X4: Foundations

X4: Foundations

Ship Variation Expansion [7.5 updated]
1,104 Comments
Luca  [author] 22 hours ago 
@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with this issue its likely that egosoft changed something in their functions which now causes my scripts to be outdated.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 3 @ 3:03am 
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 @ 11:42pm 
Are there plans to add any boron ships?
Luca  [author] Apr 29 @ 2:14pm 
@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.
Dryad Apr 23 @ 8:07am 
@Luca,That's too sad, after all the Scimitar is very cool looking, could it be possible to add regular weapons to the Scimitar's main gun to maybe solve this problem?
Larkas Apr 22 @ 8:51pm 
Both the Centaur's build and blueprint prices seem disproportionately expensive. Is that intended?

Also, I noted a few textual inconsistencies, do you keep a bug tracker of some kind anywhere where we could point those out or even help in fixing them?
Arhitector Apr 22 @ 7:11pm 
Is it possible to add the option to buy FENRIR's blueprint from Earthlings?
S. Gordon Apr 22 @ 7:06pm 
@Luca. Your Kea (Egret) has an issue with the mesh of the forward landing gear. I like the ship very much, could you re-export the model without the bug pls?Thanks.

Here is a picture of what is wrong: https://ibb.co/G3CPZPsW
Luca  [author] Apr 22 @ 3:49pm 
@The Chemical Dragon
Unlikely to be related to this mod as it has no UI functionality, nor has anyone else reported such an issue. It also worked fine on my pre 7.5 saves.
Luca  [author] Apr 22 @ 3:48pm 
@Dryad
I know about that but have no idea what causes or how to fix it sadly.
Dryad Apr 22 @ 2:12pm 
Hello author, I'd like to report a possible bug

Scimitar - Terran Heavy Frigate [L]
The frigate has two unique and well characterized main guns, which is very interesting.

But the npc can't fire with the main gun while piloting that frigate.

I'm not quite sure what caused this.
By the way, I'm running it with the VRO mod, and the author of the SVE VRO mod told me to come here and ask.

Your mod is very interesting, thanks for your work.
Benito Vassilini Apr 18 @ 4:56pm 
could you make "militarised" versions of the TEL & ZYA construction vessel, ZYA supplier, STU scrapper and tug, like you did for ANT supplier and ZYA miner?
Luca  [author] Apr 9 @ 9:00pm 
@Krieg
No, some ships dont have buyable blueprints, and yes that is intentional.
Krieg Apr 9 @ 8:09pm 
Very nice mod. I like the variety of ships available. Just a question: can the blueprint for the Fenrir be bought? The TER representative does not seem to have it
Stroichik Mar 30 @ 2:48pm 
i am sorry, its probably from some other mod.
Luca  [author] Mar 29 @ 7:11pm 
@Stroichik
No idea what the astral is, either a ship from another mod or another mod renames it. Can you find out which one it is?
Stroichik Mar 29 @ 6:50pm 
@Luca if u collect issues, can i add this one up too?
Astral Transport have 2 flaps of armor near its tail, that does not get paintjob applied on them. Maybe it was intended this way, i dunno. Its just a bit visually weird that only those 2 flaps of split armor do not get painted. Its absolutely not critical, and i barely even notice it.
Luca  [author] Mar 29 @ 11:39am 
@DarthMalak
I am collecting issues even if I am not actively working on things. In case I do come back I have a backlog of things to do.
Besides I will keep maintaining the mod and keep it in working order, visual issues and non-breaking ones will be left open for the time though. Its been like that for a few years now.
DarthMalak Mar 29 @ 11:21am 
I'm confused... you say you are not anywhere near interested in modding.. Yet you have this big mod and a week ago, you say, please post problems with ships... is this mod now abandoned then or am I misunderstanding?
Luca  [author] Mar 29 @ 8:36am 
@EagleDelta
Yeah I know about that. Not sure why, won't fix it likely as I still am not anywhere near interested in x4 modding. Its an issue I started getting when egosoft started shoving their shitty tool into the workflow.
EagleDelta Mar 29 @ 2:28am 
@Luca - there appears to be an issue with the Pallas Mk2 model on my system. Looks like it's missing some textures.
delas86 Mar 27 @ 1:34pm 
@Luca
ok sorry, i see now i had the old VRO Patch... dont know why, but the update option was deactivated. now it works fine.
Stroichik Mar 27 @ 8:25am 
yeah, after updating both mods they work fine. i just flown Freyr yesterday, all is fine.
Luca  [author] Mar 27 @ 6:47am 
@delas86
Both work perfectly fine. Try yourself by only loading the base mod and no patches/submods for it.
delas86 Mar 26 @ 3:16pm 
hey there can you plz look at the "Valkyrie"(Freyr - VRO Patch) and Scorpion from ZYA.

I Have the same Probem like what Stroichik had. only can turn this ships when i move forward.

THX for the Work.
Stroichik Mar 23 @ 3:34pm 
always wondered why Executioner uses L-size engines. They look like pimps on it :) so tiny.
Luca  [author] Mar 20 @ 6:52am 
@Cephara
I have no idea if that info is still up to date, REM was compatible at some point but I have no idea if that is still the case. Your best bet is to ask the author of REM.
Cephara Mar 20 @ 5:01am 
Just a heads up, on Nexus, you do state that SVE is compatible with Realspace Engine Mod (REM - Overhaul), but that information is not listed on your Steam Workshop page here. I'm glad I did check your Nexus page because I really do want to try this with Minor Factions Extended.
Stroichik Mar 19 @ 6:18pm 
yeah, ships are good. worth the cost.
Luca  [author] Mar 19 @ 8:51am 
@Sentenza
No, quite intentional as the ships from this mod generally are more powerful than vanilla ships. Which is reflected in needing exta parts for construction.
Sentenza Mar 19 @ 7:46am 
It's odd, vanilla ships only needs Hull parts and Energy Cells. Yet your ships chassi need other materials like smartship, scanning array etc wich impact the initial cost. Is this a bug?
Stroichik Mar 18 @ 6:29pm 
oh my, it might have been the case then. Thank all of you modder people for making amazing content for games!
Luca  [author] Mar 18 @ 5:10pm 
@Stroichik
When I updated the main mod it briefly broke the VRO patch as it had its own steering values before I added mine. So I think you probably played in the brief window between the main mod being updated and the VRO patch not having adjusted for that. But it likely is now, hence all works fine for you now.
Stroichik Mar 18 @ 4:55pm 
weirdly enough its now working properly on current Steam version. I didn't change anything yesterday or today, except delete mod folder completely and install fresh from Nexus yesterday or Steam just now. Somehow something fixed itself.
Stroichik Mar 18 @ 4:31pm 
well, VRO patch Delta for SVE. only thing i did change was reverting version back to pre-7.5 version of this mod and worked just fine after that. i`ll try installing current version again.
Luca  [author] Mar 18 @ 2:12pm 
@Stroichik
Did take a look, it works just fine for me, so the issue is on your end.
Do you have any other mods running which modify/patch my mod?
Luca  [author] Mar 17 @ 7:46pm 
@Stroichik
I'll take a look, thanks.
Stroichik Mar 17 @ 5:09pm 
Yeah, i have install pre-7.5 version from Nexus and Tartarus now works fine. Something got broken in 7.5 update.
Stroichik Mar 17 @ 5:00pm 
when i built it couple of days ago it was fine.
Stroichik Mar 17 @ 5:00pm 
Now, if i start a new game on Tartarus - i cant rotate it unless i deactivate engine control or start moving. so i cant rotate it while standing in place.
Stroichik Mar 17 @ 4:59pm 
Its weird, but somehow my Tartarus can't turn unless its flying forward. I dunno what have happened to it. It used to be quite fine when i just built it, but now its somehow glitched. Anyone had anything like that?
Luca  [author] Mar 16 @ 3:00pm 
The mod is now updated for 7.5.
Keep in mind I didn't fly/test all the ships, so if something is completely off do let me know please.
Poacher886 Mar 10 @ 10:35am 
7.5 Flight model ???
Inanna15 Mar 6 @ 9:55pm 
works fine with vro and the patch from eagledelta in my 7.5 version of the game! btw thx to you Luca für creating this awesome mod!!
Mardna Mar 6 @ 4:14pm 
I'm also excited for this to be updated to 7.5! Has anyone maybe tested this mod on current game version?
Andy Mar 5 @ 11:50pm 
Hi Mate. I really love your mod so i hope you will come back soon to patch it for 7.5 :D
KONWOI Feb 28 @ 11:18am 
когда обновление на 7.50?
Monster Tamer Bloba Feb 27 @ 5:26pm 
Fair enough, thanks for the response :)
Luca  [author] Feb 27 @ 5:21pm 
@Captain Bloba
I have no idea myself.
Monster Tamer Bloba Feb 27 @ 4:34pm 
What would break if I tried to use this without an update?