[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
x4

Re: [Mod] a ship mod 6.0

Post by sco1981 » Tue, 12. Feb 19, 17:11

Max Bain wrote:
Tue, 12. Feb 19, 08:33
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
Can't decide between Fulmecron of XR, a Pirate flagship or a Argon flagship. :gruebel:

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Tue, 12. Feb 19, 18:57

sco1981 wrote:
Tue, 12. Feb 19, 17:11
Max Bain wrote:
Tue, 12. Feb 19, 08:33
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
Can't decide between Fulmecron of XR, a Pirate flagship or a Argon flagship. :gruebel:
i love to see some L ships atm we got plenty XL for a start ty to you :) and i have a small request is it possible to add 2x L turrets in front of the Taranis and Arawn balance version

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

Re: [Mod] a ship mod 6.0

Post by sco1981 » Tue, 12. Feb 19, 19:31

Thecrippler wrote:
Tue, 12. Feb 19, 18:57
i love to see some L ships atm we got plenty XL for a start ty to you :) and i have a small request is it possible to add 2x L turrets in front of the Taranis and Arawn balance version
As you said, Ojump and snackynack are working on converting more XR ships and so some L ones. I will continue to give every race a flagship and then begin to adjust/modify some existing ones and try to make the ships more unique.
It is possible to add these turrets, but then they become a bit strong maybe. :gruebel:

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Tue, 12. Feb 19, 20:14

sco1981 wrote:
Tue, 12. Feb 19, 19:31
Thecrippler wrote:
Tue, 12. Feb 19, 18:57
i love to see some L ships atm we got plenty XL for a start ty to you :) and i have a small request is it possible to add 2x L turrets in front of the Taranis and Arawn balance version
As you said, Ojump and snackynack are working on converting more XR ships and so some L ones. I will continue to give every race a flagship and then begin to adjust/modify some existing ones and try to make the ships more unique.
It is possible to add these turrets, but then they become a bit strong maybe. :gruebel:
i know what you mine i tried your battleships version they do hell of damage but i like balance version more to vanilla :)

now i understand you left the antimatter cannon on the balance version that make sense am blinde is a bet :P
Last edited by Thecrippler on Tue, 12. Feb 19, 20:57, edited 1 time in total.

snackynak
Posts: 35
Joined: Sun, 12. Feb 12, 07:59
xr

Re: [Mod] a ship mod 6.0

Post by snackynak » Tue, 12. Feb 19, 20:45

sco1981 wrote:
Tue, 12. Feb 19, 17:11
Max Bain wrote:
Tue, 12. Feb 19, 08:33
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
Can't decide between Fulmecron of XR, a Pirate flagship or a Argon flagship. :gruebel:
I've have the Fulmekron in X4 right now, but it's size is an issue from what I can tell. Unless you can hit the gates at full travel speed, the ship gets stuck in the gate. I haven't tested it in the 2.0 beta, but the balor that I got in game just stopped showing up in shipyards and won't spawn for some reason in 2.0.

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Tue, 12. Feb 19, 20:56

sco1981 wrote:
Tue, 12. Feb 19, 17:11
Max Bain wrote:
Tue, 12. Feb 19, 08:33
What ship will come next? Can you teaser it maybe? Cant wait to see this mod grow :D
Can't decide between Fulmecron of XR, a Pirate flagship or a Argon flagship. :gruebel:
i vote for a pirate atm we don't have any :D

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

Re: [Mod] a ship mod 6.0

Post by sco1981 » Tue, 12. Feb 19, 22:14

Thecrippler wrote:
Tue, 12. Feb 19, 20:14
i know what you mine i tried your battleships version they do hell of damage but i like balance version more to vanilla :)

now i understand you left the antimatter cannon on the balance version that make sense am blinde is a bet :P
i vote for a pirate atm we don't have any :D
It is in the balanced version with v6, but with reduced damage. :P
Yeah, i think a pirate ship is in heavy need, but dunno how to implement it so that only pirate become to use it yet. Have to look into the pirate/SCA factions.
snackynak wrote:
Tue, 12. Feb 19, 20:45
I've have the Fulmekron in X4 right now, but it's size is an issue from what I can tell. Unless you can hit the gates at full travel speed, the ship gets stuck in the gate. I haven't tested it in the 2.0 beta, but the balor that I got in game just stopped showing up in shipyards and won't spawn for some reason in 2.0.
Ah good to know, but the size is a problem? I am creating a lot bigger ship right now in blender, this must not be. :o :o Is the ship too wide or too long?
I taked a short look at 2.0 and my ships appeared at the shipyards. Is the balor only or all your ships are disappeared? May i help you with anything?

snackynak
Posts: 35
Joined: Sun, 12. Feb 12, 07:59
xr

Re: [Mod] a ship mod 6.0

Post by snackynak » Wed, 13. Feb 19, 00:37

I'm thinking its the length of the ship. When you exit out of other end of the gate, the ship is still in the "teleport" area and you get sent back to where to came, repeating forever. Unless you're going fast enough and nothing hits you. As far as the Balor goes, I have no clue as of yet. It shows up fine in the current public build, but in Beta 2.0 it doesn't. I doubled checked all the component and macro index files, did component tag and macro comparisons with ships that still work in 2.0, I tried removing the invisible missile launchers that I made and that did nothing. All the other ships I've ported still work, the Taranis, Sul, Sequana, and Midir. The plus side though is the invisible launch tubes work even better in 2.0 because fighters now use them.
Edit, also the Fulmekron also doesn't appear in beta 2.0 as well. I don't know what these two ships even have in common as to why they wouldn't. The Fulmekron is a modular ship, the Balor isn't, this might be something else beyond my control, I might have to wait until 2.0 is out of beta...

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

Re: [Mod] a ship mod 6.0

Post by sco1981 » Wed, 13. Feb 19, 07:41

snackynak wrote:
Wed, 13. Feb 19, 00:37
I'm thinking its the length of the ship. When you exit out of other end of the gate, the ship is still in the "teleport" area and you get sent back to where to came, repeating forever. Unless you're going fast enough and nothing hits you. As far as the Balor goes, I have no clue as of yet. It shows up fine in the current public build, but in Beta 2.0 it doesn't. I doubled checked all the component and macro index files, did component tag and macro comparisons with ships that still work in 2.0, I tried removing the invisible missile launchers that I made and that did nothing. All the other ships I've ported still work, the Taranis, Sul, Sequana, and Midir. The plus side though is the invisible launch tubes work even better in 2.0 because fighters now use them.
Edit, also the Fulmekron also doesn't appear in beta 2.0 as well. I don't know what these two ships even have in common as to why they wouldn't. The Fulmekron is a modular ship, the Balor isn't, this might be something else beyond my control, I might have to wait until 2.0 is out of beta...
The lenght of the ship will become a problem for my new ship too. :(
And they won't appear with a spawn script too? Do the blueprints for the ships exists at the faction guy?

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Wed, 13. Feb 19, 14:57

sco1981 i think i found a bug am not sure at the beginning i dowlowed balance version then i switch to the battleship version when you released the flagships after that i went back to balance version after some time i notes my 2x Tranais have no engines any ideas :? is there any way to save them

also is there any way you can make antimatter cannon manually control is it even possible

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

Re: [Mod] a ship mod 6.0

Post by sco1981 » Wed, 13. Feb 19, 16:26

Thecrippler wrote:
Wed, 13. Feb 19, 14:57
sco1981 i think i found a bug am not sure at the beginning i dowlowed balance version then i switch to the battleship version when you released the flagships after that i went back to balance version after some time i notes my 2x Tranais have no engines any ideas :? is there any way to save them

also is there any way you can make antimatter cannon manually control is it even possible
Antimatter is a Turret, you cant control it directly, but you can give the turret group the command to attack player targeted target only.
And if you update or switch between versions, always delete all "ashipmod" folders and copy the downloaded folders in your extensions directory.


Strange, in an old version, there was an update script, which didn't run very well.
You should search in your savegame for "units_size_xl_capital_destroyer_2_macro" and there should be entries like "connection_engine01" and "connection_engine02".
It should look like this with engines:

Code: Select all

<connection connection="connection_engine01">
<component class="engine" macro="engine_arg_xl_travel_01_mk1_macro" connection="engineconnection01" id="[0x74017]">
<offset>
<position x="75.122" y="-23.498" z="-730"/>
</offset>
<animations>
<animation part="detail_xs_lookat_target">
<part time="231596.975" sequence="flaps_right_minmax"/>
</animation>
<animation part="anim_flame01">
<part time="231710.614"/>
<texture>
<channel channel="1">
<value time="231710.614" property="u_offset"/>
</channel>
</texture>
</animation>
</animations>
<render>
<parameter flags="override" value="0" owner="[0x74017]" name="mat_dynamicglow" type="glow">
<persistent start="231596.975" duration="-1" value="1" target="1"/>
</parameter>
</render>
</component>
</connection>
<connection connection="connection_engine02">
<component class="engine" macro="engine_arg_xl_travel_01_mk1_macro" connection="engineconnection01" id="[0x74016]">
<offset>
<position x="-75.186" y="-23.498" z="-730"/>
</offset>
<animations>
<animation part="detail_xs_lookat_target">
<part time="231596.975" sequence="flaps_right_minmax"/>
</animation>
<animation part="anim_flame01">
<part time="231710.614"/>
<texture>
<channel channel="1">
<value time="231710.614" property="u_offset"/>
</channel>
</texture>
</animation>
</animations>
<render>
<parameter flags="override" value="0" owner="[0x74016]" name="mat_dynamicglow" type="glow">
<persistent start="231596.975" duration="-1" value="1" target="1"/>
</parameter>
</render>
</component>
</connection>

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Wed, 13. Feb 19, 17:39

sco1981 wrote:
Wed, 13. Feb 19, 16:26
Thecrippler wrote:
Wed, 13. Feb 19, 14:57
sco1981 i think i found a bug am not sure at the beginning i dowlowed balance version then i switch to the battleship version when you released the flagships after that i went back to balance version after some time i notes my 2x Tranais have no engines any ideas :? is there any way to save them

also is there any way you can make antimatter cannon manually control is it even possible
Antimatter is a Turret, you cant control it directly, but you can give the turret group the command to attack player targeted target only.
And if you update or switch between versions, always delete all "ashipmod" folders and copy the downloaded folders in your extensions directory.


Strange, in an old version, there was an update script, which didn't run very well.
You should search in your savegame for "units_size_xl_capital_destroyer_2_macro" and there should be entries like "connection_engine01" and "connection_engine02".
It should look like this with engines:

Code: Select all

<connection connection="connection_engine01">
<component class="engine" macro="engine_arg_xl_travel_01_mk1_macro" connection="engineconnection01" id="[0x74017]">
<offset>
<position x="75.122" y="-23.498" z="-730"/>
</offset>
<animations>
<animation part="detail_xs_lookat_target">
<part time="231596.975" sequence="flaps_right_minmax"/>
</animation>
<animation part="anim_flame01">
<part time="231710.614"/>
<texture>
<channel channel="1">
<value time="231710.614" property="u_offset"/>
</channel>
</texture>
</animation>
</animations>
<render>
<parameter flags="override" value="0" owner="[0x74017]" name="mat_dynamicglow" type="glow">
<persistent start="231596.975" duration="-1" value="1" target="1"/>
</parameter>
</render>
</component>
</connection>
<connection connection="connection_engine02">
<component class="engine" macro="engine_arg_xl_travel_01_mk1_macro" connection="engineconnection01" id="[0x74016]">
<offset>
<position x="-75.186" y="-23.498" z="-730"/>
</offset>
<animations>
<animation part="detail_xs_lookat_target">
<part time="231596.975" sequence="flaps_right_minmax"/>
</animation>
<animation part="anim_flame01">
<part time="231710.614"/>
<texture>
<channel channel="1">
<value time="231710.614" property="u_offset"/>
</channel>
</texture>
</animation>
</animations>
<render>
<parameter flags="override" value="0" owner="[0x74016]" name="mat_dynamicglow" type="glow">
<persistent start="231596.975" duration="-1" value="1" target="1"/>
</parameter>
</render>
</component>
</connection>
yes i did delete the ashipmod every time but ty for the info will try to fix it

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Wed, 13. Feb 19, 19:30

What program are you using to open saves Notepand and Notepand ++ are not worcking i also tried wordpad it dos open but it lag big time and i don't know why :? also which part of the name file i need to rename in order to engine to appear sorry to ask question am not a expert of this stuff :(

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

Re: [Mod] a ship mod 6.0

Post by sco1981 » Thu, 14. Feb 19, 08:05

Thecrippler wrote:
Wed, 13. Feb 19, 19:30
What program are you using to open saves Notepand and Notepand ++ are not worcking i also tried wordpad it dos open but it lag big time and i don't know why :? also which part of the name file i need to rename in order to engine to appear sorry to ask question am not a expert of this stuff :(
You have to unzip the gz file, edit the save with notepad++ and then add the edited save back to the gz file.
In the save file, search for the ship (units_size_xl_capital_destroyer_2_macro) and then look at the connection_engine01 and paste over the whole code i posted here.
Backup your savefile before.

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Thu, 14. Feb 19, 14:47

sco1981 wrote:
Thu, 14. Feb 19, 08:05
Thecrippler wrote:
Wed, 13. Feb 19, 19:30
What program are you using to open saves Notepand and Notepand ++ are not worcking i also tried wordpad it dos open but it lag big time and i don't know why :? also which part of the name file i need to rename in order to engine to appear sorry to ask question am not a expert of this stuff :(
You have to unzip the gz file, edit the save with notepad++ and then add the edited save back to the gz file.
In the save file, search for the ship (units_size_xl_capital_destroyer_2_macro) and then look at the connection_engine01 and paste over the whole code i posted here.
Backup your savefile before.
i did that but every time i try to open the file with notepad++ am getting a File is too big to be opened by notepad++ :gruebel:

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

Re: [Mod] a ship mod 6.0

Post by sco1981 » Thu, 14. Feb 19, 19:21

Thecrippler wrote:
Thu, 14. Feb 19, 14:47
i did that but every time i try to open the file with notepad++ am getting a File is too big to be opened by notepad++ :gruebel:
Hmm, never had this. Did you try with notepad++ 64bit? Maybe this can open greater files.

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Thu, 14. Feb 19, 21:02

sco1981 wrote:
Thu, 14. Feb 19, 19:21
Thecrippler wrote:
Thu, 14. Feb 19, 14:47
i did that but every time i try to open the file with notepad++ am getting a File is too big to be opened by notepad++ :gruebel:
Hmm, never had this. Did you try with notepad++ 64bit? Maybe this can open greater files.
yes i did same problem but i find out a new program to open it Emeditor i hope it works :)

Ok the program works now and was able to add the code you give me but got another problem every time i'm trying to compress the file back to rar or zip is making a extra folder inside RAR or ZIP (save_003.xml folder then /save_003.xml Text)

Now if i only compares the save_003.xml Text to rar or zip the game does not to see the save file

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

Re: [Mod] a ship mod 6.0

Post by sco1981 » Fri, 15. Feb 19, 14:33

Thecrippler wrote:
Thu, 14. Feb 19, 21:02
sco1981 wrote:
Thu, 14. Feb 19, 19:21
Thecrippler wrote:
Thu, 14. Feb 19, 14:47
i did that but every time i try to open the file with notepad++ am getting a File is too big to be opened by notepad++ :gruebel:
Hmm, never had this. Did you try with notepad++ 64bit? Maybe this can open greater files.
yes i did same problem but i find out a new program to open it Emeditor i hope it works :)

Ok the program works now and was able to add the code you give me but got another problem every time i'm trying to compress the file back to rar or zip is making a extra folder inside RAR or ZIP (save_003.xml folder then /save_003.xml Text)

Now if i only compares the save_003.xml Text to rar or zip the game does not to see the save file
You have to compress it to gz format, i am doing this with 7zip. Or you can open the old gz file an insert the edited xml file so it overrides the old one in the .gz file.

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

Re: [Mod] a ship mod 6.0

Post by Thecrippler » Fri, 15. Feb 19, 16:58

sco1981 wrote:
Fri, 15. Feb 19, 14:33
Thecrippler wrote:
Thu, 14. Feb 19, 21:02
sco1981 wrote:
Thu, 14. Feb 19, 19:21


Hmm, never had this. Did you try with notepad++ 64bit? Maybe this can open greater files.
yes i did same problem but i find out a new program to open it Emeditor i hope it works :)

Ok the program works now and was able to add the code you give me but got another problem every time i'm trying to compress the file back to rar or zip is making a extra folder inside RAR or ZIP (save_003.xml folder then /save_003.xml Text)

Now if i only compares the save_003.xml Text to rar or zip the game does not to see the save file
You have to compress it to gz format, i am doing this with 7zip. Or you can open the old gz file an insert the edited xml file so it overrides the old one in the .gz file.
Is it possible you can send me a screenshot haw to compress gz format I apologize for bragging you with this stuff :oops:
OK when open zip I need to pick compression lvl and then tar my right

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

Re: [Mod] a ship mod 6.0

Post by sco1981 » Fri, 15. Feb 19, 18:40

Thecrippler wrote:
Fri, 15. Feb 19, 16:58
sco1981 wrote:
Fri, 15. Feb 19, 14:33
Thecrippler wrote:
Thu, 14. Feb 19, 21:02


yes i did same problem but i find out a new program to open it Emeditor i hope it works :)

Ok the program works now and was able to add the code you give me but got another problem every time i'm trying to compress the file back to rar or zip is making a extra folder inside RAR or ZIP (save_003.xml folder then /save_003.xml Text)

Now if i only compares the save_003.xml Text to rar or zip the game does not to see the save file
You have to compress it to gz format, i am doing this with 7zip. Or you can open the old gz file an insert the edited xml file so it overrides the old one in the .gz file.
Is it possible you can send me a screenshot haw to compress gz format I apologize for bragging you with this stuff :oops:
OK when open zip I need to pick compression lvl and then tar my right
You are welcome.
My OS language is german, so don't think a screenshot helps.
Rightlick on save_001.xml --> 7zip --> add to archive --> archive name: save_001.xml.gz --> archive format: gzip --> ok
This should zip this to gz file without folders in it.

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