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Panne

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anneseed

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22 comments

  1. Baldamundo
    Baldamundo
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    Anyone know if this is still compatible on 5.0?
    1. docquixotic
      docquixotic
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      Yea, works just fine.
  2. Tovoklar
    Tovoklar
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    Could someone please explain to me how the 'hue' value works?  I'm trying to get a nice purple color.
  3. sdfg2
    sdfg2
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    Has anyone got the xml for the Terran matte white?
    1. DarthMatriX
      DarthMatriX
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      White paintjob with grey colour (aldrin) :
      quality="1" hue="1.05" brightness="0.46" saturation="-0.98" metal="-0.9" smooth="0.11" dirt="-0.42"
      White paintjob with red colour (terran):
      quality="1" brightness="-0.4" saturation="-0.31" metal="-1"
      White paintjob with blue colour (pioneers):
      quality="1" hue="132" brightness="-0.4" saturation="-0.31" metal="-1"

  4. gamesemailvp
    gamesemailvp
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    help
    How can I extract the files from the paint mod icons to modify them ??? (I'm doing new paint mod and I need new icons)
    1. anneseed
      anneseed
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      Do you mean for new icons that show up on the list when you go to apply a pain job to a ship? You might want to check out Freeq's Paintjobs and see how they did it. They've got new paint jobs with custom icons for each one there.

      If you mean how do you open the .cat files; there's several tools for that on the X Rebirth nexus that seem to work fine for X4.
  5. Ivellios23
    Ivellios23
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    The game limits it to 4? Trying to decide between Obsidian X and Warden then.
    1. anneseed
      anneseed
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      As defaults that apply to your whole fleet, yes the game limits you to 4. This doesn't stop you from using single use paint jobs on individual ships though. There are a couple of mods here that let you buy paint jobs from vendors, so you don't need to do the venture stuff for those.

      If you're ok with editing an xml file (using notepad++ or the like is recommended), you can change which 4 skins you have as the defaults, so it's not hard to make Obsidian X default 4, with Warden as default 3, a different one as default 2 and a nightmare of a customised mess as default 1.
  6. SeptimusRaven
    SeptimusRaven
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    Is it possible to change the default logo too? Idk what egosoft devs were thinking when they included, let alone selected the peenus.tga as the default new player logo. ('ere ya go guys. Thanx for buyin' da game. Nao haf sum dik.)
    1. anneseed
      anneseed
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      You can add new logo's easily enough. There's two or three here on the Nexus that do just that. They apply to your whole fleet too. Egosoft also included a bunch of alternate logo's to pick from, check in Player Information > Empire Overview > Logo
    2. SeptimusRaven
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      I already downloaded the excellent "Extra Player Logos" by Muncha and on top of that i've even added a few of my own making (coincidentally nudes too, although female nudes) so i already know you can change the default logo. That's not the point that i'm trying to get across. What i'm trying to say is that explicit content and other things related to nudity and such should be optional unless the game in question happens to be rated M, witch sofar x4 seems it does not. Optional. NOT friggin enabled on by DEFAULT. Every new player that starts an x4 game and toggles the external ship view... sees dik. The Egosoft vision i guess..

      And this isn't the first time something like this happened, the last time it did they named the ship... the actual PLAYER ONLY SHIP... the ONLY ONE you were ALLOWED to fly... Albion SKUNK. To my mind this is a symptom of an issue with latest Egosoft games, namely the devs seem to enjoy that certain features in their game are garbage. And they like to draw consumer attention towards said garbage features by giving them stupid names or placing peenuses on them. It's dumb. Long story short, i do not agree with the fact that the default player logo is an obscenity, this shouldn't be available by default, but optional instead. They could've picked from any number of the logos available in the game and made another one default, but no, they picked this one. This says something.
    3. anneseed
      anneseed
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      I imagine that changing the default logo is possible, but it's definitely beyond my ability.

      As for everything else, this is the first X game I've really played, so I can't really talk about EgoSoft's habits and failings. The logo you're talking about is da Vinci's Vitruvian Man, which I've never seen referred to as an obscenity. The Albion Skunk, from what I understand, is supposed to be some kind of advanced tech or secret project thing, which makes me think the name is a reference to Lockheed Martin's Advanced Development Program, which is also (officially) called Skunk Works. Both things imply or reference things like innovation and exploration, which seems like something they're into, going by the quotes you see on loading screens.

      I still wouldn't really want to fly around in a ship called the Skunk though.
    4. starbucaneer
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      So you are complaining about the classic Leonardo Davinci Vitruvian Man image being used in game as nudity but you added your own nude images to use??
    5. Ivellios23
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      He's also complaining about the same default logo that has been there since X : Beyond the Frontier, and just like since then, they offered a few alternatives, and allow you to import your own jpg to use as the logo... plus this time they provide a lot more than the original 4.
  7. snackynak
    snackynak
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    So if you need to add things to paint entries, instead of doing the replace patch likethis:

    <replace sel="/paintmods/paint[@ware='paintmod_0048']/@brightness">4.25</replace>
    <replace sel="/paintmods/paint[@ware='paintmod_0048']/@saturation">-1</replace>
    <replace sel="/paintmods/paint[@ware='paintmod_0048']/@metal">1</replace>

    do this instead and use "replace" on the whole paint entry and add whatever you want like I did here:

    <replace sel="/paintmods/paint[@ware='paintmod_0048']">
    <paint ware="paintmod_0048" quality="1" hue="135" brightness="2" saturation="-1" metal="0.8" smooth="0.5" dirt="-0.8" extradirt="-0.9"/>
    </replace>
    1. anneseed
      anneseed
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      Ohh, thanks for this, it works a treat. I've uploaded a 1.1 with all entries done like this. Unfortunately adding a pattern still doesn't work, it just ends up as a flat, white+hue version of the default pattern.
    2. snackynak
      snackynak
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      It should work with patterns because that's what I used to test the xml patching, did you add all the necessary values that go with the patterns? Example:
      <replace sel="/paintmods/paint[@ware='paintmod_0048']">
      <paint ware="paintmod_0048" quality="1" hue="135" brightness="2" saturation="-1" metal="0.8" smooth="0.5" dirt="-0.8" extradirt="-0.9" pattern="assets\textures\pattern\pattern_14_diff" strength="1" scale="50" sharpness="100" invert="0" red="178" green="29" blue="0" alpha="255"/>
      </replace>
      This should add the "Foundation X" style stripe, but blue instead of red.
    3. anneseed
      anneseed
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      I tried copying a couple of the existing NPC entries, only changing the paintmod_ number. Neither of them added the pattern, just turned the default pattern into a flat, white+hue version.

      The ones I tried is the error theme (0015)
      <replace sel="/paintmods/paint[@ware='paintmod_0050']">
      <paint ware="paintmod_0050" quality="1" hue="174" brightness="2" saturation="-1" metal="-1" pattern="assets\textures\pattern\pattern_21_diff" strength="1" scale="25" sharpness="100" invert="0" red="255" green="0" blue="255" alpha="255"/>
      </replace>

      and a Haktivah camo (0013)
      <replace sel="/paintmods/paint[@ware='paintmod_0049']">
      <paint ware="paintmod_0049" quality="1" hue="348" brightness="5" saturation="0.7" metal="-0.2" smooth="-0.2" extradirt="0.6" pattern="assets\textures\pattern\pattern_18_diff" strength="0.9" scale="15" sharpness="10" invert="0" red="255" green="0" blue="0" alpha="255"/>
      </replace>

      If they work for you, but not for me, either I've done something wrong, or it's something to do with the versions we're using, version of windows and maybe where we're putting the mod. I'm on Windows 7 with the GoG version and put the mod files into document/Egosoft/X4/extensions.
    4. anneseed
      anneseed
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      My inexperience is showing. If installed to documents, then basic colour changes work, but patterns don't. If installed to the game install path, then patterns work. (at least for windows 7).
  8. ZachNL
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    Do you think you could add the other paintjobs into the default selection folder? So I can use the "warden" paintjob as default for all my ships instead of having to mod each and everyone ship?
    1. anneseed
      anneseed
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      I think this should be possible, but unfortunately I don't know how to get <add> working with the paint entries, which is needed to add a different texture (also to change the default 2 to something that isn't red, since it doesn't have an existing hue value to replace). Everything I've done uses <replace> which needs an existing value already there to replace. I'm looking into it, but I'm very new at this and don't understand half of what I'm doing.