[MOD] Rise of the Ossian Raider v2.0 and ashipmod

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

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sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod 5.0

Post by sco1981 » Sun, 3. Feb 19, 09:21

Thank you again, will integrate it in the next version.
Requiemfang wrote:
Sun, 3. Feb 19, 00:33
Is that a kitbash for the Poseidon I see there? :P
Don't have any other possibilities, because any change on a collision file or complete new ones result in a X4 crash yet.
snackynak wrote:
Sun, 3. Feb 19, 06:08
So I decided to give the Taranis a shot, one, because I managed to get the L and XL engines from XR into the game with mostly working effects. I also figured out how to use the vanilla XR hardpoint info and convert it for use in X4, so I made a Taranis with the mostly original hardpoint locations.
Here's the engines:
https://imgur.com/u8yUHPK
https://imgur.com/d78d2cz

And my version of the Taranis:
https://imgur.com/j5s8qTw
What do you mean with "hardpoint locations"?
At the beginning, i ported the XR engines with the Taranis, but i didn't like it. The Engine effect looks nice, but i liked the X4 ones more. A combinated variant would awesome, the bluish glare of XR and the thrust effects of X4. :D

snackynak
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xr

Re: [Mod] a ship mod 5.0

Post by snackynak » Sun, 3. Feb 19, 15:34

By hard points, I meant where all the turrets, shields and docks go. XR has all the rotations inverted for the turrets and shields and I wanted to try and make the ported ships more “true” to the originals. At some point I might try and give the XR turrets another shot, at least just the plasma jet and plasma/ma turrets. But for now I think the over-sized L turrets will do since they mostly fit in the original spots.

In addition I also made an invisible launch tubes and XS dock with higher launch speeds. Fighters don’t use the launch tubes yet, but combat/mining drones do, so I put some of those on the Sul and mining ships that way they launch out of the hangers with no issues. At some point I want to see if the XR small dock can be converted into some kind of launch tube as well.

For the engines, I think adding the X4 engines effects will be possible, the engines that I converted use the X4 boost effect. I’m not sure how the regular engine effect will look though, if it will line up correctly. I got the XR engine effects to grow and shrink with the throttle speed, but the actual flame effects aren’t animated, so that is a downside. I also removed the lens effect glow because it’s a bit much.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod 5.0

Post by sco1981 » Tue, 5. Feb 19, 09:35

snackynak wrote:
Sun, 3. Feb 19, 15:34
By hard points, I meant where all the turrets, shields and docks go. XR has all the rotations inverted for the turrets and shields and I wanted to try and make the ported ships more “true” to the originals. At some point I might try and give the XR turrets another shot, at least just the plasma jet and plasma/ma turrets. But for now I think the over-sized L turrets will do since they mostly fit in the original spots.

In addition I also made an invisible launch tubes and XS dock with higher launch speeds. Fighters don’t use the launch tubes yet, but combat/mining drones do, so I put some of those on the Sul and mining ships that way they launch out of the hangers with no issues. At some point I want to see if the XR small dock can be converted into some kind of launch tube as well.

For the engines, I think adding the X4 engines effects will be possible, the engines that I converted use the X4 boost effect. I’m not sure how the regular engine effect will look though, if it will line up correctly. I got the XR engine effects to grow and shrink with the throttle speed, but the actual flame effects aren’t animated, so that is a downside. I also removed the lens effect glow because it’s a bit much.
Ah ok, but you should know, that Ojump is porting the L and XL ships from XR. His intention is to place all turrets/shields to the originals spots too.
Sounds good with the launch tubes, i hope the will fix this for fighters.

The animations are stored in the ANI file and i don't have any clue how to generate these files. So if you want to combine XR and X4 animiations in one xml, you have to generate a new ani file. :(

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod 5.0

Post by sco1981 » Fri, 8. Feb 19, 08:29

New version released:

Version 6

- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier

Warnoise
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Re: [Mod] a ship mod 5.0

Post by Warnoise » Fri, 8. Feb 19, 09:25

sco1981 wrote:
Fri, 8. Feb 19, 08:29
New version released:

Version 6

- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Thank you for your amazing work.

Question about Sucellus, does it have its main weapon?

Thecrippler
Posts: 368
Joined: Tue, 8. Jan 19, 15:43

Re: [Mod] a ship mod 5.0

Post by Thecrippler » Fri, 8. Feb 19, 09:42

sco1981 wrote:
Fri, 8. Feb 19, 08:29
New version released:

Version 6

- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
:thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up:

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod 5.0

Post by sco1981 » Fri, 8. Feb 19, 10:26

Warnoise wrote:
Fri, 8. Feb 19, 09:25
sco1981 wrote:
Fri, 8. Feb 19, 08:29
New version released:

Version 6

- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Thank you for your amazing work.

Question about Sucellus, does it have its main weapon?
It has 3 main weapons of the X4 Argon behemoth.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [Mod] a ship mod 6.0

Post by sco1981 » Fri, 8. Feb 19, 10:30

Added balanced version 6 with all features of the battleship version.

Max Bain
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x3ap

Re: [Mod] a ship mod 6.0

Post by Max Bain » Fri, 8. Feb 19, 16:16

sco1981 wrote:
Fri, 8. Feb 19, 10:30
Added balanced version 6 with all features of the battleship version.
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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alexalsp
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Re: [Mod] a ship mod 6.0

Post by alexalsp » Fri, 8. Feb 19, 16:40

ashipmod_flagships

Invalid cat / dat format

sco1981
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Re: [Mod] a ship mod 6.0

Post by sco1981 » Fri, 8. Feb 19, 16:51

Max Bain wrote:
Fri, 8. Feb 19, 16:16
sco1981 wrote:
Fri, 8. Feb 19, 10:30
Added balanced version 6 with all features of the battleship version.
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.
M and S size ships are really difficult to build at the moment. But who knows the future. :-)
alexalsp wrote:
Fri, 8. Feb 19, 16:40
ashipmod_flagships

Invalid cat / dat format
In which version? I can open the cat/dat with the XR catalog tool. :gruebel:

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alexalsp
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Re: [Mod] a ship mod 6.0

Post by alexalsp » Fri, 8. Feb 19, 17:03

alexalsp wrote:
Fri, 8. Feb 19, 16:40

In which version? I can open the cat/dat with the XR catalog tool. :gruebel:
Most likely you saved in X3 format.

x4

Code: Select all

libraries/jobs.xml 7447 0 965fe3c1a50752e722c5036b61392cba
md/setup_sco_flagships.xml 6091 0 f35a764c42e112166c5b287d231abcd7 
x3

Code: Select all

ЅіІр»Ѓ•иЏЌ‡”†љЂЏ˜Г‡ЃЌѓЯЉћ˜ХБГМОр–˜ТЌљttr\wfiXneklegc?j~x5 '!(
rus lng updates
https://drive.google.com/uc?id=1aZHS1Pe ... t=download

Thecrippler
Posts: 368
Joined: Tue, 8. Jan 19, 15:43

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Fri, 8. Feb 19, 21:30

Max Bain wrote:
Fri, 8. Feb 19, 16:16
sco1981 wrote:
Fri, 8. Feb 19, 10:30
Added balanced version 6 with all features of the battleship version.
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.
Atm the M class ships are hard to make I don't know why and I don't know why devs make it that hard to make M class :?

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
x4

Re: [Mod] a ship mod 6.0

Post by sco1981 » Fri, 8. Feb 19, 22:38

alexalsp wrote:
Fri, 8. Feb 19, 17:03
alexalsp wrote:
Fri, 8. Feb 19, 16:40

In which version? I can open the cat/dat with the XR catalog tool. :gruebel:
Most likely you saved in X3 format.

x4

Code: Select all

libraries/jobs.xml 7447 0 965fe3c1a50752e722c5036b61392cba
md/setup_sco_flagships.xml 6091 0 f35a764c42e112166c5b287d231abcd7 
x3

Code: Select all

ЅіІр»Ѓ•иЏЌ‡”†љЂЏ˜Г‡ЃЌѓЯЉћ˜ХБГМОр–˜ТЌљttr\wfiXneklegc?j~x5 '!(
rus lng updates
https://drive.google.com/uc?id=1aZHS1Pe ... t=download
Ok, uploaded 6.1 with repacked cat/dat and your language version, thank you.

BrummBear02
Posts: 308
Joined: Fri, 3. Oct 08, 20:43
x3ap

Re: [Mod] a ship mod 6.0

Post by BrummBear02 » Sat, 9. Feb 19, 01:33

Thecrippler wrote:
Fri, 8. Feb 19, 21:30
Max Bain wrote:
Fri, 8. Feb 19, 16:16
sco1981 wrote:
Fri, 8. Feb 19, 10:30
Added balanced version 6 with all features of the battleship version.
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.
Atm the M class ships are hard to make I don't know why and I don't know why devs make it that hard to make M class :?
any custom ship is hard to make because we cant really edit collision meshes without crashing the game. thats why we only got XR ports right now. also S and M ships have animations while docking which L and XL ships dont have.
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht

Thecrippler
Posts: 368
Joined: Tue, 8. Jan 19, 15:43

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Sat, 9. Feb 19, 10:53

BrummBear02 wrote:
Sat, 9. Feb 19, 01:33
Thecrippler wrote:
Fri, 8. Feb 19, 21:30
Max Bain wrote:
Fri, 8. Feb 19, 16:16


You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.
Atm the M class ships are hard to make I don't know why and I don't know why devs make it that hard to make M class :?
any custom ship is hard to make because we cant really edit collision meshes without crashing the game. thats why we only got XR ports right now. also S and M ships have animations while docking which L and XL ships dont have.
i understand now it is the animation ok ty :thumb_up:

Thecrippler
Posts: 368
Joined: Tue, 8. Jan 19, 15:43

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Sat, 9. Feb 19, 20:09

Man that xenon flag ships is a beast in balance version i like it i like how you make xenons shot fast vanilla weapons can't keep up i lost 1 Taranis and 1 Arawn and bunch of M S ships i hope the snackenak
(https://www.nexusmods.com/x4foundations ... ?tab=posts) is improving his mod for 2.0 can t wait :D good job on the new ships i like it

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] a ship mod 6.0

Post by sco1981 » Sat, 9. Feb 19, 21:13

Thecrippler wrote:
Sat, 9. Feb 19, 20:09
Man that xenon flag ships is a beast in balance version i like it i like how you make xenons shot fast vanilla weapons can't keep up i lost 1 Taranis and 1 Arawn and bunch of M S ships i hope the snackenak
(https://www.nexusmods.com/x4foundations ... ?tab=posts) is improving his mod for 2.0 can t wait :D good job on the new ships i like it
And i thought the balanced version is a little to easy maybe. :D
Try the battleship version, it has over 200 weapons and many L turrets.
Did you try it with 2.0 beta?

KRM398
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xr

Re: [Mod] a ship mod 6.0

Post by KRM398 » Sun, 10. Feb 19, 00:32

cant help but notice you're up to 6.0 on 4 ships...any chance that some M class might get in? was thinking an M class drone carrier based on the light carrier in Rebirth. :roll:

Thecrippler
Posts: 368
Joined: Tue, 8. Jan 19, 15:43

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Sun, 10. Feb 19, 01:52

sco1981 wrote:
Sat, 9. Feb 19, 21:13
Thecrippler wrote:
Sat, 9. Feb 19, 20:09
Man that xenon flag ships is a beast in balance version i like it i like how you make xenons shot fast vanilla weapons can't keep up i lost 1 Taranis and 1 Arawn and bunch of M S ships i hope the snackenak
(https://www.nexusmods.com/x4foundations ... ?tab=posts) is improving his mod for 2.0 can t wait :D good job on the new ships i like it
And i thought the balanced version is a little to easy maybe. :D
Try the battleship version, it has over 200 weapons and many L turrets.
Did you try it with 2.0 beta?
No didn't try the beta 2.0 to be honest I rather wait for the patch to come out :) Now for the battleship version also didn't try it yet maybe I will give a try :twisted:

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