X4: Foundations

X4: Foundations

Ship Variation Expansion
1,175 Comments
Kozak Nov 20 @ 1:35pm 
*nods* I'll let you know what i find out.
Luca  [author] Nov 20 @ 1:30pm 
@Kozak
I dont know how the overlay is applied but I assume its via the component file I talked about.
The structure of the files is the exact same as I copied them from vanilla and simply linked a custom mesh, but the mod cant patch something it doesnt know. It likely only covers vanilla entries.
If the other mod is made as a patch (and it works the way I assume it does) then it should only remove certain lines from the components file. But *d actually have to look at it to be able to say more.
Kozak Nov 20 @ 1:15pm 
It's my favorite ship, btw, thus me obsessing over a relatively minor issue)
Kozak Nov 20 @ 1:13pm 
Alright, thank you! No Dock just removes the red holographic overlay from S docks, it seems to scan for references and remove them. The other ships all work, just the Claymore doesn't, and I noticed its file structure seems different compared to the others. I assume the line that is being searched for is somehow absent, or perhaps something slightly different was done on that ship somehow that is ''abnormal'' or atypical.



I just don't know enough about what I'm looking at to spot ''hey this is wrong'' without doing a line by line comparison with the other ships. But I appreciate you pointing me in a direction!
Luca  [author] Nov 20 @ 10:28am 
@Kozak
I dont use that mod so I'm not entirely sure how it works, but your best bet is to unpack it and see what it changes about the docks, I suspect it edits the components file for the dock meshes.

The changes applied there will need to be applied to the component file of the claymores dock as well (as its using a shortened dock, otherwise it would stick out the bottom).
You should find all you need under: "assets\structures\dock", but I cant promise it.
Kozak Nov 20 @ 10:08am 
Hi, sorry, to bother you. So, I'm trying to figure out why the No Dock Symbol mod doesn't work for the Claymore and opened up the CATs with XTools. Right up front, I notice there's a bunch of sub directories unique to the Claymore, specifically around the dock. Do you have any suggestions for where I should look? I'm new to modding X so am just getting acquainted with the file structure. I'd be happy to provide my fix for either intergration or as a patch
Luca  [author] Nov 19 @ 2:45am 
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silver.talon Nov 19 @ 2:26am 
Hey Luca, Stellar mod! Its probably been asked like forever ago, but any though to making this compatible with More Ship Rooms?
Luca  [author] Nov 18 @ 7:42am 
@Walshy
Should be like any other missile in the game.

@Ellopuppet
I've tried it and they are perfectly normal - killable - for me. So if they are invulnerable on your end, its likely a conflict on your end.
Walshy Nov 17 @ 9:32am 
hello there how do's one use the Viper missile
Luca  [author] Nov 15 @ 7:35am 
@Ellopuppet
That is not supposed to be the case, I'll have to check if egosoft changed the functions used to spawn them as I dont know what else could cause that.
Ellopuppet Nov 12 @ 11:56pm 
when it comes to the R ship being added the ones flying around can die but the ones in the bb scrpted fleet cannot die, like i added a cheat mod to test it and stole it and threw it in the middle a fleet and they dont take damage. my mods are just sve
Luca  [author] Nov 10 @ 12:52am 
@King DaMuncha
The xenon ships added by this mod generally arent more powerful than vanilla ones.
The V is weaker than a K (less armor, less firepower), and the R just slightly stronger than a K (a bit more armor, a bit more firepower) but still far weaker than the vanilla I-class.
King DaMuncha Nov 9 @ 9:51pm 
No theyre just too hard to kill. Xenon sent two of them into Antigone space and wiped out everything and then sat by the gate and killed every trade ship that came through it.
Luca  [author] Nov 8 @ 2:26am 
@K.O.SAW @King DaMuncha
I just checked ingame and they very much are not. So whatever your issue is, its something on your end. Probably some mod incompatability or corrupted files, or missing extensions.
K.O.SAW Nov 8 @ 1:49am 
They are invincible and invisible. All attacks fly through and do no damage. @bhorton22 @Luca
bhorton22 Nov 4 @ 7:47pm 
King DaMuncha
How so? Please explain. I took a look at the xml code and there is nothing there to make the xenon ships unkillable.
King DaMuncha Oct 26 @ 10:56pm 
the Xenon XL ships are unkillable.
Luca  [author] Oct 19 @ 10:00am 
@Cookiesaurus
Nah there is a limited amount of names which have voicelines but are unused in the game.
If you want to learn modding check the forums, some useful threads covering a few basics there. Apart from that the egosoft discord will be quite helpful.
Cookiesaurus Oct 19 @ 9:01am 
@Luca
Oh, they were voiced? I was under the impression that they were automatically read, haha. Guess I have a lot to learn. I want to get into modding X4 but I've only just started thinking about it, so don't really know much.
Luca  [author] Oct 19 @ 8:12am 
@Cookiesaurus
By simply using whatever ship names were voiced and to my knowledge mostly unused by other mods.
Cookiesaurus Oct 19 @ 5:35am 
I am curious though, how did you end up with the name Fenrir?
Cookiesaurus Oct 19 @ 5:33am 
@Luca Ah, I apologize, I think I got it confused with VRO ships. Sorry!
Luca  [author] Oct 19 @ 3:00am 
@Cookiesaurus
There is no ship called Kitsune in my mod.
Cookiesaurus Oct 18 @ 8:50pm 
Hey, this is just a suggestion, but would you be willing to change the Kitsune frigate to a new name? IMO, it doesn't really fit with the large ship Terran scheme of Japanese cities/towns/prefectures, and while the kitsune is Japanese folklore it doesn't fit in those defined categories. Might I suggest Hiraizumi, Karuizawa, or Shirakawa?
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.