No need to change any ID. Go to the shipgroups.xml file in the XR Ship Pack VRO mod (library folder) and remove it. Thats all you need to do I think.
[Mod] XR Ship Pack - 6.0 ready!
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Re: [Mod] XR Ship Pack (28 ships now)
Re: [Mod] XR Ship Pack (28 ships now)
This works, with one caveat: To get the Faction BBs into the shipyard, I had to comment out the second 3 lines in your wares.xml as well. Thanks for your help!
Re: [Mod] XR Ship Pack (finally with paint jobs)
New version including paint jobs for all (except 2) ships is available.
Keep in mind, that the default ship skin now looks less sexy than before but with the right paint job it looks even more awesome (and the AI will use them too).
1.1.9
Keep in mind, that the default ship skin now looks less sexy than before but with the right paint job it looks even more awesome (and the AI will use them too).
1.1.9
- Changed Red Knights texture to vanilla Split texture
- Added paintjobs for ALL ships (except Fedhelm and Hermod because it is not possible)
- Added Paranid ships to Trinity (not tested)
- Increased chances for AI to use their paintjobs
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- bubbabenali
- Posts: 122
- Joined: Tue, 14. Jan 14, 07:30
Re: [Mod] XR Ship Pack (finally with paint jobs)
1st thanks for this awesome mod.Max Bain wrote: ↑Mon, 21. Dec 20, 16:38New version including paint jobs for all (except 2) ships is available.
Keep in mind, that the default ship skin now looks less sexy than before but with the right paint job it looks even more awesome (and the AI will use them too).
1.1.9
- Increased chances for AI to use their paintjobs
But is there a way to turn off the random NPC Paintjob stuff? I get eyecancer from all the clownships cruising the galaxy and fighting for their lives against the Xenon.
Re: [Mod] XR Ship Pack (finally with paint jobs)
Hi, you can remove it by deleting the themes.xml in libraries. But i just changed the weight from 5 to 3 for most default paint jobs, compared to vanilla. So it shouldnt produce eye cancer . I did it because the new ships do look a bit worse than before with the default paint jobs.bubbabenali wrote: ↑Tue, 22. Dec 20, 10:481st thanks for this awesome mod.Max Bain wrote: ↑Mon, 21. Dec 20, 16:38New version including paint jobs for all (except 2) ships is available.
Keep in mind, that the default ship skin now looks less sexy than before but with the right paint job it looks even more awesome (and the AI will use them too).
1.1.9
- Increased chances for AI to use their paintjobs
But is there a way to turn off the random NPC Paintjob stuff? I get eyecancer from all the clownships cruising the galaxy and fighting for their lives against the Xenon.
- bubbabenali
- Posts: 122
- Joined: Tue, 14. Jan 14, 07:30
Re: [Mod] XR Ship Pack (finally with paint jobs)
Thanks, I will try that, when I'm home later.Max Bain wrote: ↑Tue, 22. Dec 20, 11:02
Hi, you can remove it by deleting the themes.xml in libraries. But i just changed the weight from 5 to 3 for most default paint jobs, compared to vanilla. So it shouldnt produce eye cancer . I did it because the new ships do look a bit worse than before with the default paint jobs.
Re: [Mod] XR Ship Pack (finally with paintjobs)
2.00
- Fixed texture flickering on Sucellus
- Changed many textures to look better on default color schemes
- Improved paintjob colors on Millenium and Sanahar
- Renamed Red Knight to Alpha-Omega
Re: [Mod] XR Ship Pack (finally with paintjobs)
Hello,
I would like to update. But what about the existing ships ? If I uninstall the previous version, my existing ships disappear. I wanted to avoid that.
Can I install V2.0 over the old installation?
For info: Win7, .cat in the primary folder.
I would like to update. But what about the existing ships ? If I uninstall the previous version, my existing ships disappear. I wanted to avoid that.
Can I install V2.0 over the old installation?
For info: Win7, .cat in the primary folder.
Re: [Mod] XR Ship Pack (finally with paintjobs)
You can always install a newer version over the old one (except I explicitely mention not to do this)
But I know that on win7 there are some mod problems. But if u already made the mod to work u know how to make them to work.
Re: [Mod] XR Ship Pack (finally with paintjobs)
ok, thank you very much.
Yes, I have been running the mod for months.
Yes, I have been running the mod for months.
Re: [Mod] XR Ship Pack (finally with paintjobs)
KrYcHokE the author of Lost Sectors mod from XR gave permission to port his ships over to X4. Thank you!
(reddit post: https://www.reddit.com/r/X4Foundations/ ... made_xrx4/)
So the ships in 2.0.2 are taken from his mod. I made them ready to work in X4. Some have changed textures or meshes to fix some graphical glitches, so except the Xenon, none is a 1 to 1 copy.
Here is the changelog for 2.0.2:
(reddit post: https://www.reddit.com/r/X4Foundations/ ... made_xrx4/)
So the ships in 2.0.2 are taken from his mod. I made them ready to work in X4. Some have changed textures or meshes to fix some graphical glitches, so except the Xenon, none is a 1 to 1 copy.
Here is the changelog for 2.0.2:
- Added Hurricane as new Split destroyer
- Added Astral Mineral Miner as new Split large solid miner
- Added Astral Gas Miner as new Split large gas miner
- Added Astral Transport as new Split large transport
- Added Q as new Xenon destroyer
- Fixed Teladi Millenium wasnt built by AI
- Renamed split Battleship to Razorback (hopefilly last name change )
- Removed variant suffix in name for all military ships
- Reduced price for Fedhelm and Hermod by 30%
- Added 2 medium mining turrets to Fedhelm
Re: [Mod] XR Ship Pack (finally with paintjobs)
Kudos to you and KrYcHokE . Hope he gets some new PC HW to continue working on X4 ships.
PS: Max Bain check your heading of the Q destroyer in the first post. Would be too much too also belong to the split
PS: Max Bain check your heading of the Q destroyer in the first post. Would be too much too also belong to the split
Re: [Mod] XR Ship Pack (finally with paintjobs)
Thank you . I corrected the first page.
Re: [Mod] XR Ship Pack (finally with paintjobs)
I think the Fedhelm miner could get a nerf and the astral a slight buff. The fedhelm is better in every attribute when I compare it with other L miners.
The Fedhelm has strong hull, strong shield, is fast and has a good strorage capacity.
The Fedhelm has strong hull, strong shield, is fast and has a good strorage capacity.
Re: [Mod] XR Ship Pack (finally with paintjobs)
The Fedhelm has just 1 L and 2 M mining turrets while the Astral has 2L and 2 M mining turrets.
What about speeds? I think the Astral is faster but cant look at it right now.
Last edited by Max Bain on Wed, 20. Jan 21, 21:16, edited 1 time in total.
Re: [Mod] XR Ship Pack (finally with paintjobs)
Ok. But why is the Astral slower (split ship) than the Teladi L Mining ship? I would give the astral a bit more speed and nerf the shields and hull of the Fedhelm a bit.
Re: [Mod] XR Ship Pack (finally with paintjobs)
I will check that later. Thanks for your feedback.XTC0R wrote: ↑Wed, 20. Jan 21, 21:16Ok. But why is the Astral slower (split ship) than the Teladi L Mining ship? I would give the astral a bit more speed and nerf the shields and hull of the Fedhelm a bit.
Re: [Mod] XR Ship Pack (finally with paintjobs)
Thanks for your great mods and considering to have a look.
Nächstes Bier geht auf mich!
Re: [Mod] XR Ship Pack (finally with paintjobs)
It is my goal to make the ships as balanced as possible, so feedback is always welcome.
Are you talking about VRO or vanilla values btw?
These values are from vanilla, so standard XR Ship Pack:
Category Fedhelm vs AStral vs Crane Sentinel
Hull 82500 vs 87000 vs 36000
Shield 143476 vs 101822 vs 143476
Speed 168 vs 144 vs 175
Storage 46000 vs 42000 vs 57600
Drones 16 vs 12 vs 10
Mining 1L 2M vs 2L 2M vs 6M
Turrets 10M vs 8M vs 3M
Prices 3.059.656 vs 2.898.513 vs 1.804.390
I think they all have different roles.
The Fedhelm is the best when it comes to combat due to its most tankability and turrets. But it is also the one with the worst mining ability and the most expensive one. 2 M turrets have about the same mining speed as 1L turret I think.
The Astral has good defense abilities and a high mining output.
Crane is weak against any threat but can hold a lot cargo and has good mining speed.
I think when it comes to miners, the most important thing is how fast they make money and it looks like the Crane is the best and the Fedhelm the worst in that area. But the purpose of the Fedhelm is mining in dangerous areas and this job it does much better than the Crane I think. The Astral shall be a bit of a mixture.. average in both.
Never the less, I agree that the Split ship should get a little speed buff and maybe a little cargo hold expansion also.
For VRO I have to admit that I forgot to adjust prices to match VRO prices yet and I am not sure how the values would look like there.
Last edited by Max Bain on Thu, 21. Jan 21, 10:53, edited 1 time in total.
Re: [Mod] XR Ship Pack (finally with paintjobs)
Sorry I forgot to mention that I'm playing with VRO. I closed my game to go to bed now. But I'm quite sure the same comparison with VRO will look different.Max Bain wrote: ↑Wed, 20. Jan 21, 23:37
It is my goal to make the ships as balanced as possible, so feedback is always welcome.
Are you talking about VRO or vanilla values btw?
These values are from vanilla, so standard XR Ship Pack:
Category Fedhelm vs AStral vs Crane Sentinel
Hull 825500 vs 87000 vs 36000
Shield 143476 vs 101822 vs 143476
Speed 168 vs 144 vs 175
Storage 46000 vs 42000 vs 57600
Drones 16 vs 12 vs 10
Mining 1L 2M vs 2L 2M vs 6M
Turrets 10M vs 8M vs 3M
Prices 3.059.656 vs 2.898.513 vs 1.804.390
I think they all have different roles.
The Fedhelm is the best when it comes to combat due to its most tankability and turrets. But it is also the one with the worst mining ability and the most expensive one. 2 M turrets have about the same mining speed as 1L turret I think.
The Astral has good defense abilities and a high mining output.
Crane is weak against any threat but can hold a lot cargo and has good mining speed.
I think when it comes to miners, the most important thing is how fast they make money and it looks like the Crane is the best and the Fedhelm the worst in that area. But the purpose of the Fedhelm is mining in dangerous areas and this job it does much better than the Crane I think. The Astral shall be a bit of a mixture.. average in both.
Never the less, I agree that the Split ship should get a little speed buff and maybe a little cargo hold expansion also.
For VRO I have to admit that I forgot to adjust prices to match VRO prices yet and I am not sure how the values would look like there.
I guess your hull value of the Fedhelm has a typo?