X4: Foundations

X4: Foundations

X - Dangerous
80 Comments
shadowed  [author] Sep 23, 2024 @ 2:21pm 
Fixed that darn anomaly issue!
shadowed  [author] Aug 29, 2024 @ 12:53pm 
I've lowered the strength down to 1 and I can enter the anomaly with the large ship. The slowdown effect is still occuring though. I have asked for help to fix this, but all ships can enter an anomaly; it is just slow.
shadowed  [author] Aug 29, 2024 @ 12:34pm 
@Panzrim - This mod on NexusMods has two versions, one without engine boost which is why it is mentioned.

I am able to replicate the issue with a large ship so I will be attempting to fix. Thank you for finding this issue .
Panzrim Aug 29, 2024 @ 3:34am 
@shadowed Thanks but the update (shows v.92.98) didn't change anything for me and i still get pushed back. In the update notes you mention playing without engine boost but thats not the case here. I should have worded it more clearly. The engine boost works fine everywhere else but even with the boost in my small fighter im not getting any faster than around 350 m/s while flying towards an anomaly. I slow down already at a distance of several km but when facing away from the anomaly, high speed and the boost works again. Very strange. I have no other mods installed that should affect travel speed or boost and when i uninstall this mod everything works again like in vanilla.
shadowed  [author] Aug 28, 2024 @ 5:14pm 
@Panzrim - Oh yeah the fast docking can look a bit extreme; this was intentional so the player wouldn't feel pressured into leaving the station area for optimal docking performance.

If you want a more 'realistic' looking docking procedure I would recommend downloading the Nexusmods version of this mod and in xdangerous\aiscripts delete order.dock.xml and order.recall.subordinates.xml to restore vanilla docking behavior.

The anomaly behavior sounds strange, I will look into it! I just released an update making anomalies have significantly (100x) less strength. I am able to enter them without even boosting. Let me know if that helped.
Panzrim Aug 28, 2024 @ 1:46pm 
@shadowed Its not a problem but just looks weird because they come in so fast without slowing down. But i have now the problem that i cant enter an anomaly because when i get near it slows me down to the old max speed and the boost doesnt work so i just bounce back :-/.
shadowed  [author] Aug 28, 2024 @ 7:04am 
@Panzrim - Where do you see small ships slam into landing pads? I am not seeing that behavior but I can absolutely look into it!

This mod contains a script by Vash that disables NPC collision with stations and ships when they dock so that should not be occuring.
Panzrim Aug 28, 2024 @ 4:32am 
I really like this mod but it makes docking a bit annoying and the small npc ships always slam into the landing pad with high speed.
shadowed  [author] Jul 16, 2024 @ 6:17am 
@null_qat - Sure, it was something that annoyed me when testing the weapon!
null_qat Jul 16, 2024 @ 3:08am 
any chance to release a seperate mod to lower gamma hept recoil only?
shadowed  [author] Jun 1, 2024 @ 4:34am 
@Donit#88 Glad you are enjoying it! I wanted to make this mod for the same reasons; and I am happy others can have fun with it too.
Donit May 31, 2024 @ 3:04pm 
I can not play without this mod anymore as it makes the battles more cinematic and immersive with the tracers from ships shooting each other at distance it looks so good besides being more realistic as battles in space wouldn't happen as close as videogames and movies make them but far away and for that I thank you man this is definetely a step towards the right direction for this game as it also helps with the brain dead AI that keeps raming enemy stations at CQC range for no reason other than to end themselves and yeah maybe one day we'll have that fixed by a mod or the devs who knows but right now this is the closest thing I could find.:steamthumbsup:
shadowed  [author] Apr 5, 2024 @ 3:41am 
@Raphx Nope, this is all included in this mod!
Raphx Apr 5, 2024 @ 2:37am 
need y download all the link to get the complet mod ?
shadowed  [author] Aug 31, 2023 @ 1:40am 
No problem, glad to help!
DoktorFar Aug 30, 2023 @ 4:34pm 
@shadowed oh really? How awesome, thanks again! I'll try it out :)
shadowed  [author] Aug 30, 2023 @ 1:42pm 
Yeah it should be. Eucharion's mods work well with this. The loosely packed version of X -Dangerous on NexusMods is easily editable for this.
DoktorFar Aug 30, 2023 @ 1:34pm 
@shadowed Thanks for answer! What about REM, you know if compatible? I guess it probably not.
shadowed  [author] Aug 30, 2023 @ 10:10am 
Oh wow, that is good to know! Thanks for posting your fix.
Timoruz Aug 30, 2023 @ 7:59am 
I actually learned that it was Kuda that was lagging my game a ton. I'm using XRSGE so the sectors are huge which meant a lot more ships were simulated at the same time. I just changed the Kuda config and now it's running fine.
shadowed  [author] Aug 29, 2023 @ 10:21am 
@DoktorFar Have no plans to support VRO at this time. Have yet to even play VRO :O
DoktorFar Aug 29, 2023 @ 5:54am 
Compatible with VRO?
shadowed  [author] Aug 28, 2023 @ 8:12am 
They haven’t been updated for 6.0 but there are larger fleet mods on Nexus. You could use Notepad++ and just lower the ship count for each squad. I did the opposite and added more AI and lagged.

What CPU do you have?
Timoruz Aug 28, 2023 @ 4:52am 
Off-topic but do you know of any mods that can slow down production to increase game performance? Less ships being built overall would improve my game performance drastically I feel.
shadowed  [author] Aug 27, 2023 @ 11:30am 
Oh my bad. What I would recommend is going to NexusMods and downloading Ship Test Site:
https://www.nexusmods.com/x4foundations/mods/772

This adds all entities to your in-game Encyclopedia when you load this scenario up.

Using XRCatToolGUI.exe, you will want to extract VRO and copy all the macro names you need to your mod folder. Then once you load up Ship Test Site, you can edit the macros and keep loading the game without needing to close it once you have replace tags set up.

This is gonna take many hours and you will need to playtest it a lot.
Timoruz Aug 27, 2023 @ 11:21am 
Ah I meant multiplying ranges for VRO, Since I can't find a mod that does that for VRO.
shadowed  [author] Aug 27, 2023 @ 10:55am 
Yes it is with regular expressions. But multiplying this mod by 8 is too much. Capital ship weapons are already over 50km with this mod.

I would argue weapon range is already at the limit.
Timoruz Aug 27, 2023 @ 8:11am 
I wonder if there would be a way, perhaps with Notepad++, to multiply all range values for all weapons by 8 easily.
Timoruz Aug 27, 2023 @ 8:11am 
Honestly just wanted to find a mod that adds longer range combat to VRO. Can't seem to find any.
shadowed  [author] Aug 27, 2023 @ 3:08am 
I have no plans to add support for VRO at this time. If I do, I'll probably make it its own mod.
Timoruz Aug 26, 2023 @ 6:42pm 
Does this have compat with VRO yet? Or do I need to manually do that.
shadowed  [author] Jul 11, 2023 @ 9:38am 
@ 念旧R Yeah it is feasible. Just remove the .xml's that are for ships and engines.
深巷旧街 Jul 10, 2023 @ 11:17pm 
okok,Can I consult another method?It's about removing the ship speed changes from the great mods you've made,After that, add the travel drive back。Is this method feasible?If feasible, is there a way to modify it。Thank you very much for your answer。
shadowed  [author] Jul 10, 2023 @ 7:52am 
@ 念旧R You can add it back by downloading the loosely packed version on NexusMods, and using Notepad++ to mass-edit all the files in one go. Travel drives will be too fast, so you will need to edit more.
深巷旧街 Jul 10, 2023 @ 4:09am 
Can you add the travel drive back?If not,Is there a way for me to add a travel drive by modifying the file, etc.Since this mod increases the ship's speed, is it possible to reduce the bonus effect of the travel drive by modifying the mod file, etc.
shadowed  [author] Jul 9, 2023 @ 11:14am 
Glad to hear!
[TAR] BarricadePrime Jul 6, 2023 @ 8:57am 
i found the issue its all ok agein :)
shadowed  [author] Jul 5, 2023 @ 4:39pm 
[TA] BarricadePrime you most likely are using another mod or this mod isn't enabled.
[TAR] BarricadePrime Jul 5, 2023 @ 9:41am 
same with the teladi turrets
[TAR] BarricadePrime Jul 5, 2023 @ 9:26am 
why have the argon turrets their vanilla stats ?
Viking Jun 1, 2023 @ 8:59am 
@shadowed if I knew how to sure, but havent modded any of this before :)
shadowed  [author] May 31, 2023 @ 5:06pm 
@Viking Feel free to download the loosely packed version on NexusMods and make some macro .xml's. Or just add all engine .xml's to notepad++ and remove the line needed in one command.
Viking May 31, 2023 @ 1:23pm 
could you make this mod without the traveldrive removed since its so many workshop ships not supported by this? sucks when all the custom ships are traveling at 108 speed...
otherwise, great mod
BEAR May 21, 2023 @ 8:56am 
@mask, maybe it's something with what I have on the client end. Large beams are ranging to 12km and mediums to 8km. the Split Combat Mk 4 is netting roughly 14,000 vs the Mk 3 netting roughly 8,000.
shadowed  [author] May 18, 2023 @ 9:31pm 
@Bear beams have been nerfed a bit since release, but their range is way higher than vanilla still. Mk4 drive is about 3-4% better than Mk3.
BEAR May 18, 2023 @ 9:23pm 
@mask, I noticed that beam weapon range is vanilla? I also found a Split Combat Mk4 drive that gives significantly more speed than any other races has?
BEAR May 12, 2023 @ 8:27pm 
@mask thank you for the reply!
shadowed  [author] May 10, 2023 @ 2:14pm 
But feel free to check out this mod on NexusMods. It is loosely packed with each .xml easily editable. With Notepad++, you can even mass-edit hundreds of .XML's in one go. Once you make changes, you can reload your save.
shadowed  [author] May 10, 2023 @ 2:14pm 
Hey @Bear, that is totally possible. Definitely love the Expanse! I still need to learn how to remove certain weapons. The AI do 'feel' that auto cannons are the best weapon because of their range.

Because of that, we see some awesome PDC arcs in combat. The game engine can't really do combat ranges beyond what this mod does unfortunately. Still having long range pop in issues.

I can definitely look at buffing missile speed some more and damage. The AI don't use them that effectively though; often wasting them on fighters even though a capital ship is nearby.

Expanse combat is also way faster paced as you know; with ship shields needing to go away and ships dying much faster. People did not like how brutal that was in this mod, so shields are much stronger than they used to be for this mod.
BEAR May 10, 2023 @ 11:14am 
Thank you for this mod. I'm not a modder myself so maybe a dumb question, is it possible to mod this game's weapons systems to be limited to a few very capable missiles, rails, and smaller auto cannons and shards? Basically something like the The Expanse but of course with out the tens of thousands of KMs of range. Rails would be the large turret weapons for LG and XL class ships with a host of PDC which could be shard or auto cannon weapons, supported by very fast missiles capable of dealing massive damage but of course limited in number. Medium sized ships like corvettes would feature PDCs and missiles so they can support and punch hard but be knocked out quickly if hit. Small class would have limited missile capacity that could be used on larger ships and auto cannons for dog fighting and strafing. Obviously, I'm huge fan of space combat in The Expanse.