X4: Foundations

X4: Foundations

Ship Variation Expansion
1,150 Comments
PringleMan Oct 11 @ 1:29pm 
Alrighty, thanks anyways!
Luca  [author] Oct 11 @ 1:20pm 
@PringleMan
I'm afraid not as I do not use other (multi-) ship mods, nor VRO/Reemergence.
PringleMan Oct 11 @ 1:11pm 
Note: the crash from the dump says it is a KERNELBASE!RaiseException+0x69 which is not super helpful since it does not point to a specific problem
PringleMan Oct 11 @ 1:07pm 
Are you tracking any major incompatibilities with other ship mods or with X4 Reemergence? I am running just fine until I add this and SVE VRO patch, and then I get crashes at the last stages of loading in a save (around the 97% mark).
sleepy Oct 6 @ 9:11am 
Very excellent ship pack indeed
Daan Oct 6 @ 6:36am 
Alright. I must say though that I have been looking on and off for good ships for a few years and I'm mildly furious that your ship pack is this excellent and that I havent been able to find this before.

Well done, but thats why I thought it could do with a little better advertisement.
Luca  [author] Oct 5 @ 10:24am 
@Daan
No, too many ships, too much work. You can just take a look at (almost) all of them in the custom game start ship selection.
Daan Oct 5 @ 8:11am 
Any chance you could upload pictures of the ships with name?
Luca  [author] Sep 28 @ 11:17am 
@AzoorFox
Doesnt require any update for the new x4 version...
AzoorFox Sep 28 @ 9:02am 
UPDATE WHEN???????????????
Seryph Sep 16 @ 12:50pm 
why is there an invisible wall where we have to enter the Gharial mk1 via spacesuit? i literally cant get in this ship and it gets blown up by the Xenon that are around it because of this
sleepy Sep 15 @ 3:31pm 
you can try using a ship with a marine and you being OOS. thats how I did it.
oniris Sep 15 @ 3:17pm 
Can't claim the abandoned Gharial Mk1, the signal leak and entrance are behind a invisible wall
sleepy Sep 15 @ 9:47am 
The Gharial Mk 1 cannot deploy any deployables such as laser towers. It can’t launch drones. And it can’t launch boarding pods.
Tanksaawk Sep 14 @ 3:41pm 
Works with 8.0
Luca  [author] Sep 12 @ 2:45pm 
@King DaMuncha
It should be compatible with the newest update judging by the patchnotes, no idea about the expansion as I dont have it.
King DaMuncha Sep 11 @ 10:59am 
Compatible with the latest expansion?
Luca  [author] Sep 1 @ 3:53pm 
@Morasain
I do not, havent played X4 in a long time.
Sounds like you could set up some extra jobs for the destroyer though, given you know some xml and can set that up. Something I will keep in mind and maybe do in MFE at some point.
Morasain Sep 1 @ 1:21pm 
Do you ever intend on adding more Kha'ak ships? I really enjoy fighting them, but except for that one destroyer that statically spawns in Mists of Artemis, they're so weak
Shiroyo Aug 30 @ 1:44pm 
But that's a shame since I'm doing Yaki playthrough and I'm using mod to acquire ship/station blueprints from scanning multiple ships and that doesn't work for this one :(
Shiroyo Aug 30 @ 12:43pm 
@Luca Okay, got it, thanks for the quick reply
Luca  [author] Aug 30 @ 12:02pm 
@Shiroyo
Some ships/blueprints are not available for purchase intentionally.
Shiroyo Aug 30 @ 11:56am 
Overall great additions, but one question though. I don't know if that is the case only for this ship but I see that there is no Bishamonten available (Yaki Destroyer), why is that? And yes, mod is working, because I see other ships available (like Susanowa). And I also checked the full list of existing ships in my game (via another mod) and there is everything I think, but no Bishamonten
Cas CR Aug 20 @ 1:25pm 
Ok, as long as you know. Obviously going back with a marine wasn't a huge deal since the guards were all dead at that point. Hope they get the tool issues resolved.

And yeah it's been working fine on 7.6 for me; haven't noticed any issues, at least, besides the few collision meshes.
Luca  [author] Aug 20 @ 12:52pm 
@Cas CR
Yeah its a known issue for some ships. Havent been able to get the mesh generation going properly ever since egosoft changed tools.

@Brulikrax
It doesnt need any updates as far as I'm aware.
Cas CR Aug 20 @ 12:26pm 
hey, thanks for the mod, lot of fun ships!

Small issue I found: the collision mesh around the Gharial Mk1's spacesuit airlock/port is poor, and prevents you from getting close enough to scan the data leak and claim it with that method.

I'm using this mod with the VRO patch, but I'm guessing the mesh originates here.
Brulikrax Aug 17 @ 3:55am 
Hi! Are there any plans for updating this mod to the latest version of the game?
Luca  [author] Aug 14 @ 10:40pm 
@donxavi1
This mod has absolutely nothing to do with what shipyards do. It only inserts new ships and new jobs but doesnt touch what ships (other than SVE ones) are built nor how many. No logic is changed so whatever is causing it is something else.

@Quantum Projects
There is not I'm afraid. Just check the wares.xml for all ships that have the "noplayerblueprint" tag, that will be all of the ones you want to edit.

@lym71396207
Not a bug. If the blueprint isnt available even with other mods that thats how it works, I never tried so I have no idea if thats how it always was, but that the blueprint isnt available within SVE is intentional.
donxavi1 Aug 14 @ 2:32pm 
I have this mod installed and my shipyards produce only old versions of ships, for example they produce only old behemoth ships not the E variant. The ships accumulate next to the faction shipyard, like a dozen behemoth just sitting in space not even flying around.

Anyone else experiencing this? Xenon are all gone without me fighting agaibst them. Its like there is an overproduktion of ships from the factions (always old ships not the new e versions. The ships from this mod aren`t produced anymore. I have no other mod that I could imagine causing this.
Quantum Projects Aug 12 @ 8:21am 
Hi! Is there a list of which ships we may buy from factions but which we can't acquire the blueprints of? I'm considering modding a simple patch to make their blueprints obtainable so that I can acquire their blueprints from reverse engineering them (another mod). Thanks in advance!
lym71396207 Aug 2 @ 1:05am 
there is a bug. The Douala XL can be purchased from antigone shipyard only. Its blueprint, however, is not in the list of Antigone faction representative. I used reserve engineer to analyze the ship, and did not add the ship in my shipyard, after the analyze is done. Seems like the ship does not have blue print at all
Benito Vassilini Aug 1 @ 1:46am 
Sadly most of the time i didnt go instantly on a "hunt" for neutral ships they nearly all get claimed by yaki or others,
a tragedy that the heavy paracel then is lost forever.

Can you add the heavy paracel for antigone to at least be able to build one after the neutral got "lost"?
varsith Jul 14 @ 11:34pm 
this mod compatible with Reemergence mod?
Kumadysk Jun 12 @ 9:56am 
How to add the author's discord ?
Vectorial1024 Jun 8 @ 11:11am 
Hi there, while doing something unrelated, I noticed an error from this mod:

[General] 304.39 ======================================
[] 304.39 Missing component macro 'viper_macro' in file 'extensions\ship_variation_expansion\assets\units\size_l\macros\viper_macro' as referenced in: index\macros
[General] 304.39 ======================================
[General] 304.39 ======================================
[] 304.39 Macro not found: viper_macro
[General] 304.39 ======================================
Luca  [author] Jun 4 @ 1:06am 
@Lord Sankari
Thank you, much appreciated :)
Lord Sankari Jun 2 @ 10:53am 
Luca, you are a king to keep updating your mods.
We keep acting like the update is obvious. But there's someone behind taking his time to do it for free.
Thanks
Baleur Jun 2 @ 10:00am 
Luca [author] 10 hours ago
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).

Classic Steam.....
Luca  [author] Jun 1 @ 11:57pm 
@FreeDiePie
Message me on discord and I can send you a file to translate. Alternatively you can unpack the mod and grab the xml file with the langauge code from there.
Once done the file needs to be added to the mod again, which you can do in your local version or I can do for the public one.
FreeDiePie May 29 @ 2:31pm 
Can I make a Russian translation for this mod? and how?
Dram May 27 @ 7:42pm 
Thank you. I'm new to mods. I don't know anything yet. I'll go learn. I love your mod.
Luca  [author] May 25 @ 4:27am 
@Sharkzilla
It wont work correctly.
Sharkzilla May 25 @ 3:33am 
What happends when i activate this mod with only the basegame and no DLC?
Luca  [author] May 23 @ 4:03am 
@Dram
Nope, nothing you can do unless you make a patch which changes it.
Dram May 22 @ 8:48pm 
Pardon me, I can't find a blueprint for Fenrir. I used another mod to reverse engineer one and i still couldn't get a blueprint. is there anything I can learn to do, to get one? Thank you for your time.
ceburnat May 18 @ 10:26pm 
пожалуйста скажите где в коде мода прописаны корабли ищу Paramerion - Terran Fighter [S].Нашел мод который удаляет корабли S из игры сильно увеличивая fps но у него нет некоторых кораблей нужно добавить эту строку
<remove sel="/index/entry[@name='ship_gen_s_fighter_01_a_macro']"/>
чтобы удалить корабль. Но нужно знать как он обозначен в коде. Можете написать его название когда или где я сам могу его посмотреть. Заранее спасибо
Luca  [author] May 3 @ 1:22am 
@The Chemical Dragon
That usually happens when engine tags dont match up due to mods changing it or mismatching versions, though in such a case none of the ships should be able to carry engines.
So if its only the derelicts with this issue its likely that egosoft changed something in their functions which now causes my scripts to be outdated.
The Chemical Dragon May 2 @ 8:03pm 
You were right. It was a sirnukes problem. That's fine. Question though. None of the spawned ships have any thrusters. They're dead in space.
Jarquafelmu Apr 30 @ 4:42pm 
Are there plans to add any boron ships?
Luca  [author] Apr 29 @ 7:14am 
@Dryad
I'm afraid not, adding the regular destroyer weapons would make it too strong.
You are however free to make patches to enable them to do so. I just wont do it myself.

@Larkas
Expensive compared to what? Other modded ships or vanilla ones?
As for the rest, no I do not have a bug tracker for such things. Guess you could put it on the bugs section on the nexus upload, but its not something I frequent very often.

@Arhitector
Since it was an intentional decision to not have it available, no. Either make yourself a submod that changes it or get the mod that lets you reverse engineer ships.

@S. Gordon
Thanks for lettming me know. No idea were that comes from as I havent modified that mesh since making the mod and it didnt use to be there. Either way I'm afraid I wont fix it for some time, since I'm not playing X4 I am simply keeping the mod in working order, so visual bugs and such are usually not touched until I feel like doing X4 modding again.