Suggestion: The Behemoth G Class
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 83
- Joined: Sat, 26. Mar 22, 03:48
Suggestion: The Behemoth G Class
If you look at it the Behemoth looks like a massive double barrelled gun in space, no?
[ external image ] (The link seems to work below, but the Image will not post?)
But I think most players would agree with me that the promise far outshines the reality of that lame, Phew, Phew gun that we actually get that barely scratches a K, and is harmless as tossing Tennis balls against an I-Class.
At the sametime, the Behemoth can carry up to 40 Fighters; but as I have never seen a single video where this beasty launches even one. Excuse me if I dont believe anyone actually uses this ship as a Carrier.
So I was thinking I would love to see a mod, where in that unused Carry capacity is reduced to at most 12 Fighters; and maybe just 4 for scouts. While the Guns are buffed to ... Optimally something like 1/3 an Asgard Cannon; but at least the pop of a Heavy Torpedo. The graphic of the big plasma turret firing is so much more impressive, so I think that might be ported over. So no new graphics might be made.
Unfortunately I do not have the time and skills to do this myself; but if anyone wants to pick up this challange, I would be happy to make an appropriate donation at Nexus Mods when you post the file.
Please re here, if your interested in working something out. Or PM me for my personal email to discuss off board. TY much BB.
http://www.anar-mura.com/2022/X4_Behemoth_27Mar_132.jpg
[ external image ] (The link seems to work below, but the Image will not post?)
But I think most players would agree with me that the promise far outshines the reality of that lame, Phew, Phew gun that we actually get that barely scratches a K, and is harmless as tossing Tennis balls against an I-Class.
At the sametime, the Behemoth can carry up to 40 Fighters; but as I have never seen a single video where this beasty launches even one. Excuse me if I dont believe anyone actually uses this ship as a Carrier.
So I was thinking I would love to see a mod, where in that unused Carry capacity is reduced to at most 12 Fighters; and maybe just 4 for scouts. While the Guns are buffed to ... Optimally something like 1/3 an Asgard Cannon; but at least the pop of a Heavy Torpedo. The graphic of the big plasma turret firing is so much more impressive, so I think that might be ported over. So no new graphics might be made.
Unfortunately I do not have the time and skills to do this myself; but if anyone wants to pick up this challange, I would be happy to make an appropriate donation at Nexus Mods when you post the file.
Please re here, if your interested in working something out. Or PM me for my personal email to discuss off board. TY much BB.
http://www.anar-mura.com/2022/X4_Behemoth_27Mar_132.jpg
Re: Suggestion: The Behemoth G Class
Have you heard of our Lord and Saviour VRO?
viewtopic.php?f=146&t=428282&p=4965058#p4965058
7.0 Dev Feedback playthrough and general streaming
https://www.twitch.tv/dreamweaver_mana
7.0 Dev Feedback playthrough and general streaming
https://www.twitch.tv/dreamweaver_mana
-
- Posts: 83
- Joined: Sat, 26. Mar 22, 03:48
Re: Suggestion: The Behemoth G Class
Heard of is about it, I take it I'm asking for something that's already been done.
I do use some quality of life mods, but this is my first play through, so I've tried not to go too
Crazy with mods/DLCs. TY I will take a closer look at VRO.
Sorry for the delayed reply, life and wrk, yeah know.
TYVM for your reply. BB.
Re: Suggestion: The Behemoth G Class
No worries! For first playthroughs, I suggest sticking with the unmodified vanilla version, as that would give you the baseline of what things *should* look like in-game. That being said, VRO can only be added to a new game anyways, so I would suggest running it once you are ready to begin a new game. Me personally, when I want to play vanilla, I keep a backup of the original vanilla extensions folder, just renamed to something along the lines of "rename for vanilla" I do the same in reverse as well for VRO when the vanilla extensions file is "active" via rename. Alternatively, you could also use tools like Vortex to handle most/all of that as well. X4 might even be on Mod Organizer 2, but don't quote me on that one.
viewtopic.php?f=146&t=428282&p=4965058#p4965058
7.0 Dev Feedback playthrough and general streaming
https://www.twitch.tv/dreamweaver_mana
7.0 Dev Feedback playthrough and general streaming
https://www.twitch.tv/dreamweaver_mana
-
- Posts: 83
- Joined: Sat, 26. Mar 22, 03:48
Re: Suggestion: The Behemoth G Class
Cool,
Much appreciate the guidance. Especially how you keep the Vanilla version set aside, that does make good sense to me. Enjoy the weekend. BB
Much appreciate the guidance. Especially how you keep the Vanilla version set aside, that does make good sense to me. Enjoy the weekend. BB
-
- Posts: 83
- Joined: Sat, 26. Mar 22, 03:48
Re: Suggestion: The Behemoth G Class
Ok so I found a mod that does just what I wanted,
https://www.nexusmods.com/x4foundations/mods/125
Thing is it also spawns a sort of Super Behemoth on each boot up of the game.
To stop this mod from spawning a supership on each boot up you need to, go into the Ag.xml file and replace.
<conditions>
<check_any>
<event_cue_signalled cue="md.Setup.GameStart" />
<event_player_created/>
</check_any>
</conditions>
With...
<conditions>
<check_any>
<!-- event_cue_signalled cue="md.Setup.GameStart" / -->
<!-- event_player_created/ -->
<!-- I am an XML Comment -->
</check_any>
</conditions>
Ok so all we have done is commented out the trigger. So if for whatever reason you need another super ship.
just restore the text and boot up the game. This does seem to adress the Spawing bug, while it does not affect
the fact that the mod replaces the lame Vanilla pop gun with a proper weapon for something that runs
2/3 the length of the Behemoth. I've done minimal playtesting of this edit, just a few hours but it seems to work just fine.
BB.
https://www.nexusmods.com/x4foundations/mods/125
Thing is it also spawns a sort of Super Behemoth on each boot up of the game.
To stop this mod from spawning a supership on each boot up you need to, go into the Ag.xml file and replace.
<conditions>
<check_any>
<event_cue_signalled cue="md.Setup.GameStart" />
<event_player_created/>
</check_any>
</conditions>
With...
<conditions>
<check_any>
<!-- event_cue_signalled cue="md.Setup.GameStart" / -->
<!-- event_player_created/ -->
<!-- I am an XML Comment -->
</check_any>
</conditions>
Ok so all we have done is commented out the trigger. So if for whatever reason you need another super ship.
just restore the text and boot up the game. This does seem to adress the Spawing bug, while it does not affect
the fact that the mod replaces the lame Vanilla pop gun with a proper weapon for something that runs
2/3 the length of the Behemoth. I've done minimal playtesting of this edit, just a few hours but it seems to work just fine.
BB.