[MODS] some ships mods with relook i made (now 7)

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ALEX Bemelmans
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Joined: Wed, 23. Nov 05, 17:07
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[MODS] some ships mods with relook i made (now 7)

Post by ALEX Bemelmans » Sat, 11. May 19, 16:19

hi i m alex in this post i ll present you my ship mods. i started with basic xml editing and now i start to mod them on blender it s not hi-level mod because each ship is a new step into learning but i hope you will like them.

all ship come as new ship in the way to have graphical diversity to the game
exept the nodan s+ and the blender one that i m working on:
-all have 2 version : one as player only ship and one where player and AI can buy/use it
-all have a VRO version

i try to be reactive to encountered bugs
----------------------------------
nodan Prototype S+ ( my first tutorial mod ship and startpoint for all of this )
https://www.nexusmods.com/x4foundations/mods/323
------------------------------------------------

the S+ eclipse heavy bomber with a M engine (high mass and inertia) with 3 missile dedicated mount point (total 7)
https://www.nexusmods.com/x4foundations/mods/449
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the S+ falcon Heavy bomber with 1 M & 4 S engines (high mass and inertia) with 2 more gun and 3 missile dedicated mount point (total 7)
https://www.nexusmods.com/x4foundations/mods/455
on this one the M engine can t be changed because i used a trick to add it with S engine
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and the S+ tethys Heavy bomber With M engine (high mass and inertia) with 1 more gun and 4 missile dedicated mount point (total 7)
https://www.nexusmods.com/x4foundations/mods/456/
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i m pretty sure that it was designed for M ALL-round engine... :roll:
---------------------------------


pack of this 3 first ship for VRO with adjusted stats and compatibility (nodan will come)

https://www.nexusmods.com/x4foundations/mods/459


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at this point i started to add parts to ship but with the limit of xml editing
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the S elite augmented (normal and vro version in same link)

augmented light fighter it can be called "quaternion's party"
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https://www.nexusmods.com/x4foundations/mods/461


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a tiny little new one: the callisto augmented nicknamed "the tortoise"
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https://www.nexusmods.com/x4foundations/mods/472

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all of them were reworked with only notepad++

now it s time to learn how to use blender...

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Defreighterised M transporter into covette mod

my first step in 3D modeling and blender the teladi vulture fighter
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it is the first of all: i ll will defreighter all M into this mod!

the sunna universal a mix between a mercury and a foret(dunno english name)
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https://www.nexusmods.com/x4foundations/mods/489



more to come!

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
thanks to brummbear02 for his tutorial and his help
thanks to techmite for his help in my first step in 3D modeling and blender
thanks to egosoft for this game
( and sorry for my english)
Last edited by ALEX Bemelmans on Wed, 13. May 20, 06:32, edited 26 times in total.
my textid range: 909700-909799

Nifhtyeq
Posts: 73
Joined: Fri, 15. Feb 19, 17:32

Re: [MOD] Nodan prototype S+

Post by Nifhtyeq » Sat, 11. May 19, 20:24

ALEX Bemelmans wrote:
Sat, 11. May 19, 16:19
hi

here the nodan Prototype S+ ship!


"A S chassis with M class spec! this is what i was looking for when i started this project maybe i m a genius but i can t make it. this prototype is a failure!..."

this is a Boso Ta's modification of the nodan: 2 shields 8 motors and 5 weapons. the hull has been reinforced. a lost old space compression's method allow you to carry up to 40 missiles and to have 5 screw members. consequently the ship's mass is heavier


find it on nexus:
https://www.nexusmods.com/x4foundations/mods/323
----------------------------------

this is my first mod for X4 so leave feedback
the ship come as new ship and it can be bought at paranid warf

i use 999732 for text id i dunno if it will confilct with other mod for now but i can change if needed


one of the gun ( the number 2, the front one) is for missile but i don t now how to restrict so if you put a gun it will move in the chassis (visual glitsh)

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

thanks to brummbear02 for his tutorial :)
( and sorry for my english)
Very cool ship so you used chassis of a xenon ship to create a new ship for the player pretty cool idea. You could even do series of these ships it makes sense based off canon why would people retrofit disabled or destroyed xenon ships.

ALEX Bemelmans
Posts: 59
Joined: Wed, 23. Nov 05, 17:07
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Re: [MOD] Nodan prototype S+

Post by ALEX Bemelmans » Sun, 12. May 19, 01:40

hi
it is not a xenon but a teladi's one
at start i only want to have a 3rd gun mount point on the nodan but i don t find how to add it (hard to say "add this here" when you dunno where is "here" and what is "this")
so i made a "new ship" with existing material of X4 :lol: (thanks to brummbear02)

i reused the complete nodan sentinel (alliance of word?) and for now the chassis (base 3D model) is still unmodified
i only added connection points for shields, weapons, and motors and i have changed somes stats here and here...
my textid range: 909700-909799

Azran_Zala
Posts: 69
Joined: Tue, 13. Mar 18, 00:25
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Re: [MOD] Nodan prototype S+

Post by Azran_Zala » Wed, 15. May 19, 22:19

Madness. Pure Madness.

[thumbs up]

Savaj
Posts: 8
Joined: Thu, 28. Feb 19, 09:14
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Re: [MOD] Nodan prototype S+

Post by Savaj » Wed, 29. May 19, 15:00

Wow. That is a lot of engines. Yep, that thing is pretty crazy.

How about just another 2 guns and a second shield generator? Actually I'm happy you have some connection coordinates worked so I can copy those out and I may just make that myself. The regular Nodan is a ship I want to like, but I just can't find a use for it. Too large for no good reason.

ALEX Bemelmans
Posts: 59
Joined: Wed, 23. Nov 05, 17:07
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Re: [MOD] Nodan prototype S+

Post by ALEX Bemelmans » Fri, 31. May 19, 17:17

the ship already have 5 gun and 2 shield generator mountpoint ;)

if you want to have mountpoint for weapons, shields or engines it 's in assets/units/ship_s/nodanv1.xml

search for weapon
copy the whole "connection" section for exemple

Code: Select all

<connection name="con_weapon_04" tags="weapon small standard missile platformcollision ">
				<offset>
					<position x="-5.06" y="6.966584" z="-3.575678"/>
				</offset>
			</connection>
paste it under last "con_weapon_XX"
change con_weapon_04 to a number +1 of the last weapon ( here there is 5 weapons mountpoint so 5+1=6) --> con_weapon_06
change the position
+-x= left right
+-y= up down
+-z= front back

you can have 2 or more stuff on same coordinate
save and enjoy

another things: you can mount bigger stuff of other class exemple in the tags if you change "small" to "medium" you will get M ship stuff instead of S one
you can mix different type of stuff (engine M with weapon S for exemple) but all kind of a stuff must be the same (all weapon must be S or M but not mixed)

engine have independent turbo, speed & thrust so you must play with the "drag forward" and the "physics mass" and in /assets/units/ship_s/macro/nodanv1_macro.xml if you don t want over/undertuned speed

i ll make an update of the mod this week with an 2nd nodan with m engine (that looks pretty cool and fun to handle) and the tethys raider S+

in parrallel i m working on an other mod where you can buy visible tank like weapon and shield... :D
my textid range: 909700-909799

Savaj
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Joined: Thu, 28. Feb 19, 09:14
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Re: [MOD] Nodan prototype S+

Post by Savaj » Sat, 1. Jun 19, 03:14

Thanks for that Alex! Now you have me inspired to create my personalized ship :wink: .

Savaj
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Joined: Thu, 28. Feb 19, 09:14
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Re: [MOD] Nodan prototype S+

Post by Savaj » Tue, 4. Jun 19, 22:01

Hello again Alex. I modified the basic versions of the Nodan using one of your connections.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>

<diff>
	<add sel="/components/component/connections">
		<connection name="con_shield_02" tags="small shield unhittable ">
			<offset>
				<position x="0" y="4.591784" z="-8.048211"/>
				<quaternion qx="-0.7071068" qy="8.432164E-09" qz="-0.7071067" qw="8.432163E-09"/>
			</offset>
		</connection>
	</add>
</diff>
I also upped the total mass slightly to be fair and changed the amount of people it can carry. My idea of an otherwise peaceful "Alliance of the Word" ship with an upgraded defense to survive exploration.

Would you mind if I released the ship to the public if anyone else wants a Nodan like this? Credits to you of course.

Azran_Zala
Posts: 69
Joined: Tue, 13. Mar 18, 00:25
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Re: [MOD] Nodan prototype S+

Post by Azran_Zala » Thu, 6. Jun 19, 20:28

I changed mine to a 4 engine configuration:

Code: Select all

  _
_   _
  _
        

Code: Select all

<connection name="con_engine_01" tags="engine small platformcollision ">
	<offset>
		<position x="0" y="5.546147" z="-9.156782"/>
	</offset>
</connection>
<connection name="con_engine_02" tags="engine small platformcollision ">
	<offset>
		<position x="-4.139109" y="7.946147" z="-9.156782"/>
	</offset>
</connection>
<connection name="con_engine_03" tags="engine small platformcollision ">
	<offset>
		<position x="4.135223" y="7.946147" z="-9.156782"/>
	</offset>
</connection>
<connection name="con_engine_04" tags="engine small platformcollision ">
	<offset>
		<position x="0" y="10.101844" z="-9.156782"/>
	</offset>
</connection>

and lowered the drag slightly to compensate, but otherwise great ship. Loving it thanks.

sincy
Posts: 3
Joined: Tue, 2. May 17, 10:02

Re: [MOD] Nodan prototype S+

Post by sincy » Wed, 10. Jul 19, 22:41

how to change text id ? can u pls help change text id pls.

sincy
Posts: 3
Joined: Tue, 2. May 17, 10:02

Re: [MOD] Nodan prototype S+

Post by sincy » Sun, 14. Jul 19, 00:20

hi .
love your mod. but text id error. can you help me change it ?
conflict with this https://www.nexusmods.com/x4foundations/mods/282. using same TEXT ID. :( :( :( :( :doh:

ALEX Bemelmans
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Re: [MODS] S+ class ships

Post by ALEX Bemelmans » Thu, 23. Apr 20, 12:44

update of the nodan s+ and 2 new ships >> see first post
my textid range: 909700-909799

ALEX Bemelmans
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Re: [MODS] S+ class ships with M engine (come as new ship) + VRO version

Post by ALEX Bemelmans » Fri, 24. Apr 20, 20:34

VRO version available!
my textid range: 909700-909799

ALEX Bemelmans
Posts: 59
Joined: Wed, 23. Nov 05, 17:07
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Re: [MODS] some ship mods i made

Post by ALEX Bemelmans » Mon, 27. Apr 20, 00:56

new ship! the elite augmented! see link in first post
my textid range: 909700-909799

Thecrippler
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Re: [MODS] some ship mods i made

Post by Thecrippler » Mon, 27. Apr 20, 15:40

dam Son that is sick nice job

boogieman335
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Re: [MODS] some ship mods i made

Post by boogieman335 » Tue, 28. Apr 20, 04:49

Hi could you do a version of the Courier with that 3 gun mod like the elite? Would be great to have an early game trader and miner that could mine and still fight off the Xenon that have got a lot tougher since the DLC was added.

ALEX Bemelmans
Posts: 59
Joined: Wed, 23. Nov 05, 17:07
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Re: [MODS] some ship mods i made

Post by ALEX Bemelmans » Fri, 1. May 20, 08:48

i will but dunno when...

until it come here a little tiny new one! the callisto augmented see first post for download link
my textid range: 909700-909799

DeadAirRT
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Re: [MODS] some ship mods i made

Post by DeadAirRT » Fri, 1. May 20, 17:57

ALEX Bemelmans wrote:
Fri, 1. May 20, 08:48
i will but dunno when...

until it come here a little tiny new one! the callisto augmented see first post for download link
Great job on these ships btw! I think they look awesome.

boogieman335
Posts: 222
Joined: Tue, 4. Sep 07, 22:32
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Re: [MODS] some ship mods i made

Post by boogieman335 » Fri, 1. May 20, 19:18

ALEX Bemelmans wrote:
Fri, 1. May 20, 08:48
i will but dunno when...

until it come here a little tiny new one! the callisto augmented see first post for download link
Thanks Much!

ALEX Bemelmans
Posts: 59
Joined: Wed, 23. Nov 05, 17:07
x3

Re: [MODS] some ship mods with relook i made

Post by ALEX Bemelmans » Fri, 8. May 20, 23:05

my first step in 3D and blender: the teladi vulture fighter

see first post for download link
my textid range: 909700-909799

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