X4: Foundations

X4: Foundations

X4 Starsector (Weapon/Turret Pack)
113 Comments
Durandal Feb 22 @ 3:00pm 
A few balance changes still to be made to this mod. But Overall the most jarring change is Xenon ships not really using Graviton turrets. Adding weapons to their Loadout is good. Removing their ability to use their main weapon really, really nerfs them as none of the weapons they've been given hits *as hard* as Gravitons. While yes, their new L size turrets do have good range. They don't do nearly as much damage as a full Graviton barrage once they close the distance.

Makes Xenon I rather weak. Their small ships though do pack quite a dangerous punch if they swarm you. High-per shot lasers actually hit hard.
Blue Dragen  [author] Aug 29, 2024 @ 6:47am 
@InkTide sorry if making it an inconvenient, will try to the save load problem and fix it asap, For the Xenon, i changed it in this update, they kept all their default stuff, station don't have Fixed Presets they are as random as normal faction stations, but for the Ships, they keps their default Presets but only changed the Weapons they are using so omega weapon, but still sorry for that ver bad inconvenient ! :steamsad:
InkTide Aug 19, 2024 @ 3:52pm 
No, removing this makes loading the save impossible. I can't recommend using this mod because of what it does (or at least used to do) to the Xenon (deleting their ship/station presets was a terrible idea). Feels like a bit of a curse on my save file now. Definitely not going to start another save with it enabled.

Oh, also, changes to this broke all saved custom start presets that used these blueprints. Removing it will also do that, because X4 won't let you load custom starts with "invalid"/missing blueprints.
Blue Dragen  [author] Jul 16, 2024 @ 1:16am 
@Sithmedic Should normally, all it does is removing the turrets from ships so surely will see ships or stations without any turrets just empty but im gonna look into it and what is it hard to understand ? Its the description ? the Roles ? i will need more explenation to know how i can improve for the next Update im working on
Sithmedic Jul 15, 2024 @ 9:47pm 
You can't remove this mod mid save, not sure if that is in the notes and i missed it.
Overall it's hard to understand what the weapons do based on the in game wiki. Still trying to learn what it is
Sylver Jul 7, 2024 @ 9:48am 
@blue Dragen, Glad to hear. Take your time :)
Blue Dragen  [author] Jul 4, 2024 @ 9:26am 
@Sylver soon, i've rewritten the whole mod back again, i've changed quit a bit, main issue is to not make the same mistake of making around 40 weapons 7 time just to make for each factions model making the loadout lag a lot when having bought all, there is balance to do and aswell i will change to make so all DLC's can be installed indepedently while the main mod will be for vanilla(no dlc), i still have quit work to do so be patient please, but i don't know if i'll publish the main mod first or main mod + all DLC together(but will take some more time then)
Sylver Jul 4, 2024 @ 2:16am 
Any plans for an update?
Blue Dragen  [author] Jan 24, 2024 @ 1:33am 
@bastien067 for now i am not modding because kinda lazy, and trying to figutr out how to 3d model, im gonna redo the mod entirely one day but using custom models so no need any DLC
bastien067 Jan 23, 2024 @ 6:52pm 
@Blue Dragen Thank you for your answer. A version of this mod for the base game without dlc would be so cool !
Blue Dragen  [author] Jan 19, 2024 @ 2:45am 
@bastien067 no, you need the mods for it to work
bastien067 Jan 18, 2024 @ 2:22pm 
Can I install this mod if I don't have the dlc's ?
Slurmpy Dec 28, 2023 @ 10:01pm 
And also thank you for the quick fix, it makes a world of difference :)
Slurmpy Dec 28, 2023 @ 10:00pm 
Thanks for the reply! And that makes more sense. I'm glad to know I'm not just going crazy haha.
Blue Dragen  [author] Dec 28, 2023 @ 4:38am 
@Slurmpy Aswell, there is some sort of detection and random bullet life spend so sometime they will explode before hitting the ship but the explosion range isnt not that big so wont hit the target to make like actual "flak" and it has no a effect when the bullet life end i need to look more into it
Blue Dragen  [author] Dec 28, 2023 @ 4:23am 
@Slurmpy Normally the Flak turret shoulnd be shooting because its bugged, there is a problems that i actually fixed (but forgot to make a update) :p
Slurmpy Dec 27, 2023 @ 10:36pm 
I just wanna start by saying amazing mod, it's a must have in every one of my play-throughs.

I'm just having an issue right now and I'm not sure what to make of it. The M flak turret doesn't seem to do any damage and can't be activated at all on any of the ships I've tried so far (Split version). The dual flak seems to fire but doesn't always do damage and projectiles just kinda vanish after being fired. I'm going to keep playing around with it to see if it's an issue on my end, but I figured I'd post on here in case it's a known issue already.

Thank you for an awesome mod and for all your hard work you've put into it.
NiGhTWoLF Sep 25, 2023 @ 7:31am 
Thanks for the explanation, very interesting how it works, I didn't know it was like that.
Blue Dragen  [author] Sep 24, 2023 @ 1:03pm 
@NiGhTWoLF for a little explaination, in the folders and in the wares.xml, its theres where all the magic works, in easy, when you creat your code for now a weapon, you put your price, the cost and the factions it can be used from, in the information there is a "threshold" that is from 0 to 1, in a way the [Low Preset = 0 / Mediem Preset = 0.50 / High Preset = 1], ingame when you put "High Preset" the game will look what "turrets has as near from 1, and beams have a threshold 1 so will allway use beams, but because Terran Beams have "Threshold 1" aswell, the game looks at the damage (for that im not sure, its what i saw a time ago)wich terran beam does more i think, so thats why the game allway sets beams weapons as the High Preset because its just the nearest from 1
NiGhTWoLF Sep 24, 2023 @ 9:00am 
Now I want to know how the system works, thank you for clarifying.
Blue Dragen  [author] Sep 23, 2023 @ 11:23am 
@NiGhTWoLF for now the biggest issue of the mod is like you sayd AI aren't using vanilla guns anymore and its not that easy, its not like you but a number from 1-4 and if you have 10 weapons on 1 it will totally randomize like each weapon has 10% of behing build on the ship, its way different, there is a lot to consider, IF it would be a % number i would have changed long ago but sadly, the game looks on the damage, range, cost and mostly just like the players Preset system from Low to High, if you put High preset you'll see only the same and same weapons and the AI uses not far from the same system
NiGhTWoLF Sep 23, 2023 @ 7:24am 
The mod is still good, but here's a tip for improvement, separating the weapons by faction, as it seems like everyone in the game's entire empire now uses the same weapon, and they don't even use vanilla weapons anymore, this could be a big problem in the long run. deadline, well it's just a suggestion, adjusting this part could be better, other than that everything is going as expected, just one more thing, now the damage from Beams weapons has dropped a lot you can increase between 10% and 20% to compensate for the attack with the regeneration of shields is bigger, hugs.
Blue Dragen  [author] Sep 22, 2023 @ 12:32pm 
@Groal Normally only Xenon Turrets use Ore and stuff, of you can get screenshot of the NPC's station storage and the ship loadout in my DM's on Discord "bluedragen"
Groal Sep 22, 2023 @ 1:31am 
the question, of course I'm not sure, but when you put this mod, two resources appear in the NPC shipyards that are required to build ships and because of this, bots stop building ships because there is no place for ore in the shipyards, (with the help of a cheat, I filled all the storage in the shipyard and it didn't help) they can't build and it turns out that only a player can do this in their shipyards or it happens to me because of a conflict with other mods...(translated in translator)
Blue Dragen  [author] Sep 16, 2023 @ 5:27am 
@dies from cringe yes this is a think i could fix but are not willing "for now", maunly because i dont want to make more work, i am thinking in a more future on making unique models to each weapon so no need to load 6x the same weapon only because so all faction can have it and so players can use their favorite turret/race skin :p
dies from cringe Sep 16, 2023 @ 12:59am 
Good mod overall, lots of variety! Some issues however, loading ship workspace in builder menu takes longer / freezes due to indexing all of the new weapons. Also if you plan on disabling the mod, just know that the save you enabled it on will not be able to be played without it. Will keep posted on updates in the future.
NiGhTWoLF Sep 14, 2023 @ 7:32pm 
I'm imagining what the missiles would be like in the Starsector, one crazier than the other, it would be really cool!
Blue Dragen  [author] Sep 14, 2023 @ 10:30am 
@NiGhTWoLF great and thank you ! i will keep working on it, i still have a few weapons to make because there still missing all the S ballistics (that is used for S/M ships as frontal weapons) and all missiles weapons, even maybe later i would add the original sounds of all weapons if i can (hope it it will cause no problems) and aswell when im totally done with this mod, i will need to make it VRO compatible and others like ROR faction mod :p
NiGhTWoLF Sep 14, 2023 @ 7:06am 
I understood perfectly, interesting, anyway I'm loving the mod, and yes now it's the best weapon mod in the game, balanced, the others can be thrown away, they're too OP, unless the guy is going to play VRO, keep improving the mod in detail, thank you, I'll keep playing and testing, oh one last thing I noticed which is perhaps the strongest point of this mod, the combats between large ships become longer lasting and the combats more intense.
Blue Dragen  [author] Sep 14, 2023 @ 5:41am 
@NiGhTWoLF for now as simple i did it, is just giving them all the same as all other factions, i dont have a long save game after i had to restart my pc to zero so im in a new save so until now i haven't had a lot of conact with the xenon, i can make it so the xenon use only the most powerfull weapons but even if i only give 6 like L class weapons from what i saw last time, its that the xenon only use the same weapon, last time i saw 3 XL class ships with only the paladin laser like the xenon would only use the "High preset" for the player, (i dont know if you knew but xenons ship have a "preset" for each ship so they only use that type of weapon aswell for the shields and stuff, thats aswell the reason you never saw a M or XL class ship use beam turrets and only the station does) and i have no idea how the game calculates presets so i cant make it totally random
NiGhTWoLF Sep 13, 2023 @ 9:48pm 
Look again, I'm testing your mod a lot and it's very well balanced, one thing I found a little strange was the change in xenon ships buying new weapons and becoming weaker, well that in a way isn't bad, at least for me the big ships like the L for example lost strength in the L Towers, but now it's up to you to change that or leave it as is, I personally really like it, what you can also do is give just some specific weapons to the Xenom to your liking , to make them strong as before, hugs and thanks for the mod.
NiGhTWoLF Sep 12, 2023 @ 8:54pm 
Look here again, after more than 15 hours playing with the mod I can say that it's pretty cool, but now the majority of ships are doing M graviton Beam, and on large ships together it's melting all the fighters in less than 10 seconds , and they can't dodge or run away, 0 chance, you need to fix this urgently, see for yourself please.
Blue Dragen  [author] Sep 11, 2023 @ 9:15am 
@NiGhTWoLF i'll take a look for the beams weapons, all i can do to keep the function of starsector i so just reduce their damage or reduce turrets rotation, but firstly will reduce damage, thank you for reporting it ^^
NiGhTWoLF Sep 10, 2023 @ 9:46am 
After 3 hours of testing the weapons and combats I felt that it changed from water to wine, it is much more dynamic and better, in every way it feels balanced, I just feel that the Beam weapons are very strong, they hit 100% in a large period of time even at 5km even in a fast ship, perhaps you could take a look at this to see if you can balance it, M Graviton Beam is melting smaller ships very quickly and accurately, well it is a point that can be seen, but I believe that everything else is well balanced, I'll play if I notice anything out of the ordinary I'll let you know, thanks for the incredible mod, remembering that I've been playing Starsector for over 3 years, I also love this game!
Blue Dragen  [author] Sep 10, 2023 @ 7:26am 
@NiGhTWoLF for this moment i mostly reduced range and the bullet speed, all weapon now has ammo so will not just shoot infinitely (some laser will shoot in continue) but dint change damage, only damage change was correcting that before the Hull/Shield bonus damage was complitely wrong, now should work as intended but did reduce some laser weapons but only 2 and the mining blaster(not ship damage but mining damage) but i haven't tried those, if you find particular OP weapons, please list them here in the comment so i can test them and do something about it, and like sayd in the patch note, if what i did is not anough just tell me and i will continue doing patches until we find a correct vanilla patch :) ^^
NiGhTWoLF Sep 9, 2023 @ 12:05pm 
Hello, I saw that you updated the mod, I would like to know if you made changes regarding the rate of fire and if you managed to balance it better, as it really was very broken, it didn't record me which weapons, but there were some very OP
NiGhTWoLF Sep 2, 2023 @ 4:26pm 
thanks, this is the best weapon mod you have, so you need to adjust this unfeasible to play with it because it breaks the vannila system a lot.
Blue Dragen  [author] Aug 26, 2023 @ 5:09am 
@NiGhTWoLF thank you for the advice, i will consider that option, i had already some thougts about it, there is already a lot of things to change to keep it as close of vanilla ^^
NiGhTWoLF Aug 25, 2023 @ 11:16am 
a piece of advice, put a cooldown for all weapons, because it seems that it is infinite, it breaks a little of the immersion, and with that you can even manage to control some OP's weapons, adjusting the magazine size, I feel that this is the biggest flaw are only this mod but Vanilla too!
oh and detail I'm in love with this mod, really good, with some adjustments it will be perfect!
Blue Dragen  [author] Aug 11, 2023 @ 11:59am 
@sstheduke92 i'll have a look at that, i've just followed on how it looks/use in Starsector, code wise i tried making it as close for X4, i can change it no problem, few questions before, does the standard ARG Flak deals more damage ? does it shoot further than the Dual Flake Cannon, If the Dual Flak is stronger than the standard ARG flak, i cannot change it, if making it faster makes it even stronger than the standard, i will not change it, maybe only making a but faster but i will not make a too great change, I quitly don't like Vanilla Flaks, too fast for their role and because they have area damage even at low damage output, turns too fast make it quit impossible to fly near with a tiny ship (idk if the arg standard has the ability to explode when close to a ennemi) ^^
sstheduke92 Aug 11, 2023 @ 11:08am 
I really like the mod, but is it possible to higher the rotation rate on turret like the assault chaingun, machine gun, flak etc.?

I think it's too slow for M-ships

The standard Flak from ARG has a rotation rate of 180
The Dual Flak from your mod has 60...

Thanks in advance
Durandal Aug 7, 2023 @ 4:38pm 
Now that the Xenon War Machine is rolling once again. The game is so much better (and varied) with this pack. Many Thanks @Blue Dragen
: )
MrMcBeefyCakes Aug 4, 2023 @ 7:05pm 
Yea i removed it in all the ext_01.dat file and then they started SPAMMING ships and stations again.
Durandal Aug 4, 2023 @ 6:14pm 
Best thing to do would simply be to remove Nvidium from their crafting requirements and simply add more Silicon / Ore requirements.
Durandal Aug 4, 2023 @ 6:12pm 
Yeah, I noticed the whole Nvidium issue awhile back and...sadly forgot to report it in here. It really makes Xenon incapable of defending themselves since most Xenon sectors contain next to no Nvidium. Nvidium is by far the rarest element in the game outside of a few areas in Teladi space. And the Teladi are currently one of the most fortified factions in the game since they're so numerous.
MrMcBeefyCakes Jul 27, 2023 @ 12:21pm 
Awesome Look forward to it and appreciate it!
Blue Dragen  [author] Jul 27, 2023 @ 9:09am 
@MrMcBeefyCakes ok, im note it and fix it as soon i have time, thank you for the notice
MrMcBeefyCakes Jul 27, 2023 @ 6:36am 
So yes the Xenon weapons pack is causing a major issue with the game. Because they cost nividium its preventing them from creating ships and stations to such a degree that they stagnate really badly... I barely see any large fleets in xenon sectors and station builds seem to come to a grinding halt... If the nividium cost was removed this would most likely fix this issue.
Blue Dragen  [author] Jul 24, 2023 @ 5:45am 
@charlieallum3 totally, it is possible either by unpacking the mod en manually remove all "xen_files" related but i dont know if steam will scan and re-add them, but i think its possible to turn it off from inside the game, if its really bothering of the xenons using my weapons let me know either only give them more limited guns or remove all entirely but it will make xenon very weak i think
charlieallum3 Jul 23, 2023 @ 11:58am 
is there a way to make xenon not have these weapons?