X4 Mod-Toolkit [0.2] - Out now!

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

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Terrius
Posts: 7
Joined: Sun, 22. Sep 24, 12:03
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X4 Mod-Toolkit [0.2] - Out now!

Post by Terrius »

Hey everyone,

version 0.2 is out NOW!

Changes:
Spoiler
Show
Hotfix 0.2
  • Fixed issue with whitespace in path for X4 Catalog Tool (Thanks to Louga31 for reporting this)
You can download it here:
https://limewire.com/d/IKf8n#DcAxqR5qbP

Please keep in mind that this is still a very early tech preview and is not ready for production usage yet.
You can't save your changes yet.
If you encounter any bugs (and you will) or you are missing a feature, drop me a message here or at discord.

I created a quick tutorial video for this mod toolkit:
https://www.youtube.com/watch?v=HYVVc011R2E

Tool Info:

I’ve recently started working on a modding toolkit for X4, and I wanted to share some early progress with you to gather some feedback and ideas.
The goal of this tool is to make modding X4 XML files easier.


Edit/Delete/Add Wares, Ships and Timelines.
Image Image Image

I'm currently implementing translation support and other meta data.

After the foundation is stable and working, I will try to add a WYSIWYG mission editor, where you’ll be able to visually build and script missions.
If anyone is interested sharing ideas, or even collaborating down the line, let me know.

I'll post updates here as the toolkit evolves.
Last edited by Terrius on Sun, 4. May 25, 13:11, edited 4 times in total.
Realspace
Posts: 1637
Joined: Wed, 15. Nov 06, 10:21
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Re: X4 Mod-Toolkit [WIP]

Post by Realspace »

Mission editor can be a true bomb for the level of creativity it can arise. While the rest is doable by hand-coding, even editing missions, creating them from scratch by the code is terrible and would say almost impossible. Hope you'll success :)
Terrius
Posts: 7
Joined: Sun, 22. Sep 24, 12:03
x4

Re: X4 Mod-Toolkit [WIP]

Post by Terrius »

Thanks for your feedback.

So you think that a mission editor would be the most important role in this toolkit?


I'm very new to x4 modding. So I don't know what kind of tools are helpful or not. I just saw that there are almost none tools existing and everyone is having a hard time to manually edit XML files with thousand lines of code.
Realspace
Posts: 1637
Joined: Wed, 15. Nov 06, 10:21
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Re: X4 Mod-Toolkit [WIP]

Post by Realspace »

Terrius wrote: Tue, 1. Apr 25, 15:02 Thanks for your feedback.

So you think that a mission editor would be the most important role in this toolkit?


I'm very new to x4 modding. So I don't know what kind of tools are helpful or not. I just saw that there are almost none tools existing and everyone is having a hard time to manually edit XML files with thousand lines of code.
To me, yes. If we talk about missions, not simply MD files. I as other can easily create md files for different tasks or actions but writing entire missions with a start, a plot and dialogues, outcomes etc. would be a real pain to do by hand, even only an interface that lets you chose a dialogue line by typing a world, f.i., would be a big help.
I just wonder how that is doable given the complex and multiple ways to do things in mission director :)
Terrius
Posts: 7
Joined: Sun, 22. Sep 24, 12:03
x4

Re: X4 Mod-Toolkit [WIP]

Post by Terrius »

Just a quick update for my progress:

- I have added Factions editing
Image

- All Tables are now sortable, searchable, groupable and support filtering.
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- I have linked all the tables together. So when editing a ship for example you can now select the size or faction from a dropdown menu instead of writing the name and hoping for it to work.
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My next part will be a sector editor with a map preview.

I'm new to x4 modding and have a lot of questions. So if anyone has at least a basic understanding about the xml parameters I would be glad to get in touch with you.
Terrius
Posts: 7
Joined: Sun, 22. Sep 24, 12:03
x4

Re: X4 Mod-Toolkit [WIP]

Post by Terrius »

--- Release Date for my pre alpha is 01.05.2025 ---

I hope it will be usefull for some of you out there so that the tool is not useless waste of time :D
NightIntruder
Posts: 83
Joined: Tue, 24. Apr 18, 22:50
x3tc

Re: X4 Mod-Toolkit [WIP] - Release 01.05

Post by NightIntruder »

I'll try it soon, so keep up the good work! :) And I agree to Realspace, mission editor is something I'd be very interested in for my plans. But, honestly, any editor that can make things easier for XML non-native :D speakers would be awesome ;)
Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: X4 Mod-Toolkit [WIP] - Release 01.05

Post by Caldari Navy »

Mission editor definitelly needed i got so many ideas never was able spawn mission spot area and than delete it after player leave
Terrius
Posts: 7
Joined: Sun, 22. Sep 24, 12:03
x4

Re: X4 Mod-Toolkit [WIP] - Release 01.05

Post by Terrius »

Thanks to both of you for your feedback!

Yes, a mission planner is definitely on the roadmap. However, I want to first build a solid foundation and get more familiar with X4 modding before diving into creating a mission designer.

I’m currently having a bit of trouble with prioritization. Modding other aspects of the game is much easier than building a mission designer and can be implemented fairly quickly. The mission designer, on the other hand, will take significantly more time but would likely be more useful for many of you.

So I’m thinking of taking a hybrid approach: continuing to add non-mission-editor features while also working on a basic version of the mission designer that I can gradually expand over time.

If there is anyone out there that knows at least some basics of mission designer, please get in touch with me so we can create a visual mission designer together
Caldari Navy
Posts: 138
Joined: Tue, 18. Jul 23, 18:43

Re: X4 Mod-Toolkit [WIP] - Release 01.05

Post by Caldari Navy »

Skullsergio warrior who created xenon buffs have very good knowledge of doing missions he made end game crysis before acctual endgame crysis :D :D

Contact on him is here nexus proffile. Not sure if he still active https://next.nexusmods.com/profile/skul ... ameId=2659

If you do any progress im willing to betatest mission creator whith pleasure i love to break stuff heh :D
Terrius
Posts: 7
Joined: Sun, 22. Sep 24, 12:03
x4

Re: X4 Mod-Toolkit [0.1] - Out now!

Post by Terrius »

Version 0.1 is out not and ready for download.

@Caldari Navy, thanks for the suggestion. Unfortunately he doesn't seem to be active anymore.
Treelor
Posts: 315
Joined: Mon, 5. May 08, 01:25
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Re: X4 Mod-Toolkit [0.1] - Out now!

Post by Treelor »

I'm attempting to use this for the first time, but it throws an error that I've selected the wrong XRCatTool when I try to click Start Modding. Triple checked the path, ran the toolkit as admin, redownloaded the Cat tool, nothing seems to get it to recognize it as valid. Is there a workaround for this?

And, yes, I am definitely not selecting the GUI version.
Terrius
Posts: 7
Joined: Sun, 22. Sep 24, 12:03
x4

Re: X4 Mod-Toolkit [0.2] - Out now!

Post by Terrius »

I'm sorry to hear that.
Did you used the old 0.1 or downloaded the new 0.2 Version?

Could you send me a screenshot of the path and the error message?
You can also add me on Discord, so I can have a look at it.

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