X4: Foundations
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Euclid

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Euclid

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  1. Euclid
    Euclid
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    Uploaded a new version 0.4 and addon version 0.3. Please see Description for changelog.

    Cheers Euclid
  2. Baugoti
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    Awesome Mod!!

    Is it possible to make it so the whole squad and their subordinates also jump? I like to set up my fleets to have Flagship --> Destroyer Escort --> Anti-Fighter Fighters

    The Flagship and the destroyers jump, but the fighters assigned to the destroyers do not.

    Thank You
  3. user2046
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    Just a quick FYI, on the main page under "requirements" this mod is listed as a requirement for itself and also when you download the main mod it says you need "playerjump" as a requirement...
    1. Euclid
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      Thanks, clearly missed that part when uploading the new version.

      Cheers Euclid
  4. WazBuz
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    @Euclid thanks for your mod and for keeping it up to date and free of bugs. However, I don't like the recent "fix" you made :-D

    1# ver. 0.5 Fixed a bug that allows the player to jump the ship he is on although not flying or not owning it which could cause loss of control and CTD. Thanks to hydrazombie for catching this bug.

    One man's bug is another man's feature, and that particular behavior is a feature that I rely on!  I move ships around a lot with your mod and prior to the fix I didn't need to run to the bridge each time and take control manually to perform the jump. On the L and XL ships it's a pain and on smaller ships it's just as bad as you have to do the dance with the pilot just to get control of the ship without getting into a conversation with him/her. Is there a way to revert this fix in my own version of your mod?  Or could you make it configurable in a mod file, so that it's an option I can change and repackage? I know how to unpackage and repackage a mod if you just want to provide what's needed to change it.

    Clarification: I don't need the behavior of jumping a ship I don't own and jumping without having to be in control is what I use all the time.  However, if there is no choice to have one without the other then I would still prefer to jump without having to be in control as I didn't see the other issues that were supposed to come along with it.
    1. WazBuz
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      I found a backup of the previous mod version that Vortex had made and compared the XML files. I removed just the "and player.occupiedship" requirement from this check and I was able to jump without having to fly the ship.

      <!-- does player hsip exists, is it not docked, is he not just standing in the ship, is it his ship -->
      <check_value value="player.ship and player.ship.parent.isclass.zone and player.occupiedship and player.ship.isplayerowned"/>
    2. Euclid
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      Aye, you don't need the previous version. Just remove that check part in the current version and, more important, this bug hydrazombie discovered only applies if you have the squad jump addon installed.

      Cheers Euclid
  5. hydrazombie
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    for some reason this mod or playersquadalljump cause the ESC key not to work randomly and it causes the map to jitter when zoomed out, take both mods out of game ESC key works fine and map no longer jittery 
    1. Euclid
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      Nice catch, hydrazombie! I was able to reproduce it. It happens if you do not fly the ship yourself or if you are not the owner of the ship. Will upload a fixed version soon.

      Thanks :-)

      Cheers Euclid
  6. ShadowKain666
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    I know this mod is years old at this point, but for anyone still using it, I - for the life of me - cannot get the squad jump addon to work properly.

    My subordinates either do not jump at all or jump, visibly appear at the location with me, then jump away again to their original position.

    The base mod works flawlessly otherwise. Set guidance location (I immediately cancel the guidance point so it isn't cluttering my HUD, I learned you only need to set a location for the script, you don't need to keep it during the jump) then select dialogue option #1 and wham bam, teleportation.

    My only criticism of the base mod is the overwhelmingly bright effect and the lingering HQ "ghost" for several seconds afterward.

    I don't even know if it is possible, since this mod uses the HQ teleportation as its source, but the jump gate FX (even the charge up sound) would feel more appropriate and not be so blinding. I genuinely have to refrain from using the jump when playing for extended periods or late at night or else the effect will strain my eyes to the point of migraine.

    Other than that minor critique, and the fact that I cannot seem to get the squad addon to work for me at all, this mod is a masterpiece.

    Thank you, Euclid. <3
    1. Euclid
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      Hi ShadowKain,

      I'll look into the issue that the subordinates won't jump or jump back. However, I suspect it has something to do with indefinite orders, like "fly and wait". If a ship has one of these and you issue another order, it will resume the former after executing the latter.

      Concering the blinding flash when travelling through the anomaly: Open EuclidsAnomalyGeneratorGuidance.xml with VS, Notepad+ or any other editor of your choice. Find line 79-81 which should read<add_effect object="player.ship" effect="'hq_warpin'">
               <safepos value="player.ship.position"></safepos>
       </add_effect>


       
      and remove both lines with the add_effect.  Hope that helps. :-)

      Cheers Euclid
    2. Euclid
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      Please see my reply in the forum:
      https://forum.nexusmods.com/index.php?showtopic=7218056/#entry123226269
      as for some reason the code does not show here.

      Concering the squad jump the problem is this: As soon as you add a ship to your squad it runs the mission  escort  and if the ship jumps to you it will resume the mission guidance to follow the flightpath. There  is nothing I can do about that.

      However,  ships should jumpt to you if you add them to your squad or if they are already in your squad and they follow you. As mentioned above they will  fly to the nearest gate or highway and then back to you because of the escort mission guidance. If you have ships that do not jump at   all  then something is wrong.  In this case  please check if their command still is on escort.

      Cheers Euclid
  7. Vernichter91
    Vernichter91
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    Do anyone lnow how to activate this Mod?
    1. Euclid
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      "Description
      Select a target from the map, trigger the guidance to that target and close the map. You will see a menu with
      the options "Jump to Guidance?" or "No Thanks". If you choose to jump an anomaly will be generated at the selected
      target and at your ship warping it to the destination. "

      Does this NOT work for you?

      Cheers Euclid
  8. JonathanVP
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    Totally awesome mod!!! One of the best!!! Has anyone played X4 in Linux (Ubuntu)? The mod does now work in the extensions folder in the steam dir. I tried creating an X4 Foundations documents dir and placed the mod in there but it is not recognized by the game. It works great in Windows 10 but Ubuntu doesn't seem to pick it up.
  9. darshu1337
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    Any chance of adding something like energy cells (dependent on ship size) for jumps?
  10. tsanford01
    tsanford01
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    Hi Euclid! Truly an honor to have use some of your excellent work. It could us some balance against ecells or something, but with the teleport mechanic I am not sure how much that would help as that also seems to be a challenge to balance ATM. Anyways EXCELLENT work I look forward to more glad to see you still at it.
  11. xHexFirex
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    Can't seem to get the Squad jump to work at all, tried downloading it, nothing, added it to the main mod in the MD folder, still nothing? i can jump freely but my ships stay behind.

    EDIT: Got it to work, was my own PC acting odd, lovely mod and great for station defense during war!