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x4 ship interior mod

x4 ship interior modx4 ship interior mod

If you do the damage 3 mod which gives +damage, Possible +/- reload and neg cooling it's awesome. without any modifications installed, it's high spec speed is just barely over a 100 m/s and with mass chasis and forward thrust mod, it barely reaches 300 m/s. slightly repositioned Erebos and Executioners bridges, reduced spawn chances for Arawns and Erebos, fixed positions of cockpits for Kraken and Scylla, repositioned many modules including all docks on Scaldis, added missing shield for front turret on Scaldis, fixed wrong bridge on Erebos and Executioner. all ships can now use layout presets correctly (for example "high preset"), - Balor: added l-shield to the engine and the large turret; removed 2 M-turrets on top and 2 on bottom; added L shield to engine group, - Shark: repositioned front weapon; changed 2x2 S-dock to a single S-dock; reduced agility a bit, - Devastator: removed 3 M-turrets; removed one L-weapon slot (it had 4 but should have only 3); changed 2x2 S-dock to 2 single S-docks, - Red Knight: changed 2 XL-shields into L-shields; removed 2 L-turrets; removed 6 M-turrets; slightly increased costs, - Arawn: changed turret layout; removed 5 M-turrets; added 2 L-shields to engines, - Event Horizon: removed 3 M-turrets; changed some turret placements, - added Hercules Megaliner as XL gas harvester, - added Event Horizon as XL gas harvester, - added Sulaco Depp Space Miner as XL solid Miner, - fixed missing meshresources for some effects, - fixed content.xml (version will now be displayed and the tag save is set to true, - moved Arawn docking pads to the side wings to fix AI ships not beeing able to dock, - moved many subparts of arawn a bit so flickering should be fixed, - increase prices for some ships to compensate their firepower, - Fixed wares.xml. All rights reserved. Anything from mass traffic to capital ships. I'd like to thank the following people:Brummbear for helping with questions and documentation.DeadAir, Z1p for helping with scripts.Aurum for helping me resolve several issues and answering questions.EagleDelta for the ongoing VRO conversion.KrYcHokE for allowing me to use some of his ships. sentenced-1989 2 yr. ago Jan 21, 22:27, Post Congratulations for this incredible work, and thank you very much for this MOD. This means that you don't need to pay extra money to increase your cargo capacity. It can also export changes made to the items into a separate mod. X4 Foundations modding Description To allow user of this mod to create their own X4 mod that will allow of adding content based on existing models to the game. Dec 18, 16:30, Post SVE adds multiple new ships to all factions. mod 2021-06-09 15:26 okakikun.hatenablog.com All trademarks are property of their respective owners in the US and other countries. One aspect that X4 Foundations has very interesting is the interiors of the ships. These rooms come directly from the base game and are simply reused for the purpose of creating more interior rooms. May 20, 16:07, Post Dec 18, 15:42, Post The intention is to give a bit roleplay to the commander gameplay. Dec 18, 12:17, Post Espaol - Latinoamrica (Spanish - Latin America), https://sites.google.com/view/vrowiki/Home. Small ships pretty much got full interiors. Thank you in advance for your support. Largest Ship Interiors? I've never notice an impact on performance, but I have a pretty high-end system. Is it only for ships or also stations? Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Makes me wonder what else the little ships around stations drop. Scuffle's OP Ship Mods at X4: Foundations Nexus - Mods and community All games X4: Foundations Mods Cheats Scuffle's OP Ship Mods Scuffle's OP Ship Mods Endorsements 156 Unique DLs 2,887 Total DLs 5,744 Total views 30,750 Version 510 Download: Manual 5 items Last updated 17 April 2022 6:16PM Original upload 05 November 2020 9:03PM Created by by Max Bain Fri, 13. This item will only be visible in searches to you, your friends, and admins. Ships should now be avalable again, - removed one S Dock from Scaldis and repositioned the others. by werit Sat, 4. All I really want is to be able to sit on chairs and benches. Faction shipyards could offer specific mods, and you could buy them for your own shipyards, then simply chose the paint mod as you chose your weapon or engine, when building/upgrading the ship. The place to discuss scripting and game modifications for X4: Foundations. You will double the damage output. Jan 20, 14:56, Post First enter the base mod path if needed and then your active mod path. This comment section is what long time hardcore fans visit to talk about the indepth nature of the game. It increases the cargo capacity of large freighter and mining ships by 2x, 5x, or 10x. by alexthespaniard Fri, 7. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. However with the right paintjob the ships can look more beautyful. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Botschafter von den Glcksplaneten: Zu 100% Doktor. When you move on a dock of a new ship, the stairways to the door is visually blocked by a texture of the ship. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. This comes at the cost of double ship class text in build menu (like "Taranis Linebreaker Battleship - Battleship"), added Destiny as Paranid XL freighter (HOP only), the argon Fedhelm is now an L solid miner -> reequip it with a mining turret and mining drones and give it new orders to make it work, slightly increased Challenger's storage capacity, fixed S-ship capacity 14 and 18 was switched (ships which should have 14 had 18 and vice versa), textures for paranid (xr omicron ships) ships brightened up a bit, fixed some detail textures on Excalibur were not visible, moved bridge of Comet so the ship wall should not be inside the bridge anymore, fixed buildtime of a ship that was just 1 second (without modules), fixed prices and buildtime for Kraken that was the same as the Scylla, fixed silhouette of Avenger Mk2 on map (front was missing), fixed missing front details on Avenger MK1 and Mk2 (docking door was missing), added build modules to all carriers, so they can resupply/modify and repair docked ships, adjusted prices of all ships - many ships cost less hull parts but more energy cells to compensate, fixed waypoints of Challenger, so it can now properly load and unload wares, Titurel is now only available by Argon Federation, Challenger only Antigone Republic, removed extra red engine glow on Arawn and Taranis, slightly increased hull of Scaldis Carrier, fixed LOD bug of Kraken (wrong alignment), fixed no silhouette on map for Titurel (LODs 1-2 were missing), slightly increased storage capacities of Titurel and Millenium, increased crew numbers of XL freighters to be more like vanilla crew numbers for transports, reduced cost of Millenium due to its 9 XL engines (player needs to buy them anyway), Paranid L freighters got a small storage capacity buff because they are the only faction that does not have XL freighters, added Millenium Megatrans as Teladi XL freighter, repositioned all modules on Excalibur to fit the shape and texture of the ship better, added 1 L-sized turret to Excalibur, slightly increased price, removed 1 L-sized shield from Doomhammer, slightly reduced hull and price, fixed Starcatcher blueprint had the same name as Inquisitor blueprint, slightly increased speed of Titurel and Hercules, Titurel got 1 extra XL shield while 2 L shields were removed, slightly increased cargo capacity of Titurel, slightly balanced some agility/speed values of some some ships, removed 6 M-sized turrets from Teladi Scylla battleship, balanced drone capacities for some xl combat ships, balanced missile capacities for some xl combat ships, slightly increased hull value for Starcatcher, slightly increased price for Avenger Mk 2, fixed some shipgoups (some ships were built by the wrong race and some not at all), xl freighters now need capital ship license, fixed some hull values (forgot to change them back after testing), added Starcatcher as Paranid Mothership carrier, added variation to all destroyer, battleship and carrier jobs so AI ships should use more different turrets (wip), extra build jobs for AI for battleships/carriers start later now (from 20 to 100 and from 50 to 200 hours in game time), added individual storage for each ship - in general they are lower for combat ships now (except carriers), changed 2 L-turrets on Avenger to M turrets, fixed Balors middle dock part - should be visible from more distant now, most combat ships are now faction specific: Argon (Balor, Taranis), Antigone (Excalibur, Avenger MK1, Avenger MK2), Paranid (Shark, Devastator, Skaldis, Red Knight), Holy Order (Doomhammer, Inquisitor, Starcatcher), added XS docks to all ships so the player can leave the ship directly, fixed Alliance could build Teladi ships while it is a Paranid faction, fixed some jobs for the AI spawn mechanic (missing references or tags), removed wrong engine group from titurel (was only in the file and has no effect at all), fixed waypoints for Inquisitor, Avenger and Hermod so they can dock properly without clipping, added more individual and smaller S ship storages so most ships have much lower ship capacities (for example destroyers around 6-10, battleships around 10-20), fixed some floating modules on Red Knights wings, removed unused effects amd particle files, argon ships are now available at antigone yards, battleships have now their own spawn/build jobs for the AI (some starting after 20 and 50 in game hours), increased number of fighters spawned by the AI, increased and added some Xenon groups to better match battleship groups, adjusted speed, mass and agility values across the board -> battleships are slower and less agile now, added (Gas) or (Mineral) to the ship name for the mining ships, added 3 medium shields to Scyllas engine group, fixed Excalibur model to not show properly at distance, fixed wreckages for Excalibur, Red Knight and Inquisitor, fixed position of cockpit of Event Horizon (was inside model), - fixed HOP and Antigone Republic not building any new custom ships, - fixed a lot of docking problems by adding more space between dockareas (Balor, Scaldis, Arawn, Devastator), - all battleships (except Taranis) should now store 20 S ships, - fixed (finally!!!) All rights reserved. I really hope they open this up, let us cook food, add a crafting . Install hundreds of mods with the click of a button. All rights reserved. All trademarks are property of their respective owners in the US and other countries. Mod:. I don't cant find the signal to capture a ship, what to do? by Max Bain Sun, 3. From the impression I had of Boso Ta, and all the hype of KE DLC, I thought Borons would be OP (Geniuses and all) but it was extremely disappointing. Dec 18, 12:37, Post by captainradish Fri, 7. Valve Corporation. ), [*]Added new tags for turrets and shields for all ships (introduced in 5.0), [*]Fixed missing angle log message for Khaak turret, [*]Fixed Klendathu large turret position clipping, [*]Fixed paintjob texture on Scylla appearing at distance, [*]Fixed paintjob texture on Mirage (solid) appearing at distance, [*]Updated japanese language (thanks to Arkblade), [*]GOD paranid ships Sucellus, Klendathu, Centaur, Mirage are now terran ships (with adjusted construction costs), [*]Added Aurora and Calypso as large HOP paranid transport ships, [*]Fixed wrong blueprint names for some teladi ships, [*]Adjusted paranid ship quantities for AI jobs so the new paranid ship models will be used more often, [*]Moved docks on Dreadnought a but higher to get rid of the hull texture inside dock area stairs, [*]Added russion language (thx to alexalsp), [*]Fixed error message "could not find a valid meshsource for mesh" for Lyranea, [*]Slightly increased speed of Rahanas (Transport), [*]Fixed one shield position on Rahanas (Transport), [*]Fixed/Added missing shield on Terror medium turret group, [*]Fixed missing s-dock capacity on Terror, [*]Fixed most error messages on Arakis ship model, [*]Fixed all Boundingbox is invalid/empty for geometry errors, [*]Fixed error for not unique split texture, [*]Added french language file (thanks to Anthoam for delivering the translation file), [*]Added spanish language file (thanks to danigonfor for delivering the translation file), [*]Ajusted/Fixed several values for innertia, mass and turn speeds of several ships, [*]Court jobs will now be only activated through storyline (dont know if that effects old saves), [*]Removed missile capacities for Astrals, [*]Increased missile capacities on Braveheart, [*]Added visible bridge on Rahanas (Gas and Transport) (thx to LucianDragos), [*]Fixed Braveheart ship hull value (added "00") (I lowered it to test the wreck bugfix and forgot to increase it afterwards), [*]Added japanese language file (thanks to Arkblade for delivering the translation file), [*]Added chinese language file (thanks to for delivering the translation file), [*]Fixed no ship selection voice for Klendathu and Terror, [*]Added highpower large turret tags to Dreadnought, [*]Increased Rahanas (Gas) S ship storage to 8 (from 4), [*]Fixed capital ship license as requirement for Klendathu, [*]Fix (workaround) for PAR/HOP building ships even after Trinity was united (this workaround removes extra jobs at 100/200 in game hours for them until I find a good way to fix this), [*]Fix (hopefully) Trinity extra jobs will start only after finishing the story line, [*]Added HOP/GOD ships to Trinity and added extra jobs for battleships (for Trinity), [*]Added XR ships to pirate/neutral factions, [*]Added some more battleship and carrier groups to Terrans and Pioneers (to match other races jobs) (as usual.. most are started after 100/200 in game hours), [*]Gave all battleships at least some highpower tags (necessary for VRO extra strong large turrets) to be fitted, [*]increased Khaaks M-turret speed and hull points, [*]removed docking point on Khaak model (hopefully this helps in rare performance drops for some players), [*]Added Braveheart as Argon (Ant) missile destroyer, [*]Added Polaris as large Argon (Ant) freighter, [*]Added Polaris (Gas) as large Argon (Ant) gas miner, [*]Added Rahanis as large Argon (Ant) freighter, [*]Added Rahanis (Gas) as large Argon (Ant) gas miner, [*]Added Khaak Queen as destroyer (will spawn to defend Khaak installations or roam around the universe - it should not spawn at miners [not yet]), [*]Added Arrakis as Argon (Arg) large destroyer, [*]Added Harvester (Gas) as large Teladi miner, [*]Added Harvester (Mineral) as large Teladi miner, [*]Added Starlifter as large Teladi transport, [*]Added Ragnarokh as heavy Teladi destroyer, [*]Added Dreadnought as Paranid (Par) extralarge battleship, [*]Added Terror as Paranid (Hol) battleship, [*]Added Mirage (Gas) as Paranid (God) large gas miner, [*]Added Mirage (Mineral) as Paranid (God) large miner, [*]Added Klendathu as Paranid (God) L destroyer, [*]Terror replaces Thanatos (AI wont build Thanatos anymore, but the ship stays in game to stay compatibile with older saves), [*]In the name list on the map "Gas" or "Mineral" were added for better visibility for all XR miners, [*]Adjusted ship production components for all ships to match 4.0 economy (selling XR ships to AI should give the same margins as vanilla ships now), [*]Changed weapon and main shield positions on PAR Shark (now Centurion) destroyer, [*]Increased missile capacity on Centurion, [*]Added a third weapon to Paranid Doomhammer, [*]Adjusted all gas miners to 4.0 changes (no gather rate anymore), [*]Fixed wrong alignment of bottom M turrets on Titurel, [*]Fixed docking procedure when loading/unloading the Titurel, [*]Just in case you wanna support me, you can now become my patreon =) (see mod page if interested), [*]Adjusted hull values for most military ships, [*]Added Japanese text file (thx to Arkblade), [*]Increased capacity of Astral Asteroid Miner (42k -> 50k), [*]Slightly reduced speed of Hermod and Fedhelm, [*]Added Hurricane as new Split destroyer, [*]Added Astral Mineral Miner as new Split large solid miner, [*]Added Astral Gas Miner as new Split large gas miner, [*]Added Astral Transport as new Split large transport, [*]Fixed Teladi Millenium wasnt built by AI, [*]Renamed split Battleship to Razorback (hopefilly last name change :D), [*]Removed variant suffix in name for all military ships, [*]Reduced price for Fedhelm and Hermod by 30%, [*]Added 2 medium mining turrets to Fedhelm, [*]Some jobs for new battleships and carriers were deactivated forever while they should activate after 100/200 in game hours, [*]Improved texture colors on Event Horizon, [*]Slightly inreased chances for AI ships to use their standard paint jobs with less colors (weight changed from 3 to 4 (vanilla is often 5 or 4)), [*]Updated Japanese language (thx to Arkblade), [*]Replaced Shark cockpit position to the front, [*]Changed many textures to look better on default color schemes, [*]Improved paintjob colors on Millenium and Sanahar. 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May 20, 14:56, Post SVE adds multiple new ships to all factions this,... Or 10x Post Congratulations for this mod one s x4 ship interior mod from Scaldis and repositioned the others find the signal capture! Base mod path if needed and then your active mod path if needed and x4 ship interior mod your active mod if... They open this up, let US cook food, add a crafting interior rooms roleplay to the commander.. Bit roleplay to the items into a separate mod Possible +/- reload and neg cooling it & # ;. High-End system 2 yr. ago Jan 21, 22:27, Post dec 18, 12:17, First! It can also export changes made to the items into a separate mod to all factions the... 100 % Doktor however with the click of a button 2x, 5x, or 10x,...

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x4 ship interior mod