god evenig. I just getting startet with modding my self X4, just as i did years ago with 3X. So my Question: Is it possible to remove Hyperions Weapon restrictions? Just for saying, to use Meson Beams as Main weapons?
Edit: found a mod that just do that https://steamcommunity.com/sharedfiles/filedetails/?id=2965103812
Could you make the Hyperion enter cruise mode faster, at least by 5 seconds? (Or just give us a piece of code, like .xml, and we’ll add it ourselves.) And it would be nice if someone added a couple more turrets to it.
Don't see a bug report tab but this causes my game to crash.
I was flying through Atiya's Misfortune III and after a couple Xenon opened fire on me the game just crashed to the desktop. I think it might be because you use the same shield slot for all three shields which probably causes problems with subsystem targeting and hitboxes.
I would imagine that we'd have had a lot more reports by now if this was the case, but happy to look into this if you've got a crash log which identifies this mod as the root cause. I know you play with VRO & have edited the files, so that's something to keep in mind too.
Unfortunately it's not generating a crash log, the application simply closes. VRO doesn't do anything to the ship that is different from this mod, it's only a few values that change so I don't think that's a problem.
But I tried modifying the positions of the shields and so far there's been no crash. It looks strange but stable. I essentially moved shield 1 forward and down into the hull a bit, and shield 2 backward and down into the hull a bit. The result is all three shields are selectable.
The mod contains the VRO files which is OK unless a future VRO update changes this ship again. Another solution to avoid these minor incompatibilities is:
VRO changes:
ship_par_l_expeditionary_01.xml - compatible
uses a diff to add the VRO internal shield generator
VRO hull (126000) is higher than this mod (112000)
VRO uses shipstorage_gen_s_two_macro (2 S ship storage), this mod uses shipstorage_gen_s_four_macro (4 S ship storage)
To use both mods:
Open THIS MOD ship_par_l_expeditionary_01_a_macro.xml and delete the line that modifies hull
Delete the VRO folder from THIS MOD
Open THIS MOD content.xml and add VRO as a dependency so VRO loads first and the rest of this mod's changes apply after, by adding this line before the </content> line: <dependency id="ws_1696862840" name="Variety and Rebalance Overhaul" optional="true"></dependency>
* It's important to use 'optional=true' or you won't be able to use this mod if you ever remove VRO
After these changes, VRO will load and modify the ship, then this mod will load and make additional changes.
For clarity, this mod doesn't have a VRO folder, so step 2 is redundant.
Basically for anyone wondering, the only thing which happens with this and VRO combined is that all changes of this mod take effect, but Hull is 112k instead of 126k.
The quicker edit would be to edit ship_par_l_expeditionary_01_a_macro.xml and change the hull to 126000 and/or delete the line which modifies hull if you're always playing with VRO as you don't need it in that case.
To label this incompatible would be untrue, without making the changes you have a very small nerf to Hull whilst retaining all the bonuses this adds such as additional shield generator slots.
X4 iteration of Hyperion notably lacks what actually made it powerful in TC\AP - the Terran Wraith cluster torpedo. Would it be possible to add a couple of Sapporo missile launchers to it (since Sapporo heavy missile is the closest thing to Wraith currently in game)?
I don't mind the Hyperion being squishy but I find the dmg output very low. Would you mind helping me with damage modifications to the guns? I hate to bother you but I was unable to do this myself.
Hey, I've been thinking about how to best tackle this.
Drop me a private message with a description of what you're after - and I'll put something together which you can easily change from there. After that, I'll drop it in optional files so that anyone can take it and do what they want with it for their own game.
Added to the optional files. Either download the optional and install as any other mod (it's a separate mod) or copy the files of the optional (minus the content.xml) into the main mod, preserving the structure - either works.
Comparing it to the Behemoth and Odysseus it seems to be around their range. Lower burst damage but higher sustained damage since it can fire on them for longer. At least based on looking it the stats via roguey's site.
Feels like doubling their damage output, combined with the buffs from this mod, would make it pretty OP big time. Especially since (unless I got it wrong) the two Paranid factions get to produce them once you introduce it to them.
Looking at their price and range I think they deserve a bit more damage. From my brief testing 2x with full mods might be a little too much against K's, but also fully modded ship is kinda supposed to be strong. I might test 1,5x dmg later Gotta say I prefer the firepower to the base mod since now killing the Xenon capitals takes reasonably long and you can still dodge graviton turrets at longer ranges. For a player ship it feels really nice and the lack of tankines punishes you hard if you make a mistake. Both parts of the mod definitely make the ship OP for me but it is a singleplayer game so to each of their own. For AI ship it kinda doesn't matter. The lower range compared to other destroyers just means they suicide more often and the better speed allows them to do so faster
If I altered the 1600 value in the file from this mod, to 1200, that would be about 1.5 rather then x2 damage I assume, if the base value was 800 only though. But not sure if that's the case or if that value even is what affects the damage xD
thank u for ur knowledge! after digging through all this stuff; is there an easy way to make ur mod work with vro? right now i changed the values in the vro mod files, but this will get really messy fast.
Look up the values in VRO and adjust according to your taste. The only thing you might need to tweak is the shields - just see how the shield is structured in VRO and adapt accordingly :)
I'm afraid not. Nor will I give permission for anyone else to stick any of my mods on Steam Workshop. Don't get me wrong, I'm a big fan of Steam as a storefront, but I've got extended experience releasing mods on Workshop and it's just not worth the effort from my side. I rather keep everything centrally located, with proper version control.
Mods are easy enough to install - both manually and with Vortex.
The main benefit of having it on workshop is for people who play the game via Geforce Now. Since it doesn't let you alter the game with manual/vortex installs, but will load steam workshop mods without issue when you launch a game.
So for those who play X4 on GFN, it's steam workshop or nothing unfortunately when it comes to mods. (While I play X4 on my pc, I do play some other games on GFN simply because of the install size or not playing them often enough to warrant keeping them installed on my PC, so I've experienced this frustration first hand with other titles.)
I'd genuinely love to support - but I've got a very negative experience with Steam Workshop, where I've released some RimWorld mods.
After a few people send me literal death threats for not updating quickly enough after DLC I've pretty much abandoned it and am not really willing to engage with people there.
I apologise for the inconvenience.
I will have a think, sleep on it and maybe I will release it there with the comments disabled. I have a very busy job so it won't be super quick and I'm not yet decided for sure. It was quite a bad experience.
I have uploaded a version to Steam Workshop, after a bit of consideration.
Ultimately, I want as many people as possible to enjoy X4: Foundations and modding is a huge part of that enjoyment. I have disabled comments and will not actively provide support on the Workshop, which is a way to balance my sanity whilst still enabling those who need it to use the mod. Hopefully this is appreciated.
I would appreciate a download & endorsement on Nexus mods if you end up actively using the workshop version. For some reason, it's actually a bit of a pain to upload mods to Workshop as they've only provided a command line tool for X4.
Have you tested it via creative mode - starting ship - select Hyperion there?
That would answer it. If the changes aren't there, it's not working. I don't use the Steam version myself so it's entirely plausible that something went wrong.
If so, I'll reupload it later.
Edit: I have just tested this (dear god it's a pain to test workshop mods!) and you are right, it doesn't work. I'm looking into it.
I found the problem - my workflow isn't set-up for workshop at all, and because I deploy my mods using Vortex, it had packed up my symlinks instead of the actual files. Should be sorted, I've tested it myself just now.
Edit: To answer your earlier question - a lot of the changes are definitely save game compatible, both adding and removing. Patching something like Hull strength takes effect immediately.
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So my Question: Is it possible to remove Hyperions Weapon restrictions? Just for saying, to use Meson Beams as Main weapons?
Edit: found a mod that just do that https://steamcommunity.com/sharedfiles/filedetails/?id=2965103812
And it would be nice if someone added a couple more turrets to it.
I was flying through Atiya's Misfortune III and after a couple Xenon opened fire on me the game just crashed to the desktop. I think it might be because you use the same shield slot for all three shields which probably causes problems with subsystem targeting and hitboxes.
I know you play with VRO & have edited the files, so that's something to keep in mind too.
But I tried modifying the positions of the shields and so far there's been no crash. It looks strange but stable. I essentially moved shield 1 forward and down into the hull a bit, and shield 2 backward and down into the hull a bit. The result is all three shields are selectable.
It won't be incompatible, but it's also not taking any VRO changes into account whatsoever.
VRO changes:
- ship_par_l_expeditionary_01_a_macro.xml - incompatible
- VRO hull (126000) is higher than this mod (112000)
- VRO uses shipstorage_gen_s_two_macro (2 S ship storage), this mod uses shipstorage_gen_s_four_macro (4 S ship storage)
To use both mods:<dependency id="ws_1696862840" name="Variety and Rebalance Overhaul" optional="true"></dependency>
* It's important to use 'optional=true' or you won't be able to use this mod if you ever remove VRO
After these changes, VRO will load and modify the ship, then this mod will load and make additional changes.
For clarity, this mod doesn't have a VRO folder, so step 2 is redundant.
Basically for anyone wondering, the only thing which happens with this and VRO combined is that all changes of this mod take effect, but Hull is 112k instead of 126k.
The quicker edit would be to edit ship_par_l_expeditionary_01_a_macro.xml and change the hull to 126000 and/or delete the line which modifies hull if you're always playing with VRO as you don't need it in that case.
To label this incompatible would be untrue, without making the changes you have a very small nerf to Hull whilst retaining all the bonuses this adds such as additional shield generator slots.
This might be a bit more work than I have time for right now, but I'll take a look if I get a chance.
I hate to bother you but I was unable to do this myself.
Drop me a private message with a description of what you're after - and I'll put something together which you can easily change from there. After that, I'll drop it in optional files so that anyone can take it and do what they want with it for their own game.
Feels like doubling their damage output, combined with the buffs from this mod, would make it pretty OP big time. Especially since (unless I got it wrong) the two Paranid factions get to produce them once you introduce it to them.
Gotta say I prefer the firepower to the base mod since now killing the Xenon capitals takes reasonably long and you can still dodge graviton turrets at longer ranges.
For a player ship it feels really nice and the lack of tankines punishes you hard if you make a mistake. Both parts of the mod definitely make the ship OP for me but it is a singleplayer game so to each of their own.
For AI ship it kinda doesn't matter. The lower range compared to other destroyers just means they suicide more often and the better speed allows them to do so faster
Please ?
Even if I don't include changes, I can create the right lines & instructions so you can enable changes easily.
Hull, Mass, Ship Storage:
\et_improved_hyperion\extensions\ego_dlc_mini_01\assets\units\size_l\macros\ship_par_l_expeditionary_01_a_macro.xml
Cargo capacity:
\et_improved_hyperion\extensions\ego_dlc_mini_01\assets\props\storagemodules\macros\storage_par_l_expeditionary_01_a_macro.xml
The current value in the cargo capacity line is the same as Vanilla.
after digging through all this stuff; is there an easy way to make ur mod work with vro?
right now i changed the values in the vro mod files, but this will get really messy fast.
Look up the values in VRO and adjust according to your taste. The only thing you might need to tweak is the shields - just see how the shield is structured in VRO and adapt accordingly :)
Don't get me wrong, I'm a big fan of Steam as a storefront, but I've got extended experience releasing mods on Workshop and it's just not worth the effort from my side. I rather keep everything centrally located, with proper version control.
Mods are easy enough to install - both manually and with Vortex.
So for those who play X4 on GFN, it's steam workshop or nothing unfortunately when it comes to mods. (While I play X4 on my pc, I do play some other games on GFN simply because of the install size or not playing them often enough to warrant keeping them installed on my PC, so I've experienced this frustration first hand with other titles.)
I'd genuinely love to support - but I've got a very negative experience with Steam Workshop, where I've released some RimWorld mods.
After a few people send me literal death threats for not updating quickly enough after DLC I've pretty much abandoned it and am not really willing to engage with people there.
I apologise for the inconvenience.
I will have a think, sleep on it and maybe I will release it there with the comments disabled. I have a very busy job so it won't be super quick and I'm not yet decided for sure. It was quite a bad experience.
Ultimately, I want as many people as possible to enjoy X4: Foundations and modding is a huge part of that enjoyment. I have disabled comments and will not actively provide support on the Workshop, which is a way to balance my sanity whilst still enabling those who need it to use the mod. Hopefully this is appreciated.
I would appreciate a download & endorsement on Nexus mods if you end up actively using the workshop version. For some reason, it's actually a bit of a pain to upload mods to Workshop as they've only provided a command line tool for X4.
Though I'm not sure, but I think the changes are not taking effect with the Steam version...
Either that, or it's not savegame compatible.
That would answer it. If the changes aren't there, it's not working. I don't use the Steam version myself so it's entirely plausible that something went wrong.
If so, I'll reupload it later.
Edit: I have just tested this (dear god it's a pain to test workshop mods!) and you are right, it doesn't work. I'm looking into it.
I found the problem - my workflow isn't set-up for workshop at all, and because I deploy my mods using Vortex, it had packed up my symlinks instead of the actual files. Should be sorted, I've tested it myself just now.
Edit: To answer your earlier question - a lot of the changes are definitely save game compatible, both adding and removing. Patching something like Hull strength takes effect immediately.