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i dont like the ships and most of it have texture issues in the buy menu.
Still think they sould have at least 1 medium (maybe even small) shield as a somewhat light attempt to keep them "modernized".
Astrefernal, Octopus was created years before Boron DLC and can be obtained in creative start only, I can't just delete it and not break old saves. When Egosoft will update its tools for modmakers to work with multilayered materials I will rework Octopus. As for shielded engines it was made on purpose, not shielded engines is a weakness of many X2 ships to keep them somewhat weaker than vanilla ships. They were designed 70 years or even more before X4 events.
And some L sized ships do not have shields for the engines.
As a little un-essential request, sometime in the future, please could you reset the Argon buster to land Horizontally instead of on an angle? For me, it would be much less immersion breaking for it to stand on one leg (The Argon Mercury already hovers off the ground when docked, and does not bother me) instead of looking like it crashed and flopped over on the docking bay.
Thanks anyway.
Some X3 ship were removed from the mod.
Rarity of all X2 ships is close to 10%
However since the recent update (to your mod or the game update, I am unsure) most of your ships are broken. Engines missing or unavailable, large quantities of ships (such as the Argon Buster) spawning and sticking above docking bays on stations (Argon Wharf in particular).
I have tried many work-arounds and experiments, including downloading your mod from different mod sites and purging other mods. Nothing changes.
I really love this mod but have uninstalled and restarted the game. I hope you can unravel the problems as this is an ace contribution.
Take care.
I found a quick solution to the steam update problem. I simply manually remove all the X2 extensions and subscribe again. This acts as if they are being install for the first time. Everything works find there after.
I think however, for certain mods it might be best to get them for other mods sites because of this update issue. Anyway I hope that helps.
AWESOME WORK ON THE MOD.
I'll describe it for the 1.69 update only as the 1.70 resulted in the same, just with numbers 1 higher each:
- Steam updated the mod
- new version 1.69 is in directory 'ws_2268673409'
- old version 1.68 is in directory 'x2shippack', id in content.xml is set to ws_invalid
- even older version 1.67 is in directory 'x2shippack_bak', id in content.xml is ws_invalid as well
The way to fix this on the user side is to:
- close game
- make backups
- delete all 3 directories listed above (they are located in 'extensions' when you click "Browse local files" in Steam)
- restart the game, mod will be re-installed automatically
I don't know how or even if this is fixable on the mod author's side. To me it seems more like an issue with how the integration and update process in the game works.
Please let me know. I want to get back to my Colossus.
@Percles I always update Steam version in a first place, sometimes Nexus fails to save new files, I'll try to update Nexus version soon.
@cnewtonc I will add new rooms to Argon capital ships manually and I'll try to fix docking path of Colossus. Sometimes pilots of S ships arn't smart enough to dock properly. If you use my mod, you already support my work.
Why does the X3 Teladi destroyer only have one engine slot? lol
@Gatherer you probably downloaded the mod from Nexusmods and after that subscrubed to Workshop item. You should check is there something already at "SteamLibrary\steamapps\common\X4 Foundations\extensions\x2shippack", if there is a folder with that name, you should delete it and Steam will repair structure of the mod. Also mod requires Split DLC, without it you will get error. X2 ship pack VRO patch requires VRO mod. Your description of an error is not very specific, so I can only guess.
It is a lot of work, but i believe it will be easier to use.
It has always been one of my all time favorite ships from the series.
If yes I assume correct that once installed you are bound to keep the mod active as otherwise
it would break the savegame correct?
You could use the teleporter to leave the ships, maybe someone knows a mod that can do this, as long as there is finally a reasonable solution, the mod remains disabled.