X4: Foundations

X4: Foundations

Ship Variation Expansion
1,158 Comments
King DaMuncha 26 Oct @ 10:56pm 
the Xenon XL ships are unkillable.
Luca  [author] 19 Oct @ 10:00am 
@Cookiesaurus
Nah there is a limited amount of names which have voicelines but are unused in the game.
If you want to learn modding check the forums, some useful threads covering a few basics there. Apart from that the egosoft discord will be quite helpful.
Cookiesaurus 19 Oct @ 9:01am 
@Luca
Oh, they were voiced? I was under the impression that they were automatically read, haha. Guess I have a lot to learn. I want to get into modding X4 but I've only just started thinking about it, so don't really know much.
Luca  [author] 19 Oct @ 8:12am 
@Cookiesaurus
By simply using whatever ship names were voiced and to my knowledge mostly unused by other mods.
Cookiesaurus 19 Oct @ 5:35am 
I am curious though, how did you end up with the name Fenrir?
Cookiesaurus 19 Oct @ 5:33am 
@Luca Ah, I apologize, I think I got it confused with VRO ships. Sorry!
Luca  [author] 19 Oct @ 3:00am 
@Cookiesaurus
There is no ship called Kitsune in my mod.
Cookiesaurus 18 Oct @ 8:50pm 
Hey, this is just a suggestion, but would you be willing to change the Kitsune frigate to a new name? IMO, it doesn't really fit with the large ship Terran scheme of Japanese cities/towns/prefectures, and while the kitsune is Japanese folklore it doesn't fit in those defined categories. Might I suggest Hiraizumi, Karuizawa, or Shirakawa?
PringleMan 11 Oct @ 1:29pm 
Alrighty, thanks anyways!
Luca  [author] 11 Oct @ 1:20pm 
@PringleMan
I'm afraid not as I do not use other (multi-) ship mods, nor VRO/Reemergence.
PringleMan 11 Oct @ 1:11pm 
Note: the crash from the dump says it is a KERNELBASE!RaiseException+0x69 which is not super helpful since it does not point to a specific problem
PringleMan 11 Oct @ 1:07pm 
Are you tracking any major incompatibilities with other ship mods or with X4 Reemergence? I am running just fine until I add this and SVE VRO patch, and then I get crashes at the last stages of loading in a save (around the 97% mark).
sleepy 6 Oct @ 9:11am 
Very excellent ship pack indeed
Daan 6 Oct @ 6:36am 
Alright. I must say though that I have been looking on and off for good ships for a few years and I'm mildly furious that your ship pack is this excellent and that I havent been able to find this before.

Well done, but thats why I thought it could do with a little better advertisement.
Luca  [author] 5 Oct @ 10:24am 
@Daan
No, too many ships, too much work. You can just take a look at (almost) all of them in the custom game start ship selection.
Daan 5 Oct @ 8:11am 
Any chance you could upload pictures of the ships with name?
Luca  [author] 28 Sep @ 11:17am 
@AzoorFox
Doesnt require any update for the new x4 version...
AzoorFox 28 Sep @ 9:02am 
UPDATE WHEN???????????????
Seryph 16 Sep @ 12:50pm 
why is there an invisible wall where we have to enter the Gharial mk1 via spacesuit? i literally cant get in this ship and it gets blown up by the Xenon that are around it because of this
sleepy 15 Sep @ 3:31pm 
you can try using a ship with a marine and you being OOS. thats how I did it.
oniris 15 Sep @ 3:17pm 
Can't claim the abandoned Gharial Mk1, the signal leak and entrance are behind a invisible wall
sleepy 15 Sep @ 9:47am 
The Gharial Mk 1 cannot deploy any deployables such as laser towers. It can’t launch drones. And it can’t launch boarding pods.
Tanksaawk 14 Sep @ 3:41pm 
Works with 8.0
Luca  [author] 12 Sep @ 2:45pm 
@King DaMuncha
It should be compatible with the newest update judging by the patchnotes, no idea about the expansion as I dont have it.
King DaMuncha 11 Sep @ 10:59am 
Compatible with the latest expansion?
Luca  [author] 1 Sep @ 3:53pm 
@Morasain
I do not, havent played X4 in a long time.
Sounds like you could set up some extra jobs for the destroyer though, given you know some xml and can set that up. Something I will keep in mind and maybe do in MFE at some point.
Morasain 1 Sep @ 1:21pm 
Do you ever intend on adding more Kha'ak ships? I really enjoy fighting them, but except for that one destroyer that statically spawns in Mists of Artemis, they're so weak
Shiroyo 30 Aug @ 1:44pm 
But that's a shame since I'm doing Yaki playthrough and I'm using mod to acquire ship/station blueprints from scanning multiple ships and that doesn't work for this one :(
Shiroyo 30 Aug @ 12:43pm 
@Luca Okay, got it, thanks for the quick reply
Luca  [author] 30 Aug @ 12:02pm 
@Shiroyo
Some ships/blueprints are not available for purchase intentionally.
Shiroyo 30 Aug @ 11:56am 
Overall great additions, but one question though. I don't know if that is the case only for this ship but I see that there is no Bishamonten available (Yaki Destroyer), why is that? And yes, mod is working, because I see other ships available (like Susanowa). And I also checked the full list of existing ships in my game (via another mod) and there is everything I think, but no Bishamonten
Cas CR 20 Aug @ 1:25pm 
Ok, as long as you know. Obviously going back with a marine wasn't a huge deal since the guards were all dead at that point. Hope they get the tool issues resolved.

And yeah it's been working fine on 7.6 for me; haven't noticed any issues, at least, besides the few collision meshes.
Luca  [author] 20 Aug @ 12:52pm 
@Cas CR
Yeah its a known issue for some ships. Havent been able to get the mesh generation going properly ever since egosoft changed tools.

@Brulikrax
It doesnt need any updates as far as I'm aware.
Cas CR 20 Aug @ 12:26pm 
hey, thanks for the mod, lot of fun ships!

Small issue I found: the collision mesh around the Gharial Mk1's spacesuit airlock/port is poor, and prevents you from getting close enough to scan the data leak and claim it with that method.

I'm using this mod with the VRO patch, but I'm guessing the mesh originates here.
Brulikrax 17 Aug @ 3:55am 
Hi! Are there any plans for updating this mod to the latest version of the game?
Luca  [author] 14 Aug @ 10:40pm 
@donxavi1
This mod has absolutely nothing to do with what shipyards do. It only inserts new ships and new jobs but doesnt touch what ships (other than SVE ones) are built nor how many. No logic is changed so whatever is causing it is something else.

@Quantum Projects
There is not I'm afraid. Just check the wares.xml for all ships that have the "noplayerblueprint" tag, that will be all of the ones you want to edit.

@lym71396207
Not a bug. If the blueprint isnt available even with other mods that thats how it works, I never tried so I have no idea if thats how it always was, but that the blueprint isnt available within SVE is intentional.
donxavi1 14 Aug @ 2:32pm 
I have this mod installed and my shipyards produce only old versions of ships, for example they produce only old behemoth ships not the E variant. The ships accumulate next to the faction shipyard, like a dozen behemoth just sitting in space not even flying around.

Anyone else experiencing this? Xenon are all gone without me fighting agaibst them. Its like there is an overproduktion of ships from the factions (always old ships not the new e versions. The ships from this mod aren`t produced anymore. I have no other mod that I could imagine causing this.
Quantum Projects 12 Aug @ 8:21am 
Hi! Is there a list of which ships we may buy from factions but which we can't acquire the blueprints of? I'm considering modding a simple patch to make their blueprints obtainable so that I can acquire their blueprints from reverse engineering them (another mod). Thanks in advance!
lym71396207 2 Aug @ 1:05am 
there is a bug. The Douala XL can be purchased from antigone shipyard only. Its blueprint, however, is not in the list of Antigone faction representative. I used reserve engineer to analyze the ship, and did not add the ship in my shipyard, after the analyze is done. Seems like the ship does not have blue print at all
Benito Vassilini 1 Aug @ 1:46am 
Sadly most of the time i didnt go instantly on a "hunt" for neutral ships they nearly all get claimed by yaki or others,
a tragedy that the heavy paracel then is lost forever.

Can you add the heavy paracel for antigone to at least be able to build one after the neutral got "lost"?
varsith 14 Jul @ 11:34pm 
this mod compatible with Reemergence mod?
Kumadysk 12 Jun @ 9:56am 
How to add the author's discord ?
Vectorial1024 8 Jun @ 11:11am 
Hi there, while doing something unrelated, I noticed an error from this mod:

[General] 304.39 ======================================
[] 304.39 Missing component macro 'viper_macro' in file 'extensions\ship_variation_expansion\assets\units\size_l\macros\viper_macro' as referenced in: index\macros
[General] 304.39 ======================================
[General] 304.39 ======================================
[] 304.39 Macro not found: viper_macro
[General] 304.39 ======================================
Luca  [author] 4 Jun @ 1:06am 
@Lord Sankari
Thank you, much appreciated :)
Lord Sankari 2 Jun @ 10:53am 
Luca, you are a king to keep updating your mods.
We keep acting like the update is obvious. But there's someone behind taking his time to do it for free.
Thanks
Baleur 2 Jun @ 10:00am 
Luca [author] 10 hours ago
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).

Classic Steam.....
Luca  [author] 1 Jun @ 11:57pm 
@FreeDiePie
Message me on discord and I can send you a file to translate. Alternatively you can unpack the mod and grab the xml file with the langauge code from there.
Once done the file needs to be added to the mod again, which you can do in your local version or I can do for the public one.
FreeDiePie 29 May @ 2:31pm 
Can I make a Russian translation for this mod? and how?
Dram 27 May @ 7:42pm 
Thank you. I'm new to mods. I don't know anything yet. I'll go learn. I love your mod.
Luca  [author] 25 May @ 4:27am 
@Sharkzilla
It wont work correctly.