[REQUEST] more hull point for capital ship mod

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alexu4326
Posts: 9
Joined: Mon, 7. Jan 19, 18:34
x2

[REQUEST] more hull point for capital ship mod

Post by alexu4326 »

Hey

like the title sugest i am looking for a mod that add 50 % more hull point to capital ships

why ? because a fight betven two destroyers take about 3 minutes ..
SirNukes
Posts: 549
Joined: Sat, 31. Mar 07, 23:44
x4

Re: [REQUEST] more hull point for capital ship mod

Post by SirNukes »

The X4 Customizer has support for this (link in sig). The script would look something like:

Code: Select all

from Plugins import *
Adjust_Ship_Hull(
    ('class ship_l' , 1.5), 
    ('class ship_xl', 1.5))
Write_To_Extension()
alexu4326
Posts: 9
Joined: Mon, 7. Jan 19, 18:34
x2

Re: [REQUEST] more hull point for capital ship mod

Post by alexu4326 »

Try for 3vhours... Meybe i am too monkey to do that

I copy Paste that script
Save script as
Run script

A x4customaizer folder appear în x4 extension but dont appear în game
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [REQUEST] more hull point for capital ship mod

Post by djrygar »

I played XRM with high hull pack myself, so I made a quick patch few days ago to fix X3 nostalgia, after so many games with XRM/highhull ships in X4 felt paper-thin.

http://rygar.net/x4/rgr_hardcore.zip

but its much higher than x2 (i think I made XL ships to have 8x or 10x more hull points), also, makes Xenons stronger, and their surface elements harder to destroy. They are tough SOBs now.

works with XR Shippack mod (but not VRO). Missile damage is slighly upped to counter higher hulls (but not same amount)

its something like small ships - x3, m - x5, L -x8, xl - x10, or something like that. Killing Xenon K with well equipped fighter is out of question now (was possible in vanilla)

Extract to extensions folder.

Not sure if balanced etc, played only 30hrs with it.
ALEX Bemelmans
Posts: 59
Joined: Wed, 23. Nov 05, 17:07
x3

Re: [REQUEST] more hull point for capital ship mod

Post by ALEX Bemelmans »

made just for you ;)

the 150% hull for all XL ships & destroyers mod

it add a +50% hull bonus to everybody xenons and splits included
https://www.nexusmods.com/x4foundations/mods/480/

in description i explain how to change the value in complete detail
my textid range: 909700-909799
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [REQUEST] more hull point for capital ship mod

Post by djrygar »

SirNukes wrote: Fri, 1. May 20, 07:38 The X4 Customizer has support for this (link in sig). The script would look something like:
Incredible tool

I encountered problem tho. It does not tranform data from xr_shippack mod - at least for me
It does recognize that there are hull data in there (there is a line in plugin_log.txt), but there is no output in extensions subfolder. It catches data from split dlc and one ship from faction_fix_pack, but xr ships is skipped for some reason. I had to merge data from this and Max Bain's X4 Editor, but that's suboptimal. Would be wonderful to make entire mod using your script

EDIT: also tested with VRO, and it also works. So it seems XR Shippack is abnormal/faulty. But also popular.. Its beyond me to find the cause of problem, could you take a look?
All I did was multiply hulls. Works well with everything else but XRS
SirNukes
Posts: 549
Joined: Sat, 31. Mar 07, 23:44
x4

Re: [REQUEST] more hull point for capital ship mod

Post by SirNukes »

djrygar wrote: Sun, 3. May 20, 17:42 EDIT: also tested with VRO, and it also works. So it seems XR Shippack is abnormal/faulty. But also popular.. Its beyond me to find the cause of problem, could you take a look?
All I did was multiply hulls. Works well with everything else but XRS
1.18.2 is uploaded, which should work on the current XR ship pack. There were a few oddities that needed sorting out: its ship file names start with "units_" instead of "ship_" (so weren't found), its docking storage files start with "ship_storage" instead of "storage" (confusing the customize that tried to load them as ships), it has a classless dock storage file (caused a hiccup when seen), and one of its indexed file paths has no matching file. So, I added workarounds for all these issues, and now the ships should show up and get modified normally.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [REQUEST] more hull point for capital ship mod

Post by djrygar »

Awesome, downloading immediatelly, as I am trying to put together new VRO and xrs stuff into some retweaking-mod.
I was pretty sure there is something wrong with XRS. Max Bain's tool gave me some error messages about xrs, so there was something fishy. Also gives error on one of split dlc files, weird.
Funnily XRS is also Max' project ;p

Thanks for quick fix! (inspiring ;>> Now I just have to put together what I intended without procrastination).

EDIT: it works well!

EDIT2: not sure, but i think there is something wrong..
the tool does not take mod's overrides into account. Behemot Vanguard in vanilla jak 93000 hull, VRO overrides this with 210000 hull, but only output is modified vanilla value in base folder.
I multiplied it by 3x and have 279000 (93000 x 3) - so vanilla transform, but there is nothing in extensions/vro for Behemot. Only new ships that are added by vro are there, modified vanilla ships are omitted

SO it looks like it skips ships that are already defined in vanilla
SirNukes
Posts: 549
Joined: Sat, 31. Mar 07, 23:44
x4

Re: [REQUEST] more hull point for capital ship mod

Post by SirNukes »

Thanks for the report. I ran VRO through it, cleaning up a couple issues and adding a couple fail-safes. 1.18.3 is up now and hopefully doesn't give more trouble.
djrygar
Posts: 1842
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [REQUEST] more hull point for capital ship mod

Post by djrygar »

seems I haven't catch 1.8.3, there is 1.8.4 already ;)
thanks

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