X4: Foundations

X4: Foundations

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Freeq's Paintjobs
   
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35.886 MB
Feb 25, 2019 @ 6:42pm
Mar 22, 2021 @ 12:13am
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Freeq's Paintjobs

Description
I made this mod as a response to X4's original lackluster set of paintjobs. The intent is to make every paintjob a high quality piece of work that doesn't make you feel ashamed of how your ship looks. All of the textures used are made by me. Huge credit to Treacherous Tyrant for his "Paint Jobs for Sale" mod, which helped me understand paintjob-related code in X4 and made this addition possible. Thanks also to Kay Ence for making another mod which makes purchasing paintjobs possible. I will update this mod with new designs whenever I will find inspiration and time to make some :) If you have any ideas but don't have the means to make a paintjob - you can send me a request and if I decide to make it, I will credit you for the idea. Have in mind that X4's paintjobs system has its limits and some non-uniform, non-symmetric designs may be simply not possible, or look good only on handful of ships. Also I won't straight copy any texture/artwork from other game or artist (unless license allows it) as it would be an IP infringment (non-blatant inspiration should be ok though).

DISCLAIMER: I do not allow copying/reusing the designs (textures) in any way (unless I give you permission directly). As for code, you can do whatever you want with it (you don't have to credit me). If you want to reuse the code to make your own paintjob mod, I advise to not reuse the wares/paintjobs names to make your mod compatible with mine and vice versa. My names always start with "f" i.e "fpulse", "fmatte", so the easiest way to ensure compatibility is to choose a different prefix.

I. Requirements
The mod is made to work with Treacherous Tyrant's "Paint Jobs for Sale" and Kay Ence's "Ship Traders Sell Paint Mods". You can use either of the mods or even both at the same time. Paintjobs are available to buy from the traders (they all have a "FP" prefix) - for more information refer to
https://steamcommunity.com/sharedfiles/filedetails/?id=1667239691
and
https://www.nexusmods.com/x4foundations/mods/186

(I will post Workshop links to these mods once the authors upload them, you can find them on Nexus for now)

II. Contents

Available Paintjobs:
- Rust - gives your ship a slightly rusty look [additional size variants: M]
- Pulse Blue/Purple/Red - slightly inspired by a paintjob from Elite:Dangerous by the same name, consists of glowing (actually just bright and saturated, I don't think it is possible to make a paintjob properly glow in the complete darkness) lines. Looks best on small ships. [additional size variants: M]
- Matte Black/Orange/Yellow/Red/Green/Purple/Blue - Clear colors.
- Damaged Matte Black/Orange/Yellow/Red/Green/Purple/Blue - Clear colors with scratch/damage marks. [4k textures - may affect performance on lower-end machines]
- Metallic Black/Red/Yellow/Green/Purple/White/Blue - Metallic paint.
- Stripes White-Blue/White-Yellow/White-Red [suggested by JamHead82 on Nexus Mods] - Two colored paintjob inspired by colors of ships in SW. Tint version bases on adjustments to default hull color rather than on custom texture. [additional size variants: M, XL] [4k textures - may affect performance on lower-end machines]
- Wireframe Yellow/White - Simple wireframe pattern on a black background. [additional size variants: M] [4k textures - may affect performance on lower-end machines]
- Famous Painter - inspired by Vincent van Gogh's "Starry Night"

NPCs have a random chance of using one of the custom paintjobs (not all of them, but most). Currently there are no differences between factions in types of designs used. They may not appear right away if you are loading an old save, as your world will have already a lot of ships with assigned vanilla paintjobs, but should be fairly noticeable on new saves. If you want to disable this feature, use X Tools to edit \extensions\Z_FreeqsPaintjobs\ext_01.cat archive and remove the file libraries\themes.xml from it

III. Known Bugs
- If you keep a custom paintjob on your ship and turn off/uninstall the mod, the redesign menu will break. Keeping the paintjobs in your inventory, but off your ships should be fine (but to be sure I still recommend getting rid of them before uninstalling).
- Paintjobs may look different (scaled down) in redesign menu compared to actual game (on bigger ships). Initially I made even larger versions than M based on what I saw in the redesign menu, but they probably aren't needed. You can enable them by uncommenting in my xml files. I don't test all ships, so if you find any that looks good with them, let me know and I will reenable them in next updates.
- Stripes paintjob: while i tried to match as closely as possible colors on standard and Tint version, slight differences may still occur.
35 Comments
Barracuda Nov 19, 2024 @ 12:25pm 
I wonder if there is an option to make only civilian ships change to one of the paint jobs. I like it for Civilian freighters to be a different skin, gives the idea these are independent contractors like the player who have aligned with a faction. Military ships though should probably still be the color of their faction.
Fidel Castro Oct 19, 2024 @ 9:11am 
Same, I love your paints mod but I really really don't like the fact that NPC's might use the paints.
NMA-995 Apr 24, 2023 @ 1:04pm 
I really hope you will create a version of the mod without NPC using added paintjobs - NPC military ships are always using these paintjobs with bright lines and they look extremely ugly. If that's not an option, please, at least disallow these ones and maybe the bright pink ones because they look too jarring
draeath Jan 15, 2023 @ 11:13pm 
To be honest, I was hoping that you'd publish a variant without it. I know how to mod already, got a few released myself.
freaky  [author] Jan 15, 2023 @ 8:19pm 
@draeath: there is, but you have to manually unpack the .dat file from \extensions\z_freeqspaintjobs folder (look for some basic modding guide in order to find out how to do it), then remove the libraries/themes.xml file. You don't have to pack it back afterwards, just delete the original .cat and .dat file.
draeath Jan 13, 2023 @ 7:29am 
"NPCs have a random chance of using one of the custom paintjobs"

Is there any easy means to stop this happening entirely? I don't see the Terran Protectorate being chill with their fleet flying bright green or purple ships, etc.

I love your paints here, but if NPC factions are going to be flying with them, I am going to have to remove it from my game :(
freaky  [author] May 8, 2022 @ 10:22pm 
@Star-X: the simplest way is to unpack the mod and delete libraries/stock.xml. Maybe there is some other "smarter" way to do it - but I'm mainly a graphics guy and don't know X4's code well enough.
Star-X May 7, 2022 @ 11:13pm 
Any chance of making the purchasing side of things NOT apply if the mod doesn't detect the presence of either paintjob purchasing mod? I'm using the More Default Paintjob mod collection, which effectively makes paintjob items mostly pointless, but even though I don't have either paintjob purchasing mod, your mod (and for that matter the other 2 non-vanilla paintjob collections that More Default Paintjobs has compatibility for) clutters the hell out of the commodity trader window. I did find that by manually unpacking the mod and stripping out the commodity purchase XML that it made the mod how I wanted it, but surely there must be a better solution than "make a variant with no purchasing XML present in the files".
freaky  [author] Apr 8, 2021 @ 2:32pm 
@Sanguine @thaipuff288 I think it can be done without the need of making an alternate version of the mod. It is possible to change the probability of faction ship using certain paintjob, so I can make the faction colors to be, say, 5 times more likely to appear than others, while retaining variety and still having an odd one here and there. Would you be satisfied with something like this?
Sovereign Apr 7, 2021 @ 10:13am 
I second the suggestion of thaupuff 288, Besides that I am in love with the paints.