[MOD] Variety and Rebalance Overhaul (VRO) 4.x

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Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Mon, 9. May 22, 14:43

Thanks for the update Shuulo, much appreciated.

siath70
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by siath70 » Mon, 9. May 22, 17:41

Valhalla_Awaits wrote:
Mon, 9. May 22, 09:17

Well... I wish I had whatever mod your using that makes the Xenon I so powerful. (I genuinely mean that.) The xenon are still be crushed by the npcs even with VRO and faction enhancer mods, both which make the xenon stronger. And I've killed a half dozen Xenon I's solo (or with random patrol fighter asistance) with just a katana corvette. Though it takes longer with VRO buffing their shield regen.
Don't know but in my game if an I looks at a Katana it's dead. Fighters have no chance, but then again maybe I just do not have the right set ups. I do like this mod though and can't see myself playing without it.

JPB101673
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by JPB101673 » Tue, 10. May 22, 05:01

@Shuulo, is this new patch save game compatible or does it need a new start?

Ty for all that you have done and are doing, especially considering the circumstances. I hope you and yours are and stay safe.

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Lord Dakier
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Lord Dakier » Wed, 11. May 22, 15:45

JPB101673 wrote:
Tue, 10. May 22, 05:01
@Shuulo, is this new patch save game compatible or does it need a new start?

Ty for all that you have done and are doing, especially considering the circumstances. I hope you and yours are and stay safe.
Its compatible.

siath70
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by siath70 » Thu, 19. May 22, 16:18

THought I would mention these here, I know they don't really matter and can be ignored, but I didn't know if you knew about them.
I only have you mod and deadair/kuertee mods installed currently, slowly adding mods and checking for errors so I don't have conflicts.

Code: Select all

[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='xenon_fighter_escort_s_frigate']/quota[@wing='4']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='xenon_fighter_escort_s_patrol']/quota[@wing='2']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='argon_carrier_patrol_xl_center_galaxy']/quota[@galaxy='1']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='teladi_carrier_patrol_xl_cluster']/quota[@galaxy='1']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='paranid_carrier_patrol_xl_cluster']/quota[@galaxy='1']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='zyarth_carrier_patrol_xl_center']/quota[@galaxy='1']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='court_carrier_patrol_xl_center']/quota[@galaxy='1']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='argon_fighter_escort_s_carrier']/quota[@wing='10']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='paranid_fighter_escort_s_carrier']/quota[@wing='10']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='teladi_fighter_escort_s_carrier']/quota[@wing='6']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='zyarth_escort_s_carrier']/quota[@wing='5']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='court_escort_s_carrier']/quota[@wing='5']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='xenon_free_miner_m_mineral']/quota/@cluster' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='xenon_carrier_patrol_xl_border_cluster']/quota[@galaxy='1']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//jobs/job[@id='xenon_destroyer_patrol_xl_defence']/quota[@galaxy='6']' in patch file 'extensions\vro\libraries\jobs'. Skipping node.

[=ERROR=] 0.00 'ship_xen_xl_mdestroyer_01' has only turrets in group 'group11'! @Artists

[=ERROR=] 0.00 'ship_spl_l_viper' has only turrets in group 'main_gun'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_spl_l_viper' has no shields in engine group 'group_engine'! @Artists

[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_2'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_3'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_4'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_5'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_6'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_7'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_arg_l_centaur' has one or more turrets in engine group 'enginegroup'! @Artists

[=ERROR=] 0.00 'ship_par_xl_battleship_01' has turret slots in group 'group_center_up_middle_large' with different tags! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_par_xl_battleship_01' has one or more turrets in engine group 'group_back_up_mid'! @Artists

[=ERROR=] 0.00 'ship_tel_l_shrike_a' has no shields in engine group 'group_back_mid_mid'! @Artists

[=ERROR=] 0.00 'ship_xen_xl_u' has only turrets in group 'turrets'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_xen_xl_u' has no shields in engine group 'capship_engines'! @Artists

[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: Evaluated EquipmentModsDefinition ware 'mod_shield_rechargedelay_01_mk1' in mod list is not an equipment mod ware
* Expression: ware.mod_shield_rechargedelay_01_mk1
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: Evaluated EquipmentModsDefinition ware 'mod_shield_rechargedelay_01_mk1' in mod list is not an equipment mod ware
* Expression: ware.mod_shield_rechargedelay_01_mk1
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in default context: Evaluated EquipmentModsDefinition ware 'mod_shield_rechargedelay_01_mk1' in mod list is not an equipment mod ware
* Expression: ware.mod_shield_rechargedelay_01_mk1
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Tried to active state for job ID paranid_corvette_patrol_m_sector_spl_mission, which is not valid!


As I said I know these probably do not matter, but I thought I would point them out just in case.

Thanks for the great mod!

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Shuulo » Thu, 19. May 22, 18:37

siath70 wrote:
Thu, 19. May 22, 16:18

As I said I know these probably do not matter, but I thought I would point them out just in case.

Thanks for the great mod!
Those job changes were specifically made in a way to change only vanilla balance, if something already changing them (for example DA mods), then my changes will be ignored as DA things are usually compatible with VRO and take this into account.
Others are harmless.
The ones for paranid_corvette_patrol_m_sector_spl_mission are not from VRO.

Saenders
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Saenders » Mon, 30. May 22, 12:21

Hi

Great mod Thanks but there are problems

I don't speak English I hope you can speak German
understand google translation

There is a problem with X4 5.10 and VRO Mod with that
Auto Mining
I've been testing it for 4 days now with the current VRO
Mod, and without VRO mod
whenever I play with VRO MOD and in the test sector
Asteroid Belt bin Find this
Ship ore and mine, if I'm from the sector it doesn't mine ore
more off
I could also do that in the info sector
raw materials
Strong up and down fluctuations with minus -986M or
1,434M
The asteroids themselves also have giant values ​​of 70000000
units

Now I ask myself is this problem known?

Because further test games showed if you with a
normal game starts without VRO Mod.
And creates a game, and then activates the mod later,
There are none
Mining problems, the mining ship works
how come ??

In later gameplay and purchased mining ships
I don't know yet whether they will work like the M
mining ship

If you ask yourself now, I have other mods, they are called
Answer yes
But none of these mods bring big changes to the game
it is about these mods

Yaki clothes for all Tehrans
Remove mines & poisonous fog fields
seminar model
X Universe + from 5.0
crew of fast levels
HQ_02_V2
That was it
Greetings Saenders

magitsu
Posts: 399
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by magitsu » Mon, 30. May 22, 13:19

"But none of these mods bring big changes to the game"
X Universe + / as of 5.0 contains big changes, specifically in the yields that you point out as being weird.

"The asteroid's resources have been increased, especially Nividium has been better adapted.
(This part cannot be separated from the mod as several things have been changed.)"

X Universe + / as of 5.0 seems to be bugged in this regard and it's confirmed by multiple recent comments:
https://steamcommunity.com/sharedfiles/ ... 1780035703

Removing X Universe + / as of 5.0 is necessary, but after that you also need to start a new save.
"If the mod is deactivated after a new game containing it though, the weird yields remain in the game."

Ultimately it's unrelated to VRO.

Saenders
Posts: 10
Joined: Mon, 22. Mar 21, 16:19

Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Saenders » Mon, 30. May 22, 19:20

magitsu wrote:
Mon, 30. May 22, 13:19
"But none of these mods bring big changes to the game"
X Universe + / as of 5.0 contains big changes, specifically in the yields that you point out as being weird.

"The asteroid's resources have been increased, especially Nividium has been better adapted.
(This part cannot be separated from the mod as several things have been changed.)"

X Universe + / as of 5.0 seems to be bugged in this regard and it's confirmed by multiple recent comments:
https://steamcommunity.com/sharedfiles/ ... 1780035703

Removing X Universe + / as of 5.0 is necessary, but after that you also need to start a new save.
"If the mod is deactivated after a new game containing it though, the weird yields remain in the game."

Ultimately it's unrelated to VRO.
Thanks I understand
Then I will do it immediately and remove the Uni Mod and test a new game

Greetings Saenders

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Sun, 5. Jun 22, 03:04

Hi,

Is it a known issue that the presence of the Internal Shield generator appears to break applying a pre-defined ship loadout to a ship?

If I save a Loadout without the Internal Shield, it works fine. If however the Loadout includes the Internal Shield it is greyed out with the tooltip "This loadout cannot be installed at this facility die to unavailable equipment items". This isn't actually accurate of course, as Internal Shields are available at this dock.

Note: I'm equipping captured Terran Fighters at an Argon Equipment Dock. Manually updated they are fine, but if I save a Loadout with that exact working equipment loadout, it breaks as described.

Basically, the work-around is to save the desired template without the Internal shield and apply it to the group of ships. Then send the ships to be re-equipped again, but this time manually add the Internal Shield to each of them in turn. At lease the bulk of the work is done this way.

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Sun, 5. Jun 22, 16:04

Ok, this is really odd. Last night I was able to install the built-in Shield Generator for the Terran Fighters I'd captured, but only individually - I couldn't do it in a group as described. Today, I've loaded the game and I cannot install the Internal Shields anywhere I've tried - ARG docks, TEL docks and MIN docks, none of them have it listed, yet the ARG Equipment dock DID allow me to last night. Indeed, the Kukri I tested this with has its internal shield installed just fine.

Is it only TER docks that have TER internal shields now? Something is a bit screwy here and inconsistent, as I've successfully installed internal shields previously at this very dock on this very class of ship.

Anyone have any idea what's going on here? Has applying a saved loadout without and internal shield broken something?

DeadAirRT
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by DeadAirRT » Sun, 5. Jun 22, 17:42

Scoob wrote:
Sun, 5. Jun 22, 16:04
Ok, this is really odd. Last night I was able to install the built-in Shield Generator for the Terran Fighters I'd captured, but only individually - I couldn't do it in a group as described. Today, I've loaded the game and I cannot install the Internal Shields anywhere I've tried - ARG docks, TEL docks and MIN docks, none of them have it listed, yet the ARG Equipment dock DID allow me to last night. Indeed, the Kukri I tested this with has its internal shield installed just fine.

Is it only TER docks that have TER internal shields now? Something is a bit screwy here and inconsistent, as I've successfully installed internal shields previously at this very dock on this very class of ship.

Anyone have any idea what's going on here? Has applying a saved loadout without and internal shield broken something?
I've been unable to install ishields at different faction stations for a while personally but haven't looked into it

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Sun, 5. Jun 22, 21:57

DeadAirRT wrote:
Sun, 5. Jun 22, 17:42

I've been unable to install ishields at different faction stations for a while personally but haven't looked into it
I'm just trying to make friends with the Terrans so I can access their docks. Hopefully it'll work fine there.

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Mon, 6. Jun 22, 12:59

As expected, I was able to equip the Internal Shields at a Terran Equipment dock. I suspect now the fact that I'd been able to equip them on individual ships at that Argon Equipment Dock was a bug.

Faction-owned ships flying around are occasionally missing their internal shield, yet I'd managed to add this shield each time at an Argon Equipment Dock. Considering I'd captured ships from Argon, Teladi, Paranid and Terran Factions, I assumed the Internal Shield was intended to be universally available.

ScandyNav
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by ScandyNav » Wed, 8. Jun 22, 21:46

Why in this mod several turrets have extremely low accuracy?
For example: flechette. It has better bullet speed than plasma turret and rotation speed, but it misses like 95% of the time. When plasma shots can quite often hit xenon P, flechette always misses.
Several other turrets also have this unexplainable low accuracy.

There is slight chance that there is another explanation, that flechette bullets are not showing hit flash or something that may tell you, that this shot is landed.

Malchar
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Malchar » Fri, 10. Jun 22, 14:31

Flechette . Files seems to show an angle of 0.07 that is surpringly low and should make this weapon accurate.


There is something puzzling me at VRO. May be I have miss something. What s the point about large guns ? DPS is not higher than L turrets, nor velocity, nor range. Except fill em;pty slot for a bit more fire power, what s the point why spindled mounted guns ?

ScandyNav
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by ScandyNav » Fri, 24. Jun 22, 22:43

I have a problem.
The file uidata.xml in documents/Egosoft/X4 folder contain huge amount of errors with string Error: File I/O: Could not find file and \\extensions\\vro\\ after that.
VRO files are packed in .dat, so i don't know what can be wrong there.
These errors do not allow me to save UI filters and i have to make them after each game loading.

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Sun, 26. Jun 22, 22:46

Hi,

I've bought the Blueprint for the Manticore, yet there isn't one for the Internal Shield Generator listed. The Tractor Beam Turrets are there, but not the IG. I'm speaking to the Representative at the Riptide Rakers Shipyard, is there perhaps another location?

Edit: I've just noticed it uses the Vulture IG and is missing its own distinct one. Off to TEL for the BP...

Bozz11
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Bozz11 » Sat, 2. Jul 22, 22:31

Do you guys know how to make the Tide a threat in VRO ? even with this mod https://www.nexusmods.com/x4foundations/mods/875 it's not doing any damage to M ships, only S ships get destroyed..

Scoob
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 3.x

Post by Scoob » Sun, 3. Jul 22, 12:05

Bozz11 wrote:
Sat, 2. Jul 22, 22:31
Do you guys know how to make the Tide a threat in VRO ? even with this mod https://www.nexusmods.com/x4foundations/mods/875 it's not doing any damage to M ships, only S ships get destroyed..
I did notice that my ships are surviving the Tide. I have a number of Manticores deployed just doing general wreck hauling for credits - no station of my own there, just delivering to location Faction stations. These ships have had a few close calls, where their shields get low, but no/minimal hull damage. I did want to address this, to make the tide as dangerous as intended, but with the AI often times being a a bit poor when it comes to fleeing from the tide I decided against it. For example, one of my ships might be able to *easily* escape to safety, however, it just continues slow-boating along and doesn't use its travel drive even though it is trying to flee. I don't know if the Manticores are failing to drop their towed scrap when they flee, and that's what's slowing them down. Regardless, I feel that the tide would kill my ships due to poor AI rather than any genuine threat, so I'm inclined to not increase the damage dealt as I'd originally planned.

I think the flee the tide behaviour has improved, as I do see my ships successfully leaving the affected sectors and waiting for the tide to end. It's just that some appear to get stuck not using their travel drives to flee. I assume they *should* dump any wrecks they're carrying to flee? I assume that bug is that sometime they do not?

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