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

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Polofix
Posts: 179
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Polofix » Sun, 13. Dec 20, 08:27

Hello,
one more question.
Do the invasion ships spawn out of nowhere or are they really built in the shipyards?

RedEyedRaven
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by RedEyedRaven » Mon, 14. Dec 20, 12:43

I would like to see a basic list of the ships added by the mod. The screenshots, description-page and all videos I could dig up about the mod really lack a lot of information.
2023: X4: Seafood-restaurant 'Split' opens in ZYA-space. Reservations limited, get yours today!

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by sco1981 » Wed, 16. Dec 20, 16:49

Polofix wrote:
Fri, 11. Dec 20, 20:17
Hello,
I have battleships MK1 and MK3 turned on in the settings, the difficulty level is set to 'Normal'.
Unfortunately I cannot buy some battleships (e.g. Bayamon Mk1/MK3 from the Argon), which are red. What are the requirements for me to be able to buy them? Reputation is 30 for the Argon. In all factions, some of them are red.
There are some ships with "protector" in its name, these ships are for the AI only. It's not possibile to hide these ships for the player, sorry.
Polofix wrote:
Sun, 13. Dec 20, 08:27
Hello,
one more question.
Do the invasion ships spawn out of nowhere or are they really built in the shipyards?
The factions are building the ships, but if you increase difficulty or one of the MK addons at the faction npc, then the jobs spawn at the first time.
Cant do anything about it, this is a change egosoft did some patches ago.
RedEyedRaven wrote:
Mon, 14. Dec 20, 12:43
I would like to see a basic list of the ships added by the mod. The screenshots, description-page and all videos I could dig up about the mod really lack a lot of information.
At the TTC XL shipyard are all available ships listed.

Polofix
Posts: 179
Joined: Thu, 6. Dec 18, 18:05

Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by Polofix » Fri, 18. Dec 20, 07:33

sco1981 wrote:
Wed, 16. Dec 20, 16:49
Polofix wrote:
Sun, 13. Dec 20, 08:27
Hello,
one more question.
Do the invasion ships spawn out of nowhere or are they really built in the shipyards?
The factions are building the ships, but if you increase difficulty or one of the MK addons at the faction npc, then the jobs spawn at the first time.
Cant do anything about it, this is a change egosoft did some patches ago.
First of all, thank you for the answers.

What I have not yet understood. Does that mean that the FIRST invasion consists of spawned ships and all further invasions of built ships ?
My point is not to have to fight spawned ships all the time.That would just be a job creation measure and I wouldn't be able to fight it in the long run.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider v1.82 and ashipmod

Post by sco1981 » Fri, 1. Jan 21, 22:41

Polofix wrote:
Fri, 18. Dec 20, 07:33
sco1981 wrote:
Wed, 16. Dec 20, 16:49
Polofix wrote:
Sun, 13. Dec 20, 08:27
Hello,
one more question.
Do the invasion ships spawn out of nowhere or are they really built in the shipyards?
The factions are building the ships, but if you increase difficulty or one of the MK addons at the faction npc, then the jobs spawn at the first time.
Cant do anything about it, this is a change egosoft did some patches ago.
First of all, thank you for the answers.

What I have not yet understood. Does that mean that the FIRST invasion consists of spawned ships and all further invasions of built ships ?
My point is not to have to fight spawned ships all the time.That would just be a job creation measure and I wouldn't be able to fight it in the long run.
Every higher difficulty increase the max count of ships the Raiders can have.
If you increase the difficulty, then these additional ships spawn (first time only). If some of these ships get destroyed, then the Raiders build these at their shipyards.

sco1981
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Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by sco1981 » Sun, 24. Jan 21, 14:59

Added new version.

Code: Select all

Adjusted stats of XL front weapons
Added new ship: Astraeus (Antigone XL ship)
Fixed EOS docking waypoints
Optimized faction relations of OSR and TTC
Added M defender wings to OSR
Fixed OSR scouts and TTC construction vessel
Added OSR flagship job for sector takeover/defend
Adjusted some OSR and TTC jobs
Changed Antigone flagship to Astraeus
Fixed an error of Omega marines in debug log
Reworked some scripts

Aranov
Posts: 134
Joined: Mon, 3. Jun 13, 23:08
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Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by Aranov » Tue, 26. Jan 21, 14:07

Been using the new version the past few days, noticed a few errors and had one question.

First, having the issue were missions for TTC give negative rep.
Second, Protector ships are NPC only, correct?
Honestly I don't like the idea of arbitrarily unboardable ships, and wanted to to ask, how are they made so? Considering changing my local version, but honestly on the fence about it.
That being said I do think having them unbuyable is good. On those notes, I saw the Astraeus (Awesome looking btw, great job) protector is missing "noplayerblueprint" in wares.

However, the Lynx protector IS boardable.
Was just trolling the split, found two MK3 protectors that I could "harass" using the "Better piracy" mod, unboardables I found didn't have that option.
Went ahead using two Eureka Eights, and a number of freighters with marines, and managed to pull both off.
Kinda don't know what to do with them now, leaning towards selling them for an credit boost.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by sco1981 » Tue, 26. Jan 21, 16:45

Aranov wrote:
Tue, 26. Jan 21, 14:07
Been using the new version the past few days, noticed a few errors and had one question.

First, having the issue were missions for TTC give negative rep.
Second, Protector ships are NPC only, correct?
Honestly I don't like the idea of arbitrarily unboardable ships, and wanted to to ask, how are they made so? Considering changing my local version, but honestly on the fence about it.
That being said I do think having them unbuyable is good. On those notes, I saw the Astraeus (Awesome looking btw, great job) protector is missing "noplayerblueprint" in wares.

However, the Lynx protector IS boardable.
Was just trolling the split, found two MK3 protectors that I could "harass" using the "Better piracy" mod, unboardables I found didn't have that option.
Went ahead using two Eureka Eights, and a number of freighters with marines, and managed to pull both off.
Kinda don't know what to do with them now, leaning towards selling them for an credit boost.
Yeah, saw some reports of the negative reputation. But i cant find out where this come from, because these missions are generated of vanilla scripts and my mod dont touch any mission files. :?
Do you know what kind of mission result in the reputation hit and can you provide a savegame just before finishing the mission please?

In the past there were some peoples who want to get these protector ships. They arent buyable but boardable, 2 exceptions are the OSR flagships, these are impossible to capture.
You can look in the ships macro files, there should be <capture allow="0" /> for non boardable ships.

Thanks for pointing out the noplayerblueprint. I will add this to both wares.

GodAss
Posts: 17
Joined: Fri, 29. Jan 21, 15:12

Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by GodAss » Mon, 1. Feb 21, 13:29

Hi, a question, i dont know why but when i board the xenon r9 it dont shoot at all, and sometimes i see "xenon hack detected", i've lost lots of assets trying to capture it, but now the turrets dont works, only main gun.

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by sco1981 » Thu, 25. Feb 21, 20:30

GodAss wrote:
Mon, 1. Feb 21, 13:29
Hi, a question, i dont know why but when i board the xenon r9 it dont shoot at all, and sometimes i see "xenon hack detected", i've lost lots of assets trying to capture it, but now the turrets dont works, only main gun.
It seems there is a bug with Xenon and Khaak ships.
Saw some reports at the Xenon mod too, where you can fly Xenon ships.

Finally, the Galactica is in the mod. :D
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SolusVagus4544
Posts: 5
Joined: Mon, 22. Feb 21, 22:01

Finding Faith Valentine......

Post by SolusVagus4544 » Thu, 25. Feb 21, 22:35

not sure if something is wrong but i have looked for this person to no avail...... all for directions i get are to undock.....

sco1981
Posts: 282
Joined: Fri, 14. Sep 18, 14:47
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Re: Finding Faith Valentine......

Post by sco1981 » Fri, 26. Feb 21, 08:10

SolusVagus4544 wrote:
Thu, 25. Feb 21, 22:35
not sure if something is wrong but i have looked for this person to no avail...... all for directions i get are to undock.....
Can you please write down more details?
Where are you, what are you trying to do? Do you have some screenshots or savegame?
Do you use other mods and if yes, which ones?

Are you docked at Omega station and want to talk to the mod npc? :?

cyberman999
Posts: 6
Joined: Thu, 7. Jan 16, 22:16
xr

Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by cyberman999 » Wed, 3. Mar 21, 05:12

I've installed ror and deadairgateoverhaul and the compatability mod, but the compatibility mod isn't loading. On the extensions screen, deadairgateoverhaulror says required extension deadairgateoverhaul is missing despite the fact that it isn't missing and loads fine. I read the instructions on the first page of this thread, and modified ror's content.xml file. I tried disabling all other extensions but that didn't work either. I"ve tried various permutation of having some extensions in gamefolder/extensions and some in documents/egosoft/x4/extensions but that always leads to at least one extension not loading. I turned on the debug log, but I didn't see anything that indicated why deadairgateoverhaulror isn't loading. Any ideas?
Link to debug logfile https://www.dropbox.com/s/zjj5g30e3me5c ... g.txt?dl=0

DeadAirRT
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Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by DeadAirRT » Wed, 3. Mar 21, 06:01

cyberman999 wrote:
Wed, 3. Mar 21, 05:12
I've installed ror and deadairgateoverhaul and the compatability mod, but the compatibility mod isn't loading. On the extensions screen, deadairgateoverhaulror says required extension deadairgateoverhaul is missing despite the fact that it isn't missing and loads fine. I read the instructions on the first page of this thread, and modified ror's content.xml file. I tried disabling all other extensions but that didn't work either. I"ve tried various permutation of having some extensions in gamefolder/extensions and some in documents/egosoft/x4/extensions but that always leads to at least one extension not loading. I turned on the debug log, but I didn't see anything that indicated why deadairgateoverhaulror isn't loading. Any ideas?
Link to debug logfile https://www.dropbox.com/s/zjj5g30e3me5c ... g.txt?dl=0
The content.xml of the compatibility patch might be pointing to the ws/non ws id which would lead it to say missing. DAGO likely has issues since it is quite outdated at this point. I have some projects coming in the near future that will be much more compatible with other mods.

cyberman999
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xr

Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by cyberman999 » Wed, 3. Mar 21, 06:31

DeadAirRT wrote:
Wed, 3. Mar 21, 06:01
cyberman999 wrote:
Wed, 3. Mar 21, 05:12
I've installed ror and deadairgateoverhaul and the compatability mod, but the compatibility mod isn't loading. On the extensions screen, deadairgateoverhaulror says required extension deadairgateoverhaul is missing despite the fact that it isn't missing and loads fine. I read the instructions on the first page of this thread, and modified ror's content.xml file. I tried disabling all other extensions but that didn't work either. I"ve tried various permutation of having some extensions in gamefolder/extensions and some in documents/egosoft/x4/extensions but that always leads to at least one extension not loading. I turned on the debug log, but I didn't see anything that indicated why deadairgateoverhaulror isn't loading. Any ideas?
Link to debug logfile https://www.dropbox.com/s/zjj5g30e3me5c ... g.txt?dl=0
The content.xml of the compatibility patch might be pointing to the ws/non ws id which would lead it to say missing. DAGO likely has issues since it is quite outdated at this point. I have some projects coming in the near future that will be much more compatible with other mods.
ah ok, thx for replying.

Tomson
Posts: 14
Joined: Sat, 21. Feb 04, 17:45
x3tc

Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by Tomson » Fri, 5. Mar 21, 18:19

Hi
i have got a problem with tihs mod. I can not buy any MK3 ships. At the TTC Shipyard all ships are red. I still can buy MK1 Ship at the factions shipyards.
My Reputation with TTC is 21 and i did the rankup quests.

I don't know where the problem is. Could it be possible that this mod does not work with existing savegames and i have to start a new game for this?

Edit i'm using the following mods:



Inventory Collector
Crew Academies
Sector Explorer
Faction Enhancer - Econ AI Module
Civilian Fleets
Reactive Factions
Crystal Rarities - Glow Only
Remove Dock Symbol
Extra Game Options
Faster Crew Leveling
Remove Dirty Glass
Faction Enhancer - War Module
Better piracy
Ship Reverse Engineering
Variety and Rebalance Overhaul
Better Kill Credit
HQ_02
Capital Ship Loot Magnet
Neutral Engine Tints - S ships (OUTDATED)
Neutral Engine Tints - M ships (OUTDATED)
Pimp My Paintjobs
Paint Jobs for Sale
SirNukes Mod Support APIs

Rise of the Ossian Raider Part 2
Rise of the Ossian Raider
X4 Fire and Smoke
Weapon Pack
SectorSatellites
TaterTrade
Escape Teleport
Fly-by Looting
Mobile Repair Service
Faction Enhancer - Catchup Module


Maybe one of the other mods is causing my problems but i don't know what mod it is and how to fix this.



Please help me,

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

Re: [MOD] Rise of the Ossian Raider v1.9 and ashipmod

Post by sco1981 » Thu, 18. Mar 21, 14:01

Tomson wrote:
Fri, 5. Mar 21, 18:19
....
Sorry, wasnt in the forum since a long time.
But i think you posted on steam workshop too, right? So we should solved that already.


New version is out with the Normandy.

https://staticdelivery.nexusmods.com/mo ... 15567.jpeg
Last edited by Terre on Fri, 7. May 21, 19:10, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked

Valinir
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x3ap

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

Post by Valinir » Fri, 7. May 21, 11:37

hey

what is the "best" way to destroy a ossian raider defense plattform?

im still try to figure out what a good way to destroy these, at the moment im try torpedos but its kinda cancer to hit every defence module

anyone has suggestions?

Cedric_FP
Posts: 189
Joined: Thu, 13. Apr 06, 17:56
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Re: [MOD] Rise of the Ossian Raider v2.0 and ashipmod

Post by Cedric_FP » Tue, 11. May 21, 03:22

How does the Valhalla Railgun XL work? I read in the description that you can charge it and release on trigger, but every time I press fire, it instantly overheats and shoots a beam out and it's not charging or firing on trigger release?

Malchar
Posts: 395
Joined: Wed, 7. Apr 21, 00:56
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Re: [MOD] Rise of the Ossian Raider v2.0 and ashipmod

Post by Malchar » Tue, 25. May 21, 21:49

for entertaiment purpose ; action/battle scene. A battlecruiser test an Ora defense station offensive and defensive capacity.

https://www.youtube.com/watch?v=VpD_8A0ljX0&t=94s

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