X4: Foundations

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Eucharion

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17 comments

  1. ChaosLegionE
    ChaosLegionE
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    I Really like this mod, However during Terran Cadet will cause signals to be 4KM Away from station. 
    When teleports during sequence, PHQ Terran (New Parts) disappear.

    I haven't tried to see if that affect Boso'ta yet, I do like that it gives you much more real estate to work with though and every part is functional from what i can see including teleportation.

    Research section is invisible as you said in Desc, But the new Terran parts shown before teleportation all leave.

    In 7.00 (4) so that could be the issue, Just figured i'd post regarding it.
    1. Eucharion
      Eucharion
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      I've redone the model in last update to host the Terran pier that is necessary for the mission.
      The lab has been moved inside the dock or the habitat since first release (depending on the version) so no issue there. It is invisible also in vanilla but there is the ring around it, where it is hosted, and the ring is un-destructible. I made the same for both version, either the dock or the habitat can not be destroyed so the lab is fine in any scenario. How did it go in your game?
      I'd like to remove the Boron story when one plays the Terran cadet without needing to disable the Boron dlc. I like the Terran cadet start too.
      I could easily edit the cadet start to have Boron intro story completed and set the PHQ everywhere I want but this would not work with the Terran story where you have to follow the project Genesis (right? I did it long ago..). I'd have to mod inside the mission scripts which is a bit of a nightmare..
  2. Poacher886
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    So because i play as a Pirate, ive never used the PHQ, its a game killer.

    However its also stupid that i cant use mods because of this.

    Is this a PHQ that i can build anywhere to get the benifits?
    1. Eucharion
      Eucharion
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      So why not use this with the Pirate start, that strips down the hq and sets it in a remote location in pirate sectors?
      XRSGE Tweaks

      You also need XRSGE Galaxy Expansion that adds tons of new pirate sectors and pirate shipyards
  3. ChaosLegionE
    ChaosLegionE
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    Sexiest mod on the Market.
  4. Chronia
    Chronia
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    Nice! Great to have a working HQ variant again.

    Do you know how this interacts with the pre-Boron expansion / TER / PIO questlines? They involve the Oberth "docking" at a special module, leaks that appear in scripted positions, and then it triggers a quest to build a dock (which your station already has).

    My current playthrough is waiting on the mission to build a dock - I might just make a backup save and see what happens if I add this mid-game.
    1. Eucharion
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      Yes please check, hopefully it works. Docks are not prebuilt in the core structure so the ship probably does not really dock..while leaks maybe won't work or spawn in the air
    2. lynxdelta4
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      Sooo ... started up a new PIO gamestart; the new HQ doesn't show in PIO space, it's just the floating special dock, and didn't get the comm to start the mission chain at game start.
    3. lynxdelta4
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      I also decided to check the PHQ spawning in Heretic's End, as it spawns with a dock attached by default in this case.
    4. Eucharion
      Eucharion
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      Yes it works fine in all post-boron_dlc scenarios. Will take a look, probably the terran plot uses another buid plan, if so I can fix it easily, otherwise this will be a boron_dlc only mod
    5. Eucharion
      Eucharion
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      Version 1.0.1, I've changed the construction plan for the Terran HQ story before Boron DLC. Please check if it works now ;-)
    6. AutoGibbon
      AutoGibbon
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      Hey there.

      I think I figured it out. Don't worry about the 'x4ep1_playerheadquarters_pioneer_configuration' plan not working, that is only used during the small section where you repair the damage and get warped. After that, the plan 'x4ep1_playerheadquarters_base_configuration' is used. 

      So the first time you see the PHQ in Terran start all you will see is the dock. I believe I cheated a little bit because I created an unmodifed save after getting the objective "repair damage", then I activated this mod with the  'x4ep1_playerheadquarters_base_configuration' plan included. After the warp, you see the new terran station design, and the mission progresses like normal. Other variable to note is I updated the ` <patch extension="ego_dlc_terran"` to version 700 since I'm running beta 7 right now.


      Just going to validate that the mission step to build a dock works (game doesn't know or care the new design already has a dock), and that the rest of the mission chain functions properly.

      I can send you my files if you want (I broke it out into flat files cause the whole .dat structure was making my eyes bleed. ).
    7. AutoGibbon
      AutoGibbon
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      Well it appeared to work, but now the research module is borked. In game says "a research is already in progress'.

      Debug log entries:

      [=ERROR=] 20720.72 Error in MD cue md.X4Ep1_Mentor_Subscriptions.UnlockResearch: Evaluated value 'null' is not of type component
      * Expression: $ResearchModule
      * Action: <set_object_name>, line 623


      [=ERROR=] 12492.85 Unable to match macro connection name '' or template connection name 'con_room_001' for object 'landmarks_player_hq_01_research_macro' [0x18a0b7]. Skipping connected component.

      [=ERROR=] 9902.32 Error in MD cue md.X4Ep1_Mentor_Subscriptions.Manage_PlayerOffice_Room: Evaluated value 'null' is not of type component
      * Expression: $ResearchModule
      * Action: <set_object_name>, line 968

    8. Eucharion
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      Does it happen in an old save? If so it is expected bc the old position of the lab room is changed and the new plan is not active (station built from beginning). That is what would happen if the hq gets destroyer and I had not made the dock or the habitat, where the lab room is, undestructible. But I did. They have to be there from the beginning. So a fresh start is required.
      I was busy preparing another mod so checked only quickly in terran md. Usually the base_hq is used together with a constructionplan recalled either in the md or the gamestart. Does the mission use only the base_hq? I could patch the mission scripts.

      Btw I also like the pre-boron story to get the hq, expecially starting as terran cadet, more than post-boron one. If I have time will look for a way to restore it. Have you maybe looked in the boron mission md for that? I could even simply remove all boron plot, that should do the trick.
    9. AutoGibbon
      AutoGibbon
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      In my case I enabled the mod on an existing save with the hq already existing (pioneer docking at the HQ). So if you reckon a fresh start is required for this that's the problem then. 
  5. BatouRem
    BatouRem
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    this looks pretty cool. Can it be added mid game?
    1. Eucharion
      Eucharion
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      It should but your HQ must be totally empty of added modules or just one (say a dock) left for reference. The position of the lab room will be very herratic in your new plan and some meshes could melt together in the interiors.