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It seems clear to me that there's a lot about this game's infrastructure that makes it real hard to do much with it modding wise - unless a person is very skilled. Modding shouldn't take up so much of your free time figuring it out that it becomes a 2nd job.
Also, they are a very small studio - even immensly bigger ones haven't released tools of that magnitude. A klicky-buntie tool (german expression for WYSIWYG applications) is also somewhat unrealistic. Modding is generally about people figuring out those things on their own, writing their own tools and helping each other out. That's how modding started at least. Even decades after the "first mods" [in games] it is still very rare for companies to release fully documented asset pipeline guides let alone easy-to-use editors. (to be frank - sometimes those doesn't even exist for the dev teams as well).
Game development isn't about firing up an editor and designing your game. Some schools or engines might give that impression but that's hardly the case for every game.
Having said that - Egosoft tried in the past to make it easier to create missions, even worked on a web-based application. The MD (mission director) is the result of that. But it never became that comfortable that people without any technical knowledge could start working on missions. It also never was about creating complex dialogues in 3D scenes or other fancy stuff like that.
A discussion wether it is possible to get today should IMHO be held @egosoft.com. Never give up trying - but you should team up with the other creative folks / modders. As Egosoft lately grew maybe there is some fertile ground. As flywlyx mentioned it already the (complex) asset pipeline for adding ships got an official blender plugin some time ago and the team lead for the 3D stuff is in general working on modernizing the asset workflow (read: bring all that proprietary stuff to blender). But so far NPCs / animations seem to be an exception as those heavily rely on proprietary stuff. But better head over to egosoft.com and learn that in detail for yourself. (maybe there was some change as well - my knowledge here is about 1year old)
https://forum.egosoft.com/viewtopic.php?f=181&t=402382
Modding X4 is terrible as well as xml scripting.
Like I said in a previous comment it would legitimately be easier to just have loose files and the engine to work with than whatever we got now. Which is crazy.
I'm kind of tired of games calling themselves "sandboxes" while either being incredibly empty with nothing to do other than the set stuff allowed in the "sandbox"(imo completely contradicts what a sandbox is) and not providing tools to actually create content. Because the tools provided don't allow to make content unless I were to decompile the game and make my own tools. Might as well make my own game at that point lol.
This game seems like it is made to create story content for but the tools just aren't there. It's baffling. Another thing missing is character controller tools. It's just weird. It's the most locked down "mod friendly" game I've ever played aside from the ones that only allow language mods.
The tools to do it are kind of there but they're so unnecessarily convoluted it would make no one want to use them. Once you do figure out how to use them you realize you can't do what you want with them.
I'd prefer an actual SDK with a robust easy to use toolset. Imagine if they limited the game to 50 ships in a fleet and focused the dev time on making these tools and a really clean and easily navigable UI. Game would be peak and the performance would be great. We all would be able to make cool story content for eachother.
I don't know probably a pipe dream.
At least your definition of sandbox is not the same as the dream of the devs - they want to build a huge universe simulation. That it is a sandbox is a secondary effect.
The biggest mods created (in the whole x series) were along the line of total conversions, adding new races (from the books) and adding more and more ships as well as rebalancing weapons. One of the biggest mods from X³ turned out to be the groundwork of an official extension - Terran Conflict (which also added the frigate / M7 class which was introduced along other new ship classes in a mod called Xtended). Other "huge" mods were around providing more ship and economy functionality - even better statistics and improved UI.
For X4 there are various big mods - from a random universe generator to total conversions like Star Wars Interworlds or complete rebalancing like VRO.
The conversion mods you're referring to while cool aren't really relevant as they're just new models, retextures, text swaps and a couple functions added to the code base.
Big difference between that and something like Eden in ArmA 3.
But for example modding ARK is sometimes are muuuuuch more complicated, even in count they provide full SDK.
♥♥♥♥ part of modding X4 is the ugly, legacy, full of stupidity xml's. Why... why not LUA ... eeehh and no editor (devs have one but not sharing it because they are greedy =D)))
Somehow Egosoft figured out a way to make something limited extremely convoluted so props to them for that I guess lol.
They don’t even have a proper API with adequate documentation. Honestly, from my perspective, expecting an SDK is a stretch—perhaps it’s more reasonable to start by asking for a functional API. While the forums and Discord can offer some assistance when you have questions, you should be prepared for the help to be quite limited.