[Mod] X4 Fire and Smoke

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Max Bain
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[Mod] X4 Fire and Smoke

Post by Max Bain » Fri, 10. Apr 20, 23:36

Image

Compatible to X4 only and Split DLC. Savegame compatible.

This mod introduces XRebirth style explosions and burning modules after they got destroyed.

Explosions have a bigger variety, explosions in general last way longer, wreckages burn and smoke for a long time after battle as well as their destroyed modules.

It changes explosions for S, M, L and XL ships (I think stations use L explosions so they should be changed as well).

Will this hit my performance a lot?
I can not say this for sure, but I noticed just a very small difference. Asteroids are way more difficult to handle than the explosions, but in asteroid belts or huge battles, where the performance is bad anyway, it might lower the fps even more. But you need to try it out yourself how good your PC can run it. Its easy to deactivate, so worth a try.

Changelog

1.0.4
  • added custom explosions and fire for station modules
1.0.3
  • fixed error messages for Xenon and Khak modules
  • fixed some errors in effects
1.0.2
  • improved S ship explosions
  • reduced chance and range of hull rumble sound
  • added fire and smoke effects to split modules
  • added fire and smoke effects to WeaponPack mod modules
  • fixed plasma effect reference to WeaponsPack mod
1.0.1
  • fixed wrong reference paths resulting in black textures

I wanted to make a new video to show the effects in action, but after 2 hours of hard work the video editing program crashed and now I am too lazy, so I have only the old one and some new screenshots.
So here is a youtube video:
https://www.youtube.com/watch?v=wMHPm1WtKPg

I started the mod with the FireFx mod from Ansgar and fixed all bugs I found. Credits for burning modules go to him.

Download
On Nexus:
https://www.nexusmods.com/x4foundations/mods/433/

On Steam:
https://steamcommunity.com/sharedfiles/ ... 2055992841
Last edited by Max Bain on Mon, 13. Apr 20, 15:02, edited 10 times in total.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] X4 Fire and Smoke

Post by Max Bain » Fri, 10. Apr 20, 23:37

Screenshots (large images):
Spoiler
Show
Image

Image

Image

Image

Image

Image

Image
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

xavifox
Posts: 19
Joined: Mon, 2. Dec 19, 19:37

Re: [Mod] X4 Fire and Smoke

Post by xavifox » Sat, 11. Apr 20, 00:07

It is compatible with Angsaar Mod 'FireFX_Mod'??

zedfactor
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Re: [Mod] X4 Fire and Smoke

Post by zedfactor » Sat, 11. Apr 20, 00:28

xavifox wrote:
Sat, 11. Apr 20, 00:07
It is compatible with Angsaar Mod 'FireFX_Mod'??
Sounds like it replaces it completely. This has effects on destroyed modules as well.

Can't wait to play around with this. Absolute must have!

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] X4 Fire and Smoke

Post by Max Bain » Sat, 11. Apr 20, 00:29

xavifox wrote:
Sat, 11. Apr 20, 00:07
It is compatible with Angsaar Mod 'FireFX_Mod'??
Why do I even write a description? :(
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Tomonor
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EGOSOFT
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Re: [Mod] X4 Fire and Smoke

Post by Tomonor » Sat, 11. Apr 20, 01:07

I get lots of black "boxes" in place of the awesome fx. Is this not VRO compatible?
Image

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] X4 Fire and Smoke

Post by Max Bain » Sat, 11. Apr 20, 01:12

repatomonor wrote:
Sat, 11. Apr 20, 01:07
I get lots of black "boxes" in place of the awesome fx. Is this not VRO compatible?
It is VRO compatible. Strange... any information about your setup please. Anyone else has these problems?
Do you use the old FireFX mod or the XR Effects mod? If yes, please delete them and try again.

Going to bed now. Will check this tomorrow.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Tomonor
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EGOSOFT
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Re: [Mod] X4 Fire and Smoke

Post by Tomonor » Sat, 11. Apr 20, 01:51

Max Bain wrote:
Sat, 11. Apr 20, 01:12
repatomonor wrote:
Sat, 11. Apr 20, 01:07
I get lots of black "boxes" in place of the awesome fx. Is this not VRO compatible?
It is VRO compatible. Strange... any information about your setup please. Anyone else has these problems?
Do you use the old FireFX mod or the XR Effects mod? If yes, please delete them and try again.

Going to bed now. Will check this tomorrow.
Operating System: Windows 10 Pro 64-bit (10.0, Build 18362) (18362.19h1_release.190318-1202)
Processor: Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 CPUs), ~3.6GHz
Memory: 16384MB RAM
Card name: NVIDIA GeForce RTX 2060 SUPER 8GB
Current Mode: 3840 x 1080 (32 bit) (144Hz)) and 1920 x 1080 (32 bit) (144Hz))

Mods used: X4 Fire and Smoke, VRO 2.0

Media of bug:
https://www.youtube.com/watch?v=y61imnWE0q0
Image

Chris0132
Posts: 1463
Joined: Sun, 22. Jun 08, 01:25
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Re: [Mod] X4 Fire and Smoke

Post by Chris0132 » Sat, 11. Apr 20, 02:09

Also using VRO + faction enhancer mods. Same issue, black squares instead of some of the particle effects. Using a Nvidia 1050. Intel I7 I think?

Image

Never used either of the other visual change mods you mentioned. I would guess perhaps a file is missing somewhere?

Edit: Also, in case it's related, your mod appears to affect the long range sensor ping effect, it removes the bright central line.

With the mod:
Image

Without the mod:
Image

It does look very nice in your images though so I hope you can get it working, I would definitely like to use it.

adzipp
Posts: 42
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Re: [Mod] X4 Fire and Smoke

Post by adzipp » Sat, 11. Apr 20, 06:52

Yep i have the black boxes too, use XRships and vro.
lOG [=ERROR=] 152.16 File I/O: Could not find file '.\extensions\zz_firefx_mod\assets\fx\misc\macros\sefx_damage_l_high_fire01_macro'
[General] 152.16 ======================================
[General] 152.16 ======================================
[General] 152.16 ======================================
[=ERROR=] 152.16 XLib::XMLInputOpenCallback(): Failed to open the file: extensions/zz_firefx_mod/assets/fx/misc/macros/sefx_damage_l_high_fire01_macro
[=ERROR=] 152.16 File I/O: Could not find file '.\extensions\zz_firefx_mod\assets\fx\misc\macros\sefx_damage_l_high_fire01_macro.sig'
[General] 152.16 ======================================
[General] 152.16 ======================================
[General] 152.16 ======================================
[=ERROR=] 152.16 Error loading component macro: Error loading from XML file 'extensions\zz_firefx_mod\assets\fx\misc\macros\sefx_damage_l_high_fire01_macro'. Check the log for further information.

i surely dellete the firefx_mod :)

Edit: so i look in to macro component etc in the index and there is wrong referance to folder there i just rename mod folder to zz_firefx_mod and all ok now.

Max Bain
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Re: [Mod] X4 Fire and Smoke

Post by Max Bain » Sat, 11. Apr 20, 07:50

adzipp wrote:
Sat, 11. Apr 20, 06:52
Edit: so i look in to macro component etc in the index and there is wrong referance to folder there i just rename mod folder to zz_firefx_mod and all ok now.
Thank you for your find! Fixed all paths. You should rename your folder again to X4_FireAndSmoke or you will have the same issue with the newest version :D

Edit: Also, in case it's related, your mod appears to affect the long range sensor ping effect, it removes the bright central line.
I think the fix also fixes this issue because I still have the white line. Maybe you can give me feedback if its fixed for you now.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

SleepingPills
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Joined: Thu, 21. Apr 11, 18:37

Re: [Mod] X4 Fire and Smoke

Post by SleepingPills » Sat, 11. Apr 20, 18:03

Heya, this looks absolutely brilliant. You are a gentleman and a scholar. If you don't mind me asking. What property do I have to edit in effects.xml to increase the number of particles in fire trails and so on? My hunch is <propagation number =....> but I wasn't entirely sure.

Chris0132
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Re: [Mod] X4 Fire and Smoke

Post by Chris0132 » Sat, 11. Apr 20, 18:31

Max Bain wrote:
Sat, 11. Apr 20, 07:50
I think the fix also fixes this issue because I still have the white line. Maybe you can give me feedback if its fixed for you now.
Yes, happy to report it seems to have fixed both issues. Much appreciated!

Max Bain
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Re: [Mod] X4 Fire and Smoke

Post by Max Bain » Sat, 11. Apr 20, 18:40

SleepingPills wrote:
Sat, 11. Apr 20, 18:03
Heya, this looks absolutely brilliant. You are a gentleman and a scholar. If you don't mind me asking. What property do I have to edit in effects.xml to increase the number of particles in fire trails and so on? My hunch is <propagation number =....> but I wasn't entirely sure.
Hi, I answered you on nexus already. Working with effects is still very complicated for me because many values I had to find out by try and error because there is no documentation.
I think you are right, but you should try it out yourself to be safe. Finding the right effect is very difficult and timeconsuming for me so please dont ask me about this :D
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Sirilius
Posts: 303
Joined: Fri, 26. Dec 03, 23:59
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Re: [Mod] X4 Fire and Smoke

Post by Sirilius » Sat, 11. Apr 20, 19:18

Awsome, been looking forward to this mod. Thanks

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Moonrat
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Re: [Mod] X4 Fire and Smoke

Post by Moonrat » Sat, 11. Apr 20, 23:58

Hi, I've noticed that I seem to be getting semi-regular messages like this occurring in the X4 log...
[=ERROR=] 71.93 Cannot find macro XML file from index 'plasmaemitter_blue_large_impact_01_macro' in file 'index\macros'
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

Max Bain
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Re: [Mod] X4 Fire and Smoke

Post by Max Bain » Sun, 12. Apr 20, 00:04

Moonrat wrote:
Sat, 11. Apr 20, 23:58
Hi, I've noticed that I seem to be getting semi-regular messages like this occurring in the X4 log...
[=ERROR=] 71.93 Cannot find macro XML file from index 'plasmaemitter_blue_large_impact_01_macro' in file 'index\macros'
Oh OK. That is one of my weapon pack macros... thats why I didnt got this error. Will try to fix it for the next version.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Max Bain
Posts: 1458
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] X4 Fire and Smoke

Post by Max Bain » Sun, 12. Apr 20, 13:37

should be fixed now
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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Moonrat
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Re: [Mod] X4 Fire and Smoke

Post by Moonrat » Sun, 12. Apr 20, 16:30

Max Bain wrote:
Sun, 12. Apr 20, 13:37
should be fixed now
Nice one!! If only I was that quick with my coding -> release cycle! :D
I'll load up the new version (alongside the new 'Encounters' mod) and see if anything else pops up.

EDIT:

The ''plasmaemitter_blue_large_impact_01_macro' error messages appear to have disappeared, but there is now the following on a less regular basis? This is with a new game...

[General] 0.00 ======================================
[=ERROR=] 0.00 LookupKeyName::LookupName(): The key name "weight" is not recognized in lookup 'EffectsXML'. Originated from: ""
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 EffectProperties: MaxScale 3.600000 is less than MinScale 4.000000 in effect 'explosion_l_01' element 5! MaxScale will revert to MinScale.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//macros/macro[@name='engine_xen_m_travel_01_mk1_macro']/properties/effects' in patch file 'extensions\X4_FireAndSmoke\assets\props\engines\macros\engine_xen_m_travel_01_mk1_macro'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//macros/macro[@name='engine_xen_m_combat_01_mk1_macro']/properties/effects' in patch file 'extensions\X4_FireAndSmoke\assets\props\engines\macros\engine_xen_m_combat_01_mk1_macro'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//macros/macro[@name='engine_kha_m_combat_01_mk1_macro']/properties/effects' in patch file 'extensions\X4_FireAndSmoke\assets\props\engines\macros\engine_kha_m_combat_01_mk1_macro'. Skipping node.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 No matching node for path '//macros/macro[@name='engine_kha_m_combat_02_mk1_macro']/properties/effects' in patch file 'extensions\X4_FireAndSmoke\assets\props\engines\macros\engine_kha_m_combat_02_mk1_macro'. Skipping node.
[General] 0.00 ======================================
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

Max Bain
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Re: [Mod] X4 Fire and Smoke

Post by Max Bain » Sun, 12. Apr 20, 23:08

Thanks. WIll have a look into it.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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