X4: Foundations

X4: Foundations

Explosions Are Just For Show
16 Comments
Jay aka Demy Oct 1 @ 9:43am 
I understand.. It mainly bothered me when I was destroying the station. And I had a few small ships there. Fighters.. And they just don't do it when the station has several modules. And each module deals damage. So they are doomed. And you just watch it evaporate. :-D :-D So your mod was the obvious choice. I hope you will continue to take care of your mod. Thank you, it's great
Kelp  [author] Sep 29 @ 12:51pm 
Base game explosions seem to no longer cause heavy damage, and I've actually stopped using my own mod since 8.0 due to that. As far as I can tell on a quick glance; this should still be functional in 8.0 regardless.
Jay aka Demy Sep 29 @ 7:42am 
Does it work on version 8.0? I want to start a new game around Christmas. It's just impossible to play without this mod. I play SWI... It always worked. Thanks for the mod
HerWarriorKing Aug 11, 2024 @ 4:10pm 
ok so the one from nexus isnt working right for some reason, but this one from steam works just fine. tested 3 times from same distance i was losing turrets before with nexus one installed. no turret damage with the steam version. so mod is working as of now :steamthumbsup:
HerWarriorKing Aug 11, 2024 @ 3:41pm 
anybody figure out how to work this? i just spent a long *** time and lots of money outfitting a raptor to take on capitals, it melts a K, but the explosion after is still killing over half of my turrets.. its kinda bumming me out.
Ishimuro Jun 27, 2024 @ 12:34am 
could it help to play with the "explosioneffect strength" at the defaults.xml?
SirBiggles Jun 24, 2024 @ 5:02am 
Actually i just killed a k and it took my shields down. It doesn't look like it is working even with the changes i suggested.
SirBiggles Jun 24, 2024 @ 4:19am 
Thanks for updating Kelp. This mod is so important for so many people.
Ishimuro Jun 23, 2024 @ 10:30am 
ty!
Kelp  [author] Jun 23, 2024 @ 8:06am 
Has been updated as per SirBiggles suggestion (thanks for that); also removed another potential source of damage from Station explosions.
SirBiggles Jun 22, 2024 @ 11:29pm 
Looking through the effects files it might be restructured. Try adding these lines to the mod Ex_01.dat with a text editor. You will also need to edit the mod id in content.xml so steam workshop doesn't override it.


<replace sel="/effects/effect [@name='ref_explosion_damage_effect_l_01']/elements/element [@id='2']/areadamage/@range">1</replace>

<replace sel="/effects/effect [@name='ref_explosion_damage_effect_xl_01']/elements/element [@id='2']/areadamage/@range">1</replace>
Ishimuro Jun 22, 2024 @ 1:34pm 
Looks like egosoft removed the "areadamage range=" for "ship_explosion_generator", not sure what that means for the mod :D
Axeface Jan 11, 2024 @ 9:46am 
@Kelp Thats a great approach. I was very curious as i'de like to do something slightly different and ide rather not have to patch 100s of xmls. Thanks for the reply
Kelp  [author] Jan 11, 2024 @ 9:15am 
@Axeface I must be honest in that I can only guess. My changes are done via lowering the range of explosions all to 1, rather than removing the explosion node from their respective locations. It implies to me that you can change values on existing ships, but not remove values.
Axeface Jan 11, 2024 @ 8:56am 
Can I ask how you managed to make this work mid-save and with mod ships?
seeker2612 Aug 12, 2023 @ 1:40pm 
Thank you!