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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.
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!
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.
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.
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.
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.
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.
How so? Please explain. I took a look at the xml code and there is nothing there to make the xenon ships unkillable.
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.
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.
By simply using whatever ship names were voiced and to my knowledge mostly unused by other mods.
There is no ship called Kitsune in my mod.
I'm afraid not as I do not use other (multi-) ship mods, nor VRO/Reemergence.
Well done, but thats why I thought it could do with a little better advertisement.
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.
Doesnt require any update for the new x4 version...
It should be compatible with the newest update judging by the patchnotes, no idea about the expansion as I dont have it.
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.
Some ships/blueprints are not available for purchase intentionally.
And yeah it's been working fine on 7.6 for me; haven't noticed any issues, at least, besides the few collision meshes.
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.