\mod mk3\assets\fx\weaponfx\macros"
I know i can change a few things in the turrets rotations in here "\ego_dlc_terran\mod mk3\assets\props\weaponsystems"

So assuming im making the changes i want (which are probably terrible but i'll check in game to decide the proper damage, range and heat/cooldowns i need), what files structure and other things do i need to have in the mod folder? Do i need to keep in the folder the 3d assets , sounds and textures of the weapons (considering i will only change the values of the weapons and add them as mk3's so everything about the actual models and sounds is gonna be just like the vanilla game)?

Is there a guide for dummies, like step by step i can follow? I wanted to mess with the game like this for a long time but i found this post only recently this week and decided to make a simple weapon mod. I gotta start somewhere so i decided to make better versions for the terrans and see how that affects the game.
Can anyone help or gimme links with info that will help me?
Sapiel
Posts: 5
Joined: Wed, 21. Jul 21, 20:51
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Re: [TUTORIAL] Beginners guide to weapons modding

Post by Sapiel »

After extracting the catalogue files, the assets/fx/macros folder is empty save for "effect_dummy_macros.xml". Why? I don't think I did anything wrong.

EDIT: possibly after the game changing its storage structure or some other similar terminology that would apply, it seems the "macros" folder is in a different place: assets\fx\weaponFx\macros. This is where you can find the bullet files for the purpose of changing weapon performance.

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