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Jleodc

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Jleodc

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16 comments

  1. scareon
    scareon
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    I have this issue when I added the mod, the shields have a white texture for the main body, in my previous use that was not the case, am i missing something?  



    screenshot for refernce
  2. peter2009
    peter2009
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    Hi , nice mod. can you make a VRO version?
  3. Folkee999
    Folkee999
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    Hi, I love XR, so thanks for these great weapons. Just a little tip, nexus mark: Some suspicious files. 
    This is normal, just put your mod in a 7.zip or Winzip, as nexus doesn't understand other file compressors. 

    I've got a question: do you plan to do the same with XR's xenon weapons as well as the main weapons ? I just wanted to know.
    1. Jleodc
      Jleodc
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      Yeah I used winrar at first and it marked as suspicious, thanks for the tip. As for the xenon weapons I haven't thought about it but I will take a look at it sometime this week.
    2. Folkee999
      Folkee999
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      It's nothing, Ok for the xenon take your time I don't want to force you. 

      I have a technical question, you wrote on steam that you had ported the assets, can you tell me how you did it? I've been trying for a long time to port the XR station modules and I've never managed to do it, I get stuck right at the start, where you have to port. 

      How you managed to port the assets of the weapons ? 
    3. Jleodc
      Jleodc
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      I'm going to assume that you don't have anything and that you are starting from scratch, but that you do know how the mods file structure works if you don't know that I suggest you learn that by trying to make simple mods using the vanilla files. Nothing too fancy.

      Also I have never tried to port any structure models (stations) so it may or it may not work, you are gonna have to experiment with it.

      The first thing you gonna need is to get all the programs that you going to use.


      • https://www.egosoft.com/download/x4/bonus_en.php
        - From this site you are going to download Egosoft Blender Mod Tools 0.6.5 and X Catalog Tool 1.11
        - Egosoft Blender Mod Tool is a blender extension that you going to need in other to convert/export files into a format that can be read by the game.
        - X Catalog, as the name implies is to unpack and pack game files.
      • https://forum.egosoft.com/viewtopic.php?f=181&t=404786
        - This forum has a bit of a tutorial on how to export models, it is a bit outdated but the basics are almost the same. From here download the XR-Converter following the google drive linked on the third paragraph. On this same forum there are instructions on how to set up the files.
        - XR-Converter is used to convert assets.xml files into DAE (Collada) files that can be read by Blender.
        For the converter the way I did it, is I created a .bat called ConvertBAT_import.bat and wrote the following lines;

        FOR /R "..\ (Where you extracted the game Files) \assets\" %%f IN (*.xml) do (
          XRConvertersMain.exe importxmf "..\ (Where you extracted the game Files) " "%%f"
          )
        pause

        You will still need all the XR converters files.
      • Blender https://download.blender.org/release/
        - Last you are going to need blender. The Egosoft supported version of blender are 3.5 and 3.6 so only use those. If you don't know how to do 3D modeling yet don't worry too much about as you are not going to need it for this. We are only using Blender to export the DAE files into XML files and the XML into Data.Ani


      Every single one of these installs will have their own instructions on how to properly install them so just follow them, specially the Ego blender tools, follow those to the letter. If you have any doubt on how to install any of those programs  feel free to ask me here again or join the Egosoft discord, it's probably the best place if you are trying to learn how to mod.

      After you have everything setup we can finally start doing the fun stuffs.

      Like I said at the start I'm assuming that you know how mod file structure work and that everything is setup properly. Components and Macros XMLs, Wares.xml all that stuff and that the only thing you are missing are the DATA FOLDER, DATA.ANI file and the actual component XML.

      For my weapons mods must of the DATA.ANI files didn't need to be created using the Converter blender tools and worked just fine by using the originals from X-Rebirth but some other did need to be converter like the Large turrets because the behavior of the turrets got screwed up if I didn't. So you can try using the original first and placing it in your mod to see if it will work like that if it doesn't then you will need to use the converter. Also all the files inside the original DATA FOLDER can be reused although the converter will generate its own.

      if you need to use blender because the original DATA.ANI caused issued all you need to do is;


      • Open Blender
      •  Go to File -> Import -> Collada (.dae) and search for the dae file that you want to use. I usually delete the collision meshes since you won't need em and they only obstruct your vision but alternatively you could just hide them if you which to do so.
      • Select all of the meshes, on the right side on the top where there is an "options" icon right below it there is going a little arrow or bracket. Click on it and it opens 3 new tabs Tools View and Egosoft. Click on Egosoft and scroll to Converter. There are two options Convert and Convert(incl UV/VC), I personally use Convert(incl UV/VC) but I don't know much about the difference between them as of now. After you click on it, you have to readjust the camera because all of the meshes have rescaled.
      • Save your blender file on your p1[assets] folder.
      • Click on the export(XML) on that same tab and it should give a little notification at the bottom saying it successfully exported it After this you can close blender.
      • Search for your P1 Converter LOCAL file and execute it and it should pop a cmd window that will show you the progress, it should be quick.
      • Go to your p1data folder and there you will now have a xml file, _data.ani file, data.dae file, and a _data folder, this will all have the same name that you gave to your blender file when you saved it.
      • From here all you really need is the _data.ani file, put in its respective folder. Make the necessary changes to the xml file and you should be go to go.

      Feel free to ask again if you got any questions or don't understand, although I would suggest the discord as I'm also always there and I'm also still learning.

    4. Folkee999
      Folkee999
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      Ok, thank you very much for the explanation, you're the first to provide me with an answer in 4-5 months. Last time I managed to convert xml files into dae files. I'll check out the rest as soon as I can (I'm a student). 
    5. huizhuanyi
      huizhuanyi
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      Hi , thanks for your explanation. But I still ran into a trouble:
      After click the [export(XML)] button, the Blender 3.5 shows info [ EGOTOOL : export done! ] . Then I try to find where is the exported .xml file but can't. 
      After that I read the Info Log, it has an error info before the export done info : [ EGOTOOL ERROR: Not in correct asset folder ] . 
      I have a question, does the export operation only export the .xml file correctly if the correct directory requirements are met? If so, can you tell me how to place the file correctly? If not, in which file directory is the exported .xml file stored after I press the button? Thank you. My English is not good, so I used Google Translate to translate my question into English.

      2024/12/12 19:55  UTC/GMT+08:00
      Oh sorry, I have discovered my own directory error, a mistake made by not reading the instructions carefully
       
  4. codegen8888
    codegen8888
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    Medium Turrets keep disappearing from ship slots after some time/flying from sectors/teleporting to or from ship ;/
    1. Jleodc
      Jleodc
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      Can you add a bit more details, like how long into a playthrough it starts happening, ships that it happens on. Is it only the medium turrets? both of them?. I'm going to try to recreate it and see what happens 
    2. Jleodc
      Jleodc
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      I ran the game for about 4.3 ingame hours using seta. Teleported between 7 different L ships. Sent them across different sectors, made them fight and so on, but I wasn't able to replicate your issue. I was running my game with all dlcs and only my mod on. 

      The only issue I found was with the way I uploaded the mod that was missing the root folder and fixed it but other than that nothing.

      Update

      I was able to recreate your issue with the mod by simply reloading the save file. This caused the M turrets to disappear from the game like you stated. It was caused by a missing connection name in the XML files. Please let me know if the issue persists after you update the mod :)
    3. codegen8888
      codegen8888
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      Only medium ones, both of the types. Large turrets were alright. they didnt disappear.

      I used a destroyer, terran one, and argon.
      On both- turrets disappeared, but ! after docking, and installing new ones from shipyard, the weapon mods I installed on them were still on. Weird

      On argon they disappeared right after battle, when I sustained hull damage ( probably turret damage also )
      On the terran one, I just sent my ship after wharf, to zya space, and when I teleported, there were no M turrets lol, lucky there were no xenon

      Its like a week long save. But mod was on just for several hours.
    4. codegen8888
      codegen8888
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      Thank you, Updated my folder.

      I will see tommorow and report.

      P.S.

      aside from the issue, got a question. The sound of those turrets, is it original from XR, or you* had to use the x4 one ? 
      for me , these projectile mass accelerators sound the same as some x4 turrets, I think shard sound. maybe Im wrong
    5. Jleodc
      Jleodc
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      The mod uses the sfx tags from X-Rebirth which X4 still has. I suppose that many of those sounds from X-Rebirth were reused in X4 as well hence the similarities. Other than that I didn't add any custom sounds
    6. codegen8888
      codegen8888
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      Did not disappear today. Hopefully fixed o/
      Thank you.

      You should mention, in description, that they are only availible at argon shipyared ( or its in my weird game it is like that hmm )
      Or it is Argonian weaponry ? I skipped xr, was x3-x4 for me ;/
    7. Jleodc
      Jleodc
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      Well lore wise not even the argon has them since it was designed by Plutar in Albion and the systems are not connected to the main network.
      Anyhow I will add them to all human factions next time I update the mod along with the xenon weapons