X4: Foundations

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WhoKnows

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DrWhoKnows

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16 comments

  1. UltimateMadoka
    UltimateMadoka
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    Very exquisite MOD, but there is a small problem that the bullet becomes larger and larger over time, which causes the bullet become very large after modifying the range of the weapon and it looks a bit ugly. Is there any way to cancel the bullets become larger. 
    1. DrWhoKnows
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      Try setting scale=0 in asgard_alt_weapon/assets/fx/weaponfx/macros/bullet_atf_xl_burst_01_mk1_macro.xml.
      This weapon is in fact not a beam weapon. scale=1 makes the bullet scale up so it looks like a beam and it gets too large if you increase the range. Setting scale=0 without changing the bullet model might solve your problem, but it might not look good either. 
  2. newet21
    newet21
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    First of all, thank you for making this awesome mod.
    I have a few questions.
    I modified the bullet file to lower the damage and increase the rate of fire. To match the charging animation of the weapon, the animation end value and key frame value of the weapon_atf_xl_battleship_02_mk1 file have been modified.
    The charging animation speed works fine as it was fixed, but the mini black hole creation is still as slow as before.
    What do I need to modify to change the rate of generation of mini black holes?
    Or how do I make the mini black hole not disappear even when firing a weapon?
    1. DrWhoKnows
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      The black hole uses scaling animation (starting from frame 750 at scale 25 to frame 1200 at scale 33, the black hole will appear at scale>25). The information is packed in the binary file weapon_atf_xl_battleship_02_mk1.ani. I modified the tool https://github.com/tomchk/X4_gen_regions/ by tomchk to export the .ani file. I suggest starting by importing weapon_atf_xl_battleship_02_mk1.ani using this tool (it is still WIP so you might encounter some problems).
    2. Rios12
      Rios12
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      Ты мог бы скинуть мне файл?
  3. CrazyReiser
    CrazyReiser
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    Is it working with VRO mod? If not, will a VRO version be added?
    1. DrWhoKnows
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      It is partially compatible with VRO, in the sense that you can build and use this weapon as usual with VRO enabled. But the weapon stats do not conform to VRO balance philosophy. You can modify damage and range yourself in \extensions\asgard_alt_weapon\assets\fx\weaponfx\macros\bullet_atf_xl_burst_01_mk1_macro.xml.
  4. Valthorix
    Valthorix
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    I have a bit of a problem with this mod. Every time I look at the gun while in sector the game crashes. If I teleport to the ship and immediately look at the back, it's fine, but as soon as I turn to look at the front of the ship my game crashes. It's strange because this mod was working totally fine last night, but today after making more asgards with the gun on it crashes every time I look at any of them. I've added no other mods to my game in the interim. 
    1. DrWhoKnows
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      Thanks for the report. I am not sure if we are seeing the same problem, but this mod indeed seems to have some problems if I launch the game with Steam - the black hole region is not displayed properly (game did not crash for me though). Strangely, it works fine with the most recent no-steam exe downloaded from egosoft's official site. All my previous testing are done with the no-steam version which might explain why I had not noticed this issue earlier. 
      I cannot figure out how to solve this problem. I will try to ask around in the community. My mistake. This issue is not relevant to your problem.
    2. DrWhoKnows
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      I cannot reproduce this issue. I pumped out 21 Asgards with this weapon, kept as many as possible of them in my screen and looked at the front of one of them but the the game did not crash. You might try ordering some of the asgards to another sector, or restoring default graphical options in the game setting, or disabling shader cache (if you are using Steam) and Steam overlay. If the above does not solve the problem, then I am probably running out of ideas. 
  5. askhjflkafas
    askhjflkafas
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    This is a very satisfying mode . 
    that makes my eyes happy

    Unfortunately, the xu_asgd_alt_wp_bh.ogl file does not seem to work after the 5.0 version update. 
    Do you have plans to update?
    Or if it's a problem I can solve myself, I ask for some advice.
    1. DrWhoKnows
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      I'm not sure what the problem is. The mod seems to be working fine in my 5.1 release game. Perhaps try copying the shadergl folder to the game root folder again? 
  6. DrWhoKnows
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    The mod seems to be working fine in my 5.1 release game. Perhaps try copying the shadergl folder to the game root folder again after game update? 
  7. heyosteve
    heyosteve
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    I get purple textures where they should be blue and it looks like the textures are missing. But luckily I can still see the effect in this area
  8. nexusriverfury
    nexusriverfury
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    Looks great, hey this would be an even greater mod I think if it were a visual effect applied to Jump Gates instead. I think the Jump Gates would look betterr as spherical black holes (without really any solid matter) instead of metallic ring shaped objects but thats just my thoughts. cheers hope to install your cannon on an asgard soon!
    1. DrWhoKnows
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      Thanks for your interest. The black hole is a post effect so in principle it can be applied to gates or anomalies. However, as I mentioned in the mod description, I have to rely on some dirty work arounds due to some technical issues (most probably my fault). These work arounds come at some cost, in particular it cannot handle background properly (it is black). So currently it cannot be applied to objects such as anomalies which is mostly looked just before the background (skybox). I want to improve this (not sure if I am capable enough to do so) but I will be quite busy with other stuff in the upcoming months.