Question about editing existing mods

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Endomatic
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Joined: Thu, 14. Jun 07, 05:21
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Question about editing existing mods

Post by Endomatic »

I have a mod that I like the idea of, but feel it is too powerful.
Specifically, it's a ship modification mod, but the thrust values are way too high.
I've tried lowering these values myself by finding the folder and editing the .dat file containing the parameters, but whenever I do that and then go back into the game, the mod doesn't load.
Have I missed a step or done something wrong?

Thanks
Rothank
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Re: Question about editing existing mods

Post by Rothank »

Never make edits inside of packed folders. Changing the number of characters in them breaks them completely.
You need to unpack the mod's .cat file using Catalog Tool (viewtopic.php?f=181&t=402452), remove original .cat and .dat, then modify the .xml files directly. There is no need to repack - mods work just fine as loose files.
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Endomatic
Posts: 15
Joined: Thu, 14. Jun 07, 05:21
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Re: Question about editing existing mods

Post by Endomatic »

I will try that, thank you!
Endomatic
Posts: 15
Joined: Thu, 14. Jun 07, 05:21
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Re: Question about editing existing mods

Post by Endomatic »

I'm still confused.
I've unpacked the catalog which has the xml files that I want to change.
When I make the change and reload the game, the original parameters are there. Not my changes.
When I quarantine the .dat file (since you mentioned the files can be loose), the mod doesn't load at all. I tried the .cat file too. Same thing.
What have I missed?
I tried looking at the list of tutorials but none of them seem to apply to this situation.
Endomatic
Posts: 15
Joined: Thu, 14. Jun 07, 05:21
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Re: Question about editing existing mods

Post by Endomatic »

I'll just tell you what I'm trying to do:

<forwardthrust ware="mod_eidng8_engine_mk5" quality="3" min="1.3" max="1.3">
<bonus chance="1.0" max="9">
<!-- NOTE that thrust is acceleration, not simple multiplication. -->
<boostthrust min="3" max="3" />
<travelthrust min="10" max="10" />
<rotationthrust min="1.5" max="1.5" />
<strafethrust min="1.5" max="1.5" />
<boostduration min="10" max="10" />
<travelstartthrust min="0.7" max="0.7" />
<travelattacktime min="0.8" max="0.8" />
<travelchargetime min="0.8" max="0.8" />
<travelreleasetime min="0.8" max="0.8" />

This right here is ridiculous. I want to change it, but I can't figure out how and I do not like the random nature of the vanilla game ship mods.
So I try to edit the mod I download because I just want to change a couple values.
Now I cannot get the mod to load at all with my changes.
DeadAirRT
Posts: 1124
Joined: Fri, 25. Jan 19, 03:26
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Re: Question about editing existing mods

Post by DeadAirRT »

You have to remove the cat/dat from the folder for the loose files to be loaded since they take priority for loading
Endomatic
Posts: 15
Joined: Thu, 14. Jun 07, 05:21
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Re: Question about editing existing mods

Post by Endomatic »

I must have done something else wrong?
I'll retrace my steps:
Extract catalog directly into original mod folder.
Content.xml file correctly points to the folder structure with xml files inside.
I've edited the parameters of the engine mod as a test just to see if I can make it work
Remove the .dat and .cat file from the folder, leaving the content.xml file, libraries, md, and t folders (the mod allows you to apply mods to newly constructed ships, I'm not playing with that at all - I just want an xml file inside libraries)
When I load the game, the mod does not load. It is present in the extensions list in the options and is ON. Does not load in the game.

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