X4: Foundations

X4: Foundations

Ship Variation Expansion [7.X updated]
1,133 Comments
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.
Sharkzilla 25 May @ 3:33am 
What happends when i activate this mod with only the basegame and no DLC?
Luca  [author] 23 May @ 4:03am 
@Dram
Nope, nothing you can do unless you make a patch which changes it.
Dram 22 May @ 8:48pm 
Pardon me, I can't find a blueprint for Fenrir. I used another mod to reverse engineer one and i still couldn't get a blueprint. is there anything I can learn to do, to get one? Thank you for your time.
ceburnat 18 May @ 10:26pm 
пожалуйста скажите где в коде мода прописаны корабли ищу Paramerion - Terran Fighter [S].Нашел мод который удаляет корабли S из игры сильно увеличивая fps но у него нет некоторых кораблей нужно добавить эту строку
<remove sel="/index/entry[@name='ship_gen_s_fighter_01_a_macro']"/>
чтобы удалить корабль. Но нужно знать как он обозначен в коде. Можете написать его название когда или где я сам могу его посмотреть. Заранее спасибо
Luca  [author] 3 May @ 1:22am 
@The Chemical Dragon
That usually happens when engine tags dont match up due to mods changing it or mismatching versions, though in such a case none of the ships should be able to carry engines.
So if its only the derelicts with this issue its likely that egosoft changed something in their functions which now causes my scripts to be outdated.
The Chemical Dragon 2 May @ 8:03pm 
You were right. It was a sirnukes problem. That's fine. Question though. None of the spawned ships have any thrusters. They're dead in space.
Jarquafelmu 30 Apr @ 4:42pm 
Are there plans to add any boron ships?
Luca  [author] 29 Apr @ 7:14am 
@Dryad
I'm afraid not, adding the regular destroyer weapons would make it too strong.
You are however free to make patches to enable them to do so. I just wont do it myself.

@Larkas
Expensive compared to what? Other modded ships or vanilla ones?
As for the rest, no I do not have a bug tracker for such things. Guess you could put it on the bugs section on the nexus upload, but its not something I frequent very often.

@Arhitector
Since it was an intentional decision to not have it available, no. Either make yourself a submod that changes it or get the mod that lets you reverse engineer ships.

@S. Gordon
Thanks for lettming me know. No idea were that comes from as I havent modified that mesh since making the mod and it didnt use to be there. Either way I'm afraid I wont fix it for some time, since I'm not playing X4 I am simply keeping the mod in working order, so visual bugs and such are usually not touched until I feel like doing X4 modding again.
Dryad 23 Apr @ 1:07am 
@Luca,That's too sad, after all the Scimitar is very cool looking, could it be possible to add regular weapons to the Scimitar's main gun to maybe solve this problem?
Larkas 22 Apr @ 1:51pm 
Both the Centaur's build and blueprint prices seem disproportionately expensive. Is that intended?

Also, I noted a few textual inconsistencies, do you keep a bug tracker of some kind anywhere where we could point those out or even help in fixing them?
Arhitector 22 Apr @ 12:11pm 
Is it possible to add the option to buy FENRIR's blueprint from Earthlings?
S. Gordon 22 Apr @ 12:06pm 
@Luca. Your Kea (Egret) has an issue with the mesh of the forward landing gear. I like the ship very much, could you re-export the model without the bug pls?Thanks.

Here is a picture of what is wrong: https://ibb.co/G3CPZPsW
Luca  [author] 22 Apr @ 8:49am 
@The Chemical Dragon
Unlikely to be related to this mod as it has no UI functionality, nor has anyone else reported such an issue. It also worked fine on my pre 7.5 saves.
Luca  [author] 22 Apr @ 8:48am 
@Dryad
I know about that but have no idea what causes or how to fix it sadly.
Dryad 22 Apr @ 7:12am 
Hello author, I'd like to report a possible bug

Scimitar - Terran Heavy Frigate [L]
The frigate has two unique and well characterized main guns, which is very interesting.

But the npc can't fire with the main gun while piloting that frigate.

I'm not quite sure what caused this.
By the way, I'm running it with the VRO mod, and the author of the SVE VRO mod told me to come here and ask.

Your mod is very interesting, thanks for your work.
Benito Vassilini 18 Apr @ 9:56am 
could you make "militarised" versions of the TEL & ZYA construction vessel, ZYA supplier, STU scrapper and tug, like you did for ANT supplier and ZYA miner?
Luca  [author] 9 Apr @ 2:00pm 
@Krieg
No, some ships dont have buyable blueprints, and yes that is intentional.
Krieg 9 Apr @ 1:09pm 
Very nice mod. I like the variety of ships available. Just a question: can the blueprint for the Fenrir be bought? The TER representative does not seem to have it
Stroichik 30 Mar @ 7:48am 
i am sorry, its probably from some other mod.
Luca  [author] 29 Mar @ 1:11pm 
@Stroichik
No idea what the astral is, either a ship from another mod or another mod renames it. Can you find out which one it is?
Stroichik 29 Mar @ 12:50pm 
@Luca if u collect issues, can i add this one up too?
Astral Transport have 2 flaps of armor near its tail, that does not get paintjob applied on them. Maybe it was intended this way, i dunno. Its just a bit visually weird that only those 2 flaps of split armor do not get painted. Its absolutely not critical, and i barely even notice it.
Luca  [author] 29 Mar @ 5:39am 
@DarthMalak
I am collecting issues even if I am not actively working on things. In case I do come back I have a backlog of things to do.
Besides I will keep maintaining the mod and keep it in working order, visual issues and non-breaking ones will be left open for the time though. Its been like that for a few years now.
DarthMalak 29 Mar @ 5:21am 
I'm confused... you say you are not anywhere near interested in modding.. Yet you have this big mod and a week ago, you say, please post problems with ships... is this mod now abandoned then or am I misunderstanding?
Luca  [author] 29 Mar @ 2:36am 
@EagleDelta
Yeah I know about that. Not sure why, won't fix it likely as I still am not anywhere near interested in x4 modding. Its an issue I started getting when egosoft started shoving their shitty tool into the workflow.
EagleDelta 28 Mar @ 8:28pm 
@Luca - there appears to be an issue with the Pallas Mk2 model on my system. Looks like it's missing some textures.