Sapporo \et_timelines_ships\extensions\ego_dlc_timelines\assets\units\size_l\ship_ter_l_flagship_01.xml
Major change to Sapporo turret layout - some turrets moved position, and 16 additional turrets added to the rear. All turret groups are well documented in the files, so it's very easy to disable entire turret groups if you don't want them.
Note that the turret groups on the rotating arms have been disabled in this update, but I've left the code in the file, so you can re-enable these by uncommenting those lines. This would add a further 4 turrets to the ship. I prefer the 4 new turrets left/right of the landing pad as they're far better placed - but as always it's up to you what you prefer and want in your game.
There's now code in the files to allow all shields & weapons. This is NOT active in the mod by default, so if you don't want it, you don't have to do anything.
Shields: These clip and don't look great. The code is there, but it's commented out. If you want this, you'll have to uncomment the lines and update the tags of the new ones. Instructions are in the file. Weapons: There's code in file to allow all weapons, just uncomment those lines in the file. Most weapons look fine, a few are a little too big in my opinion, so I've not enabled this by default.
There's now code in the files to allow all shields & weapons. This is NOT active in the mod by default, so if you don't want it, you don't have to do anything.
Shields: The default shield is far stronger than anything in-game, so I'm not sure why you would want to change it, but the code is commented out in the file. Note that other shields are much bigger and will be visible on top of the ship. Weapons: There's code in file to allow all weapons, just uncomment those lines in the file. Some weapons are a tight squeeze, so not all weapons look great on the Shuttle. This is why this isn't on by default.
Helpful Instructions
How to uncomment code for beginners. Use notepad++ or a similar editor with syntax highlighting. Commented code is green and will not be used by the game. Load the file and the code should be coloured. If not, go to language -> XML and then it will be. Comment starts with <!-- and end with --> so if you remove those, the lines in between them become active. For example, for the Odachi you'd delete lines 24 and 29 and you'd be able to put all weapons on it. To enable all shields, delete lines 18 & 21.
How to test your changes before playing. Make the changes, load your game and go to 'creative start'. In the "player ship" section you can configure any ship in the game and it's a great way to quickly check if your changes took effect (and how it looks!)
Hey, great mod, thanks, but I was wonderring if there is a way to stop sapporo arms from rotating and just lock them in a static position vertical or horizontal?
Would you be able to unlock the electromagnetic gun and cannon that are on the Odachi and x shuttle. I would love to be able to add the medium one to a ship that can hold more than 4 of them. I think the dragon would kick some serous ass with 6 of those cannon on it. I am honestly surprised no one has made that mod yet as these weapons are amazing.
any idea where i can learn to mod then. i would imagine it just is a matter of finding the weapon blueprint and removing the ship restriction on it. if you direct me to an area i can find the tools and some starter lessons i am sure i can figure it out.
you know we are talking about the weapons on the DLC ships right? can't be more directly related lol.
edit: i found a few sites. I will learn to do it myself. Thanks for the reply.
Hey, sure - I can point you in the right direction.
You want to look here: X4 7.5 Unpacked\extensions\ego_dlc_timelines\assets\props\weaponsystems
From there, you can find all the files for the new weapons included in the DLC. The files will contain tags which determine their restrictions.
For example: \X4 7.5 Unpacked\extensions\ego_dlc_timelines\assets\props\weaponsystems\heavy\weapon_ter_s_plasma_01_mk1.xml
Contains: <connection name="con_weapon_01" tags="combat component small terran weapon " /> All these tags have to be present on the "weapon slot" of the ship you want this to fit on, so in this case removing terran would probably do the job. Not tested, I am giving you this mostly from the top of my head to get you started :)
Hey, I've had an extended look at this and the new update contains code in the files for the Odachi and Xperimental Shuttle to make this possible.
Please see the sticky post for some instructions and commentary, as this is definitely not without it's problems. The shields especially don't particularly look great aesthetically and some weapons will be a tight squeeze or just a bit too big for these ships. I personally found the shields more problematic, as there are loads of weapons which look fine on these ships - but I rather leave these changes to everyone's personal preferences. Enabling it is really easy as I've taken some time to leave instructions in the files & the post above tells you which files to look at.
I'm actually working on the Sapporo, I just haven't released the changes yet as I've done a fair bit to it and want to make it fully compatible with the previous version of the mod.
Allowing other turrets is definitely something I am considering.
So I just took a look at this for you - the problem is that the turret specifically designed for the Sapporo is significantly smaller than other M turrets. As a result, a lot of them will overlap, block each others firing angles or otherwise just look a bit silly.
I think the only viable method would be to make some new turret variations of the Sapporo turret - but as that kind of mod would be compatible with this one anyway, I'll leave that up to someone else for now.
If you really want to add universal turrets, instructions are in the spoiler below.
For the existing (vanilla) turrets, at the end of the file just before the closing </diff>, add the following lines: <replace sel="/components/component/connections/connection[@name='con_turret_m_01']/@tags">combat hittable medium missile standard terran turret </replace> <replace sel="/components/component/connections/connection[@name='con_turret_m_02']/@tags">combat hittable medium missile standard terran turret </replace> <replace sel="/components/component/connections/connection[@name='con_turret_m_03']/@tags">combat hittable medium missile standard terran turret </replace> <replace sel="/components/component/connections/connection[@name='con_turret_m_04']/@tags">combat hittable medium missile standard terran turret </replace> <replace sel="/components/component/connections/connection[@name='con_turret_m_05']/@tags">combat hittable medium missile standard terran turret </replace> <replace sel="/components/component/connections/connection[@name='con_turret_m_06']/@tags">combat hittable medium missile standard terran turret </replace> <replace sel="/components/component/connections/connection[@name='con_turret_m_07']/@tags">combat hittable medium missile standard terran turret </replace> <replace sel="/components/component/connections/connection[@name='con_turret_m_08']/@tags">combat hittable medium missile standard terran turret </replace>
For all the turrets this mod added, just replace on every single turret the following: tags="combat hittable medium missile terran turret "to tags="combat hittable medium missile standard terran turret "
I've had no issues at all. If you already own the ships, you may see the new slots unfilled though, as your save won't have equipment for those slots. From there normal restrictions apply in terms of adding new equipment.
22 comments
Sapporo
\et_timelines_ships\extensions\ego_dlc_timelines\assets\units\size_l\ship_ter_l_flagship_01.xml
Major change to Sapporo turret layout - some turrets moved position, and 16 additional turrets added to the rear.
All turret groups are well documented in the files, so it's very easy to disable entire turret groups if you don't want them.
Note that the turret groups on the rotating arms have been disabled in this update, but I've left the code in the file, so you can re-enable these by uncommenting those lines. This would add a further 4 turrets to the ship.
I prefer the 4 new turrets left/right of the landing pad as they're far better placed - but as always it's up to you what you prefer and want in your game.
Odachi
\et_timelines_ships\extensions\ego_dlc_timelines\assets\units\size_m\ship_ter_m_corvette_02.xml
There's now code in the files to allow all shields & weapons. This is NOT active in the mod by default, so if you don't want it, you don't have to do anything.
Shields: These clip and don't look great. The code is there, but it's commented out.
If you want this, you'll have to uncomment the lines and update the tags of the new ones. Instructions are in the file.
Weapons: There's code in file to allow all weapons, just uncomment those lines in the file. Most weapons look fine, a few are a little too big in my opinion, so I've not enabled this by default.
Xperimental Shuttle
\et_timelines_ships\extensions\ego_dlc_timelines\assets\units\size_s\ship_ter_s_xperimental_01.xml
There's now code in the files to allow all shields & weapons. This is NOT active in the mod by default, so if you don't want it, you don't have to do anything.
Shields: The default shield is far stronger than anything in-game, so I'm not sure why you would want to change it, but the code is commented out in the file. Note that other shields are much bigger and will be visible on top of the ship.
Weapons: There's code in file to allow all weapons, just uncomment those lines in the file. Some weapons are a tight squeeze, so not all weapons look great on the Shuttle. This is why this isn't on by default.
Helpful Instructions
How to uncomment code for beginners.
Use notepad++ or a similar editor with syntax highlighting. Commented code is green and will not be used by the game.
Load the file and the code should be coloured. If not, go to language -> XML and then it will be.
Comment starts with <!-- and end with --> so if you remove those, the lines in between them become active.
For example, for the Odachi you'd delete lines 24 and 29 and you'd be able to put all weapons on it.
To enable all shields, delete lines 18 & 21.
How to test your changes before playing.
Make the changes, load your game and go to 'creative start'.
In the "player ship" section you can configure any ship in the game and it's a great way to quickly check if your changes took effect (and how it looks!)
This is a little out of the scope of this mod, though as it's no longer directly related to the ships from the DLC.
on it. if you direct me to an area i can find the tools and some
starter lessons i am sure i can figure it out.
you know we are talking about the weapons on the DLC ships right? can't be more directly related lol.
edit: i found a few sites. I will learn to do it myself. Thanks for the reply.
You want to look here:
X4 7.5 Unpacked\extensions\ego_dlc_timelines\assets\props\weaponsystems
From there, you can find all the files for the new weapons included in the DLC. The files will contain tags which determine their restrictions.
For example:
\X4 7.5 Unpacked\extensions\ego_dlc_timelines\assets\props\weaponsystems\heavy\weapon_ter_s_plasma_01_mk1.xml
Contains:
<connection name="con_weapon_01" tags="combat component small terran weapon " />
All these tags have to be present on the "weapon slot" of the ship you want this to fit on, so in this case removing terran would probably do the job. Not tested, I am giving you this mostly from the top of my head to get you started :)
Please see the sticky post for some instructions and commentary, as this is definitely not without it's problems. The shields especially don't particularly look great aesthetically and some weapons will be a tight squeeze or just a bit too big for these ships.
I personally found the shields more problematic, as there are loads of weapons which look fine on these ships - but I rather leave these changes to everyone's personal preferences. Enabling it is really easy as I've taken some time to leave instructions in the files & the post above tells you which files to look at.
Allowing other turrets is definitely something I am considering.
I think the only viable method would be to make some new turret variations of the Sapporo turret - but as that kind of mod would be compatible with this one anyway, I'll leave that up to someone else for now.
If you really want to add universal turrets, instructions are in the spoiler below.
FILE: \et_timelines_ships\extensions\ego_dlc_timelines\assets\units\size_l\ship_ter_l_flagship_01.xml
For the existing (vanilla) turrets, at the end of the file just before the closing </diff>, add the following lines:
<replace sel="/components/component/connections/connection[@name='con_turret_m_01']/@tags">combat hittable medium missile standard terran turret </replace>
<replace sel="/components/component/connections/connection[@name='con_turret_m_02']/@tags">combat hittable medium missile standard terran turret </replace>
<replace sel="/components/component/connections/connection[@name='con_turret_m_03']/@tags">combat hittable medium missile standard terran turret </replace>
<replace sel="/components/component/connections/connection[@name='con_turret_m_04']/@tags">combat hittable medium missile standard terran turret </replace>
<replace sel="/components/component/connections/connection[@name='con_turret_m_05']/@tags">combat hittable medium missile standard terran turret </replace>
<replace sel="/components/component/connections/connection[@name='con_turret_m_06']/@tags">combat hittable medium missile standard terran turret </replace>
<replace sel="/components/component/connections/connection[@name='con_turret_m_07']/@tags">combat hittable medium missile standard terran turret </replace>
<replace sel="/components/component/connections/connection[@name='con_turret_m_08']/@tags">combat hittable medium missile standard terran turret </replace>
For all the turrets this mod added, just replace on every single turret the following:
tags="combat hittable medium missile terran turret "
totags="combat hittable medium missile standard terran turret "
I've had no issues at all. If you already own the ships, you may see the new slots unfilled though, as your save won't have equipment for those slots. From there normal restrictions apply in terms of adding new equipment.