[Mod] XR Ship Pack - 6.0 ready!

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sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [Mod] XR Ship Pack (28 ships now)

Post by sco1981 » Thu, 2. Apr 20, 08:44

Max Bain wrote:
Thu, 2. Apr 20, 08:30
sco1981 wrote:
Thu, 2. Apr 20, 08:24
Max Bain wrote:
Wed, 1. Apr 20, 23:08


I dont have these problems.
I often had these problems while I am modding and have bugs but before I release a version I always check this. Maybe it has something todo with the ID thing I told you?
Which ID thing you mean?
Oh sorry, I mixed you with Shuulo because I was somehow reading VRO instead of ROR.

But again I dont have these issues and I am playing with a lot of other mods... can you maybe test if it happens if you ONLY activate XR Ship mod?
Does happen with ROR and my mod only. If i run my mod only or your mod only, it doesnt happen. :cry:
Like i said in the past, i want to play with your ship mod too. :D :P

Btw, your mod got some shipgroup-, geometry- and shipgenerator errors, but this shouldnt be the cause for the problem.

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 2. Apr 20, 08:48

sco1981 wrote:
Thu, 2. Apr 20, 08:44
Max Bain wrote:
Thu, 2. Apr 20, 08:30
sco1981 wrote:
Thu, 2. Apr 20, 08:24


Which ID thing you mean?
Oh sorry, I mixed you with Shuulo because I was somehow reading VRO instead of ROR.

But again I dont have these issues and I am playing with a lot of other mods... can you maybe test if it happens if you ONLY activate XR Ship mod?
Does happen with ROR and my mod only. If i run my mod only or your mod only, it doesnt happen. :cry:
Like i said in the past, i want to play with your ship mod too. :D :P

Btw, your mod got some shipgroup- and Geometry errors, but this shouldnt be the causefor the problem.
The SHipgroup errors are indeed a fix to be compatible with VRO mod because we both use the same shipgrops. So to make my jobs still possible I have to remove VRO created ship groups first but because you dont use VRO it writes an error. You can ignore it. The geometry errors you can ignore too. I am not able to fix them but they are no bugs.

Maybe we use some identical IDs somewhere? I know that in the past I changed all my IDs of the 3 ships I took from you and in the end I did them from scratch anyway, but maybe we still have the same ID somewhere else?
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

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

Re: [Mod] XR Ship Pack (28 ships now)

Post by sco1981 » Thu, 2. Apr 20, 09:02

Max Bain wrote:
Thu, 2. Apr 20, 08:48
sco1981 wrote:
Thu, 2. Apr 20, 08:44
Max Bain wrote:
Thu, 2. Apr 20, 08:30


Oh sorry, I mixed you with Shuulo because I was somehow reading VRO instead of ROR.

But again I dont have these issues and I am playing with a lot of other mods... can you maybe test if it happens if you ONLY activate XR Ship mod?
Does happen with ROR and my mod only. If i run my mod only or your mod only, it doesnt happen. :cry:
Like i said in the past, i want to play with your ship mod too. :D :P

Btw, your mod got some shipgroup- and Geometry errors, but this shouldnt be the causefor the problem.
The SHipgroup errors are indeed a fix to be compatible with VRO mod because we both use the same shipgrops. So to make my jobs still possible I have to remove VRO created ship groups first but because you dont use VRO it writes an error. You can ignore it. The geometry errors you can ignore too. I am not able to fix them but they are no bugs.

Maybe we use some identical IDs somewhere? I know that in the past I changed all my IDs of the 3 ships I took from you and in the end I did them from scratch anyway, but maybe we still have the same ID somewhere else?
Yeah possible or something additional, maybe the taranis bridge, some effects or something which has the same name/id. :gruebel:
Debug.log tells nothing about it.

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 2. Apr 20, 09:07

You can try to remove some ships and see if it works. I would start with Araw, Taranis, Sucellus and Split ship and see if it works. Then you can add one by one until you know which ship it is. If it still doesnot work after removing all 4 ships then I have absolutely no clue :(.
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

MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Tue, 7. Apr 20, 02:21

This is a great Mod but is there a way to turn off the large fleet spawns all over the map? Creates mayhem in my save games.

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Tue, 7. Apr 20, 08:45

MHDriver wrote:
Tue, 7. Apr 20, 02:21
This is a great Mod but is there a way to turn off the large fleet spawns all over the map? Creates mayhem in my save games.
Which version are you using? I already removed alot of fleet spawns. I cant lower them even more else you wont see the AI use the new battleships at all.
Per race there will be spawned just 4-5 groups of battleships (just one bs each in each group) and some escorts. All new groups will be built after some time. So no spawns at all after the game start.

If you dont want the Ai use any battleships, just remove the jobs.xml file from the library folder.
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

MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Tue, 7. Apr 20, 09:20

Max Bain wrote:
Tue, 7. Apr 20, 08:45
MHDriver wrote:
Tue, 7. Apr 20, 02:21
This is a great Mod but is there a way to turn off the large fleet spawns all over the map? Creates mayhem in my save games.
Which version are you using? I already removed alot of fleet spawns. I cant lower them even more else you wont see the AI use the new battleships at all.
Per race there will be spawned just 4-5 groups of battleships (just one bs each in each group) and some escorts. All new groups will be built after some time. So no spawns at all after the game start.

If you dont want the Ai use any battleships, just remove the jobs.xml file from the library folder.
I am using version 1.12. I will give it try again after removing the jobs.xml file and see if it is better for my gameplay thanks.

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Tue, 7. Apr 20, 13:29

MHDriver wrote:
Tue, 7. Apr 20, 09:20
Max Bain wrote:
Tue, 7. Apr 20, 08:45
MHDriver wrote:
Tue, 7. Apr 20, 02:21
This is a great Mod but is there a way to turn off the large fleet spawns all over the map? Creates mayhem in my save games.
Which version are you using? I already removed alot of fleet spawns. I cant lower them even more else you wont see the AI use the new battleships at all.
Per race there will be spawned just 4-5 groups of battleships (just one bs each in each group) and some escorts. All new groups will be built after some time. So no spawns at all after the game start.

If you dont want the Ai use any battleships, just remove the jobs.xml file from the library folder.
I am using version 1.12. I will give it try again after removing the jobs.xml file and see if it is better for my gameplay thanks.
There is also a bug in vanilla actually that will duplicate stations and ships it seems. Maybe this is the reason.
I wouldn't remove the jobs file. It really should not spawn a lot of ships.
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

MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
x4

Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Tue, 7. Apr 20, 18:55

Max Bain wrote:
Tue, 7. Apr 20, 13:29
MHDriver wrote:
Tue, 7. Apr 20, 09:20
Max Bain wrote:
Tue, 7. Apr 20, 08:45

Which version are you using? I already removed alot of fleet spawns. I cant lower them even more else you wont see the AI use the new battleships at all.
Per race there will be spawned just 4-5 groups of battleships (just one bs each in each group) and some escorts. All new groups will be built after some time. So no spawns at all after the game start.

If you dont want the Ai use any battleships, just remove the jobs.xml file from the library folder.
I am using version 1.12. I will give it try again after removing the jobs.xml file and see if it is better for my gameplay thanks.
There is also a bug in vanilla actually that will duplicate stations and ships it seems. Maybe this is the reason.
I wouldn't remove the jobs file. It really should not spawn a lot of ships.
Ok, will cancel that plan.

XTC0R
Posts: 401
Joined: Sat, 1. Dec 18, 19:58
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Re: [Mod] XR Ship Pack (28 ships now)

Post by XTC0R » Sun, 12. Apr 20, 01:01

Hi,

thanks for bringing this great ships into X4!

But I have also found something strange...
I started a new game as split and saw in Ianamus Zura a Comet (NSK-979) ship idling with the command: "Escort unkown ship" Also all subordinates are idling too (0m/s) and a K is going havoc in the sector.
Is the ship waiting for an other ship from jobs.xml to be build?
There is an other Comet (OKI-401) in the sector with command: "Escort battleship Scylla". But this it's not part of a fleet.

Is the idling Comet waiting for a Scylla to be build? But there is no shipyard in the sector.

https://steamuserimages-a.akamaihd.net/ ... C717DBE91/
https://steamuserimages-a.akamaihd.net/ ... 09BE595F4/

EDIT: It resolved after some minutes. Indeed Comet (NSK-979) waited for a Scylla. Now they formed a new fleet with the Scylla as Commander and moving again.

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Anchorshag
Posts: 74
Joined: Thu, 1. Jul 10, 17:57
xr

Re: [Mod] XR Ship Pack (28 ships now)

Post by Anchorshag » Mon, 13. Apr 20, 15:20

Hey Max, thanks for this mod. Much needed and well done!

Just a quick question, with the newly released XReborn mod that makes two mods that are porting in Rebirth ships. What's the plan with that? Any collaboration between you guys? Arguably your ports are more fleshed out while theirs obviously have a lot more ships.

Between you, them and the VRO guys the modding scene for X4 is looking pretty strong!

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Wed, 15. Apr 20, 23:48

Anchorshag wrote:
Mon, 13. Apr 20, 15:20
Hey Max, thanks for this mod. Much needed and well done!

Just a quick question, with the newly released XReborn mod that makes two mods that are porting in Rebirth ships. What's the plan with that? Any collaboration between you guys? Arguably your ports are more fleshed out while theirs obviously have a lot more ships.

Between you, them and the VRO guys the modding scene for X4 is looking pretty strong!
Thanks!

Actually I have no detailed plan. Right now I am more playing than modding which is the perfect test for my mods, so I fix bugs when I see some and polish my mods, but so far everything seems pretty well working :).
After that I will see whatI will focus on next. For this mod there are 3 big things I would like to add next:
  • paintmods for the ships
  • add M sized ships
  • make the S docks on the Arawn internal and working like the Raptor
But actually I am too tired for big updates like these - I am a bit exhausted atm, so I need to recharge some energy with playing some X4 :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

dispostableatheist
Posts: 193
Joined: Sun, 23. Jan 11, 13:28

Re: [Mod] XR Ship Pack (28 ships now)

Post by dispostableatheist » Thu, 16. Apr 20, 13:57

There's this mod and that one https://www.nexusmods.com/x4foundations/mods/434 . Can I use them both, or what do they differ in?

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Malakie
Posts: 1061
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Malakie » Thu, 16. Apr 20, 19:58

Please keep adding ships! Love this pack!
Take it light.....

Malakie

----------------------------------------------------

MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
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Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Fri, 17. Apr 20, 05:58

Excellent work M8s.. I think that there are a few of us out here that really love to see the Fulmekron ported..

ZeroBoogie
Posts: 52
Joined: Tue, 22. Nov 05, 02:44
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Re: [Mod] XR Ship Pack (28 ships now)

Post by ZeroBoogie » Fri, 17. Apr 20, 18:56

dispostableatheist wrote:
Thu, 16. Apr 20, 13:57
There's this mod and that one https://www.nexusmods.com/x4foundations/mods/434 . Can I use them both, or what do they differ in?
I got them both working together and so far I have no problems. They are great together ;)

MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
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Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Fri, 17. Apr 20, 21:18

ZeroBoogie wrote:
Fri, 17. Apr 20, 18:56
dispostableatheist wrote:
Thu, 16. Apr 20, 13:57
There's this mod and that one https://www.nexusmods.com/x4foundations/mods/434 . Can I use them both, or what do they differ in?
I got them both working together and so far I have no problems. They are great together ;)
I wish I could get that damn mod to work but nothing I tried will allow the .exe to run..

ZeroBoogie
Posts: 52
Joined: Tue, 22. Nov 05, 02:44
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Re: [Mod] XR Ship Pack (28 ships now)

Post by ZeroBoogie » Fri, 17. Apr 20, 22:51

MHDriver wrote:
Fri, 17. Apr 20, 21:18
ZeroBoogie wrote:
Fri, 17. Apr 20, 18:56
dispostableatheist wrote:
Thu, 16. Apr 20, 13:57
There's this mod and that one https://www.nexusmods.com/x4foundations/mods/434 . Can I use them both, or what do they differ in?
I got them both working together and so far I have no problems. They are great together ;)
I wish I could get that damn mod to work but nothing I tried will allow the .exe to run..
Terribly sorry about that, I wish I could help you with that but I don't know why it won't start for you :?

MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
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Re: [Mod] XR Ship Pack (28 ships now)

Post by MHDriver » Sat, 18. Apr 20, 09:46

ZeroBoogie wrote:
Fri, 17. Apr 20, 22:51
MHDriver wrote:
Fri, 17. Apr 20, 21:18
ZeroBoogie wrote:
Fri, 17. Apr 20, 18:56


I got them both working together and so far I have no problems. They are great together ;)
I wish I could get that damn mod to work but nothing I tried will allow the .exe to run..
Terribly sorry about that, I wish I could help you with that but I don't know why it won't start for you :?
No worries.. Lots of variables to account for in modding.

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alexalsp
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Re: [Mod] XR Ship Pack (28 ships now)

Post by alexalsp » Thu, 23. Apr 20, 14:49

X4 3.10

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//groups/group[@name='arg_battleship_xl']' in patch file 'extensions\XR_ShipPack\libraries\shipgroups'. Skipping node.
[General] 0.00 ======================================

[
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_xl\units_size_xl_omicron_trans_data#detail_s_mainxcollision_engine_a_bottom), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_xl\units_size_xl_omicron_trans_data#detail_s_mainxlod0xargonxar_trims_01b_bottom), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_xl\units_size_xl_omicron_trans_data#detail_s_mainxlod0xargonxar_unique_03_bottom), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_xl\units_size_xl_omicron_trans_data#detail_s_mainxlod0_engine_a_bottom), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_xl\units_size_xl_omicron_trans_data#detail_s_main_engine_a_bottom), pls fix!
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_xl\units_tel_battleship_b_data#detail_s_main), pls fix!
[General] 0.00 ======================================


[General] 0.00 ======================================
[=ERROR=] 0.00 'units_tel_battleship_b' has no shields in engine group 'engine'! @Artists
[General] 0.00 ======================================

There is no such line. You delete and then add.
shipgroups.xml

Code: Select all

<remove sel="//groups/group[@name='arg_battleship_xl']">
	</remove> 
Three types of code for what? Just that is enough ...

Code: Select all

	<add sel="//groups">
		<group name="tel_battleship_xl">
			<select macro="units_tel_battleship_macro" />
			<select macro="units_tel_battleship_b_macro" />
		</group>
	</add>

And one more thing.

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_refinedgas_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_refinedgas_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_refinedgas_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_refinedmineral_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_tech_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_construction_exporter_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_water_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_water_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_energycell_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_construction_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: ShipGenerator: No ship generated using group/ref/macro null
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [JobEngine] No ship generated for JobID: 'teladi_construction_trader_l'. Probably invalid ship macro/group/ref definition.
[General] 0.00 ======================================


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