List of mods, that cause problems after 6.0

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|K.O.S.H.
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List of mods, that cause problems after 6.0

Post by |K.O.S.H. »

This is not a shaming topic, but abot to help people find solutions to problem that occur after old mods with 6.0.
Mostly because of missing collision meshes


savegame does not load/stuck at "initializing"
  • grey_tint_lounchers

Cant move on ships
  • lebtrons_par_turret_retexture
  • lebtrons_split_shield_retexture
  • lebtrons_split_turret_retexture

game crashes:
  • ROR/RIse of Ossian Raider
Last edited by |K.O.S.H. on Tue, 18. Apr 23, 16:29, edited 1 time in total.
Wing Commander Mod - German Topic
06.07.11 - v1.1 RELEASED!
wazbuz
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Re: List of mods, that cause problems after 60

Post by wazbuz »

|K.O.S.H. wrote: Sat, 15. Apr 23, 09:14 This is not a shaming topic, but abot to help people find solutions to problem that occur after old mods with 6.0.
Mostly because of missing collision meshes


savegame does not load/stuck at "initializing"
  • grey_tint_lounchers
  • X:R Ship Pack
  • Ship Variation Expansion
Cant move on ships
  • lebtrons_par_turret_retexture
  • lebtrons_split_shield_retexture
  • lebtrons_split_turret_retexture
  • X:R Ship Pack
  • Ship Variation Expansion

game crashes:
  • ROR/RIse of Ossian Raider
Added the X:R ship pack and Ship Variation Expansion packs to the list so that people upgrading to 6.0 know. I think that for the X:R pack the original mod developer needs help with the collision meshes since there are so many. For the Ship Variation Expansion mod, there was a fix mod but I still see the "Can't move on ships" issue for SVE ships so maybe the developer is still working on it?
Sturmer
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Re: List of mods, that cause problems after 60

Post by Sturmer »

Teladi Kea gunship, Argon Satyr, Split Viper and Argon Cyclops destroyer haven't been updated to 6.0 (yet?), you can't give them a loadout, plus collisions problem.

Same for the already-mentioned XR Ship pack, but that one has bigger problems because many cap ships are given to Pirates and ruined collision prevents you from capping when in-sector cause the boarding pods have problems attaching with some ships (like Arrakis). Also means that your laser and plasma beams go THROUGH the enemy ship without doing damage some of the time. Very annoying when you were capping an L with your M ship and were using it's design to hide from it's turrets - now the turrets can kill you through it's own body. Arrakis also has bugged elevator, you are stuck and can't move, can't even look around.

Biship's Boost removal doesn't work either.

Colourized faction text.

No super highway somehow doesn't remove highways in Boron sectors, Ego must be using different codes for them or something, cause it works for the rest of the universe.

Basically every single ship mod was set to torch and gasoline by Ego with the changes they've made. I'm following XR Ship Mod to see if modders will even be capable of updating their mods to the newest engine or whether 6.0 means the death of ship mods for good.
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Baconnaise
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Re: List of mods, that cause problems after 6.0

Post by Baconnaise »

Sturmer wrote: Tue, 18. Apr 23, 12:49 Basically every single ship mod was set to torch and gasoline by Ego with the changes they've made. I'm following XR Ship Mod to see if modders will even be capable of updating their mods to the newest engine or whether 6.0 means the death of ship mods for good.
Yea it's looking worse than a regular DLC like COH or Split ATM where the new faction needs adding with all their baggage. I didn't like ToA at all and took a hiatus from playing. Excited for Boron's addition. Not thrilled with the path of ventures 2.0 fake pvp. Oh well. Hoped for more quality of life updates like making player faction worthwhile fleet templates all that. We should be able to click on our owned sectors and set up security levels how many fleets or ships what NPCs etc.
Last edited by Baconnaise on Thu, 20. Apr 23, 14:53, edited 4 times in total.
Manawydn
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Re: List of mods, that cause problems after 6.0

Post by Manawydn »

Someone mention fleet templates? Been asking about that for a couple years now.
sprIder
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Re: List of mods, that cause problems after 6.0

Post by sprIder »

Baconnaise wrote: Wed, 19. Apr 23, 16:54 Posting a list of mods that throw errors or cause issues for me in 6.0 HF1. I'm running these with debug enabled and some might have errors that aren't a critical issue.

...
Mining Station
...
I am curious about that. What kind of problems or error messages do you have with this (my) mod? I would be happy about answers here or directly at the topic.
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Baconnaise
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Re: List of mods, that cause problems after 6.0

Post by Baconnaise »

sprIder wrote: Wed, 19. Apr 23, 18:22
Baconnaise wrote: Wed, 19. Apr 23, 16:54 Posting a list of mods that throw errors or cause issues for me in 6.0 HF1. I'm running these with debug enabled and some might have errors that aren't a critical issue.

...
Mining Station
...
I am curious about that. What kind of problems or error messages do you have with this (my) mod? I would be happy about answers here or directly at the topic.
I was actually coming back here to strike some off my list. I had an older version of yours specifically installed along with iseeu mods. Yours and iseeus among others are up to date. I'm combing thru moddb nexus the forums here and workshop.

Also thanks for the mod. It's become a staple for me as I attempt to build smaller stations with mega station outputs to save frames etc for late game. Thanks.
sprIder
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Re: List of mods, that cause problems after 6.0

Post by sprIder »

I'm happy to hear that. Thank you for your answer and clarification.
Baconnaise wrote: Wed, 19. Apr 23, 19:22 Also thanks for the mod. It's become a staple for me as I attempt to build smaller stations with mega station outputs to save frames etc for late game. Thanks.
The same goes for me. I am glad that the mod helps. You're welcome.

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