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

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EtherealZucchini
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by EtherealZucchini » Fri, 16. Apr 21, 22:52

Terrans don't seem to have cruise missile turrets, is this an oversight or intended?

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by BlackRain » Sat, 17. Apr 21, 04:56

Is it just me or are missiles only using commonwealth resources? I loaded up on supplies for my supply ship and was wondering why it wouldn't restock missiles, seems no missiles use terran resources?

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Xarvos » Sat, 17. Apr 21, 06:14

Great mod!
After 1.3k hrs of vanilla gameplay I decided to install few mods(faction war enchancer + focw+vro) since 4.0 broke xenons and they kept getting wiped out around 6-8 days of playtime without any help from player.

I think it's very hard to go back to vanilla anymore feels really fresh and now I actually have to kill some xenons again. Only 10hrs or so into the save atm and having a blast :mrgreen:

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by CrimsonBlade » Tue, 20. Apr 21, 05:32

Hey. Am I the only one where all of the Terran ships are painted pure white instead of white and red? -because from the few videos I've checked out I'm not the only one experiencing that issue...

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by CrimsonBlade » Wed, 21. Apr 21, 01:17

NVM. It appears to have been a deliberate choice on the part of the author. One that can relatively easily be undone by extracting .cat files, deleting the file called "themes", then re-packing it and overwriting the old vro data. Huzzah! Having a blast, BTW!

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo » Wed, 21. Apr 21, 14:19

BlackRain wrote:
Sat, 17. Apr 21, 04:56
Is it just me or are missiles only using commonwealth resources? I loaded up on supplies for my supply ship and was wondering why it wouldn't restock missiles, seems no missiles use terran resources?
all VRO missiles have terran production method, its vanilla issue with carriers and aux ships, also check your settings for default production method

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo » Wed, 21. Apr 21, 14:22

CrimsonBlade wrote:
Tue, 20. Apr 21, 05:32
Hey. Am I the only one where all of the Terran ships are painted pure white instead of white and red? -because from the few videos I've checked out I'm not the only one experiencing that issue...
its not an issue, i changed it to white paint so they are closer to X3 all-white terrans. They were to similar to argon/antigon, who are also red/blue

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by BlackRain » Wed, 21. Apr 21, 14:39

Shuulo wrote:
Wed, 21. Apr 21, 14:19
BlackRain wrote:
Sat, 17. Apr 21, 04:56
Is it just me or are missiles only using commonwealth resources? I loaded up on supplies for my supply ship and was wondering why it wouldn't restock missiles, seems no missiles use terran resources?
all VRO missiles have terran production method, its vanilla issue with carriers and aux ships, also check your settings for default production method
yeah my default production was terran and my supply ship loaded up on the terran goods but they could not resupply the missiles. Not sure what was going on but once I switched to universal and got commonwealth resources, they could resupply.

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Halpog » Wed, 21. Apr 21, 16:57

BlackRain wrote:
Wed, 21. Apr 21, 14:39
Shuulo wrote:
Wed, 21. Apr 21, 14:19
BlackRain wrote:
Sat, 17. Apr 21, 04:56
Is it just me or are missiles only using commonwealth resources? I loaded up on supplies for my supply ship and was wondering why it wouldn't restock missiles, seems no missiles use terran resources?
all VRO missiles have terran production method, its vanilla issue with carriers and aux ships, also check your settings for default production method
yeah my default production was terran and my supply ship loaded up on the terran goods but they could not resupply the missiles. Not sure what was going on but once I switched to universal and got commonwealth resources, they could resupply.
@blackrain. default prod methode .. can u shortly explain what it is plz ?

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by BlackRain » Wed, 21. Apr 21, 17:01

Halpog wrote:
Wed, 21. Apr 21, 16:57
BlackRain wrote:
Wed, 21. Apr 21, 14:39
Shuulo wrote:
Wed, 21. Apr 21, 14:19


all VRO missiles have terran production method, its vanilla issue with carriers and aux ships, also check your settings for default production method
yeah my default production was terran and my supply ship loaded up on the terran goods but they could not resupply the missiles. Not sure what was going on but once I switched to universal and got commonwealth resources, they could resupply.
@blackrain. default prod methode .. can u shortly explain what it is plz ?
You can choose between Terran and Universal for building ships and resupplying ships, etc. This way it uses either Terran resources or commonwealth ones.

Halpog
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Halpog » Wed, 21. Apr 21, 17:34

BlackRain wrote:
Wed, 21. Apr 21, 17:01
Halpog wrote:
Wed, 21. Apr 21, 16:57
BlackRain wrote:
Wed, 21. Apr 21, 14:39


yeah my default production was terran and my supply ship loaded up on the terran goods but they could not resupply the missiles. Not sure what was going on but once I switched to universal and got commonwealth resources, they could resupply.
@blackrain. default prod methode .. can u shortly explain what it is plz ?
You can choose between Terran and Universal for building ships and resupplying ships, etc. This way it uses either Terran resources or commonwealth ones.
ok, iam getting it, and i dont^^ lol. does this mean when i play as a terran, and choose terran methode, i dont need hullparty, fieldcoils, shieldparts and so on anymore ? even, if i build a split ship or argon ship ?
does it affect only me, or the whole universe ?

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by BlackRain » Wed, 21. Apr 21, 19:10

Halpog wrote:
Wed, 21. Apr 21, 17:34
BlackRain wrote:
Wed, 21. Apr 21, 17:01
Halpog wrote:
Wed, 21. Apr 21, 16:57


@blackrain. default prod methode .. can u shortly explain what it is plz ?
You can choose between Terran and Universal for building ships and resupplying ships, etc. This way it uses either Terran resources or commonwealth ones.
ok, iam getting it, and i dont^^ lol. does this mean when i play as a terran, and choose terran methode, i dont need hullparty, fieldcoils, shieldparts and so on anymore ? even, if i build a split ship or argon ship ?
does it affect only me, or the whole universe ?
Not exactly, no. Not everything allows you to use terran methods. So if you want to build a split ship, it isn't set up to use terran resources but you could mod it in that way if you wanted to.

Halpog
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Halpog » Wed, 21. Apr 21, 19:13

oki thnx @blackrain

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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by BlackRain » Wed, 21. Apr 21, 19:21

Halpog wrote:
Wed, 21. Apr 21, 19:13
oki thnx @blackrain
But some things, like drones or missiles, would use terran resources rather than commonwealth.

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alexalsp
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by alexalsp » Thu, 22. Apr 21, 01:27

Spoiler
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Logfile started, time Thu Apr 22 02:22:05 2021
[General] 0.00 'GeForce GTX 1050 Ti' NVIDIA-driver v461.92.0 (Vulkan 1.2.155) check=1
[General] 0.00 ======================================
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[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_xen_xl_mdestroyer_01' has only turrets in group 'group11'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_spl_l_viper' has only turrets in group 'main_gun'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_spl_l_viper' has no shields in engine group 'engine_group'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_2'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_3'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_4'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_5'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_6'! @Artists
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[=ERROR=] 0.00 'ship_arg_l_centaur' has ungrouped surface element connection 'con_shieldgen_m_7'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_arg_l_centaur' has one or more turrets in engine group 'enginegroup'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_par_xl_battleship_01' has one or more turrets in engine group 'group_back_up_mid'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_tel_l_shrike_a' has no shields in engine group 'group_back_mid_mid'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_xen_xl_u' has only turrets in group 'turrets'! @Artists
[General] 0.00 ======================================
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[=ERROR=] 0.00 'ship_xen_xl_u' has no shields in engine group 'capship_engines'! @Artists
[General] 0.00 ======================================
[Init   ] 0.00 Starting new game using gamestart 'startmenu' in 4.00
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[=ERROR=] 0.00 GetText(pageid=6699, textid=10212) TextID not found!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 The ware 'Медик (*Задержка заряда* - Базовое качество)' is tagged as equipment mod but does not have an equipment mod definition!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_xen_xl_mdestroyer_01' has only turrets in group 'group11'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=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 'engine_group'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=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
[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
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 'ship_tel_l_shrike_a' has no shields in engine group 'group_back_mid_mid'! @Artists
[General] 0.00 ======================================
[General] 0.00 ======================================
[=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 ======================================
[Init   ] 0.00 Starting new game using gamestart 'x4ep1_gamestart_terran1' in 4.00
[General] 0.00 ======================================
[=ERROR=] 0.00 GetText(pageid=6699, textid=10212) TextID not found!
[General] 0.00 ======================================
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[=ERROR=] 0.00 GetText(pageid=6699, textid=102121) TextID not found!
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[General] 0.00 ======================================
[=ERROR=] 0.00 GetText(pageid=6699, textid=10212) TextID not found!
[General] 0.00 ======================================
UPD RUS

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo » Mon, 26. Apr 21, 22:39

alexalsp wrote:
Thu, 22. Apr 21, 01:27
Spoiler
Show
snip
UPD RUS
only text id seems like a bug, everything else is a note to artists as those things do not follow vanilla way of doing things, not an error

Berni
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Berni » Tue, 27. Apr 21, 22:23

Hello Shuulo, is your md script "xenonfixvro.xml" from a previous version (i've played with last year) still working with your current version?
I think this will help the Xenons in my new game since they're at the brink of being wiped out^^

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo » Fri, 30. Apr 21, 01:27

Berni wrote:
Tue, 27. Apr 21, 22:23
Hello Shuulo, is your md script "xenonfixvro.xml" from a previous version (i've played with last year) still working with your current version?
I think this will help the Xenons in my new game since they're at the brink of being wiped out^^
it is deactivated in current version IIRC

Kennkra
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Kennkra » Fri, 30. Apr 21, 07:51

I don't know if this is a vanilla bug or what but asgard rear L turrets miss a LOT (and by a lot) and only happens when shooting enemies and are in front . I seen a few people post here that have the same problem. Is there something we can do about it? I tried with different weapons and same thing happens.

I kinda suspect that it's because they are so close together and facing to the sides by default.

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Shuulo
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Re: [MOD] Variety and Rebalance Overhaul (VRO) 2.x

Post by Shuulo » Fri, 30. Apr 21, 18:04

Kennkra wrote:
Fri, 30. Apr 21, 07:51
I don't know if this is a vanilla bug or what but asgard rear L turrets miss a LOT (and by a lot) and only happens when shooting enemies and are in front . I seen a few people post here that have the same problem. Is there something we can do about it? I tried with different weapons and same thing happens.

I kinda suspect that it's because they are so close together and facing to the sides by default.
Turret placement was not changed. In Vanilla ranges are so short that you almost dont notice that.

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