X4: Foundations

X4: Foundations

Variety and Rebalance Overhaul
2,475 Comments
Zacho40 26 Jul @ 8:22am 
About to test it on the new beta. Anyone else try it? Also, if I enable it on an existing game, will the ships start to slowly appear with the new assets (from the assets mod)?
n00b3rt 18 Jul @ 10:03pm 
Curious - I started a playthrough with VRO (and the weapon variety pack). Xenon PEs are doing ludicrous amounts of damage. One volley is one-shotting fighters and wiping out heavy fighter shields and 80-90% of their hull.

Is this intended? I'm not certain if it's coming from VRO or a weapon variety pack, but I'm going to restart a playthrough withought VRO to test.
晚枭 3 Jul @ 12:52am 
After installing the mod, Khaak's turret completely failed. Can it be repaired
technolibra 26 Jun @ 5:32pm 
does this lower the damage of everyone's turrets?
shuulleech  [author] 16 Jun @ 9:51am 
Nothing changed for auto cannons since... 2023
Larrylongschlong 15 Jun @ 12:38pm 
The autocannons don't work like they used to; they only fire once every 5 seconds. I don't think it's supposed to. Please fix it.
shuulleech  [author] 12 Jun @ 10:24am 
there is only one VRO mod (+assets submod).
I cant recreate your issue, maybe its caused by some other mod?
josh red Dragon 1 11 Jun @ 6:31pm 
Hey developer I don't know which one of the VRO mod is causing it but it's one of them when you put the weapons on your ship not the mean guns but your defense weapon guns when you go to select each one it shows missiles and high powerlazers but here's the issue I noticed when you click just standard and missiles only it lets you still put the laser weapons on that selection even it's not supposed to the same goes for the lasers that needs to be fixed and not only that that kind of unbalances the game just a bit including the end NPC I know because I've tried it and watched it and play the game so when you get a chance you should definitely look into it and definitely fix it it is not supposed to be doing that
shuulleech  [author] 7 Jun @ 2:53pm 
автор не смішний, він просто не любить русню, пнх звідси
Kabasik666 7 Jun @ 1:19pm 
автор смешной, удаляет комментарии от игроков
Yamato Gamer 7 Jun @ 1:14pm 
Can you answer my question? Reducing the number of large towers on defensive structures by 2 times. Is this a bug or a feature?
zBeZz 6 Jun @ 3:43pm 
Why does it require timelines when timelines provides absolutely nothing?
FreeDiePie 4 Jun @ 3:20pm 
Why does VRO turn my 75 fps on ultra settings into 30 fps even on low settings with DLSS?
Bussy 2 Jun @ 6:14pm 
PSA/AVOID:TEL Positron Beam turrets are EAR RAPINGLY LOUD.


Holy fuck Its 100x louder then anything else in the entire game and no way to turn it down. Which is a shame since its a OP weapon but using it on a Fulmar is a one way ticket to Tinnitus Town.
Ajexa 31 May @ 1:55pm 
7.6
Mr.Freud 29 May @ 9:05am 
on discord he said it should work fine.
DalartSam 29 May @ 7:48am 
Hello, any update on 4.6? Will the mod be updated for the new version?
WayTooClose® 27 May @ 9:58am 
@Froggster "Tides of Avarice" has intoduced volumetric fog if you shut it off You should be fine
Froggster 23 May @ 12:07pm 
Is it possible/safe to run VRO with tides of avarice disabled? i can see 10fps drop when this expansion was enabled with vro
Cordatus 19 May @ 3:58pm 
VRO and VRO assets are the only two mods I use, but having an issue with Sapporo. I can build the ship, but the ammo for its main launcher is.. no where to be found. Also have no research option for the ship, unlike all the others from Timelines. Granted, it might be a vanilla issue and have nothing to do with VRO at all, either way.. big sads.
ceburnat 18 May @ 10:25pm 
Спасибо.
Да я понял уже извините. Они из мода Ship Variation Expansion VRO))
shuulleech  [author] 18 May @ 12:33pm 
Paramerion is not a ship from VRO or vanilla.
ceburnat 17 May @ 9:43pm 
please tell me where in the mod code the ships are written I'm looking for Paramerion - Terran Fighter [S].Found a mod that removes S ships from the game greatly increasing fps er it doesn't have some ships you have to add this line
<remove sel="/index/entry[@name='ship_gen_s_fighter_01_a_macro']"/>
to delete the ship. But you need to know how it is designated in the code. Could you write its name from when or where I can look it up myself. Thanks in advance
Larrylongschlong 12 May @ 8:06am 
there seems to be a problem that you can't shoot the cannons until they overheat. i can only shoot 2 volleys and have to wait what feels like 5 seconds. is that how it should be?
Dorander 6 May @ 5:19am 
@Not a Bot, literally in the description above: "VRO MOD REQUIRES A NEW GAME START (vanilla saves won't work) AND CANNOT BE SAFELY DEACTIVATED". It is not 'recommended', it is 'required'.
Not a Bot 4 May @ 1:25pm 
is it recommended to start using a new save with this mod, because I haven't noticed any difference in gameplay with it installed.
Songohten 3 May @ 5:36pm 
I have the same problem I have no missels
Winkoloss 20 Apr @ 5:13am 
I also have no Sapporo missiles, the rest seems to be unlocked.
Akira_R 19 Apr @ 9:55pm 
The new travel drive visual effects get removed when running VRO, any plans on fixing this?
El Capitan Kirk 19 Apr @ 11:23am 
I noticed that the dlc ship diffs this mod contains replace the entire macro, and thus all of the stats....
KoT Sagris 19 Apr @ 7:59am 
I have built the Sapporo, but I cannot find the Light and Heavy Barrage missiles in the Encyclopedia. I also cannot make the missiles.

@Nilin what ship did you save to unlock the blueprints?
Overrider 30 Mar @ 10:12am 
Is it normal to have lower framerates with VRO ? In vanilla game runs smooth but with VRO i have to lower graphics
Nilin 26 Mar @ 7:31pm 
I found missing piece, after saving abandon ship and doing research it unlocked Barrage missiles.

I got confused having ship and launcher blueprint but not ammo. I imagine VRO is unlocking them before doing the research? Not sure if that's intended or VRO is just missing the missiles unlock on start.
shuulleech  [author] 26 Mar @ 1:45pm 
you should get all sapporo-related blueprints on game start, its compatible and is even required for VRO to work
Nilin 25 Mar @ 11:20pm 
Is this mod compatible with ship sapporo?
I don't have option to make missiles for it, i have ship blueprint, i found that it uses special Barrage Missiles, but i can't find VRO equivalent.
I seen people talking that it should be unlocked along with a ship blueprint but idk how true that is.
DocMitch50 24 Mar @ 10:26am 
Hey, i have a Drill miner that for some reason has no shields. i dont have it outfitted with a generator but i thought all ships in this mod had shields. i know the mod is working because my ships are faster than vanilla and there are some of the added ships floating around. this issue dosn't bother me to much but i want to make sure i am not missing anything
shuulleech  [author] 9 Mar @ 12:48pm 
yes, VRO was not even active without assets mod, so you didnt play with it, and you will need to start a new game
Mr.Pink 9 Mar @ 1:49am 
Seems ive been playing VRO whitout the assets mod, i added it now, dit i break my save or?
Vollhov 8 Mar @ 4:05am 
Жаль что используется старая модель титана, а не новая :(
Rekalty 5 Mar @ 2:29am 
Probably been asked before, but can't search comments here or on Nexus, so is there any chance we could get internal shield/VRO overhaul for the Yasur, given that it's obtainable in modded saves, and functions kinda like the Hyperion, basically just being DLC at this point.
Rekalty 4 Mar @ 1:03pm 
Nothing that justifies a hotfix, but I've been making a sheet for all the ship stats because reasons, and noticed that the Colossus E only has 40km Radar range, unlike its S and V counterparts that have 65 range, making it the only carrier with default radar range.
Erlking also only has 40km range, with every other XL combat ship the player can own/pilot having improved ranges, though that might be intentional.
XY78 3 Mar @ 2:15pm 
Vigor Syndicate do not appear to have any missiles for sale at their wharf despite having access to missile launchers, haven't checked the shipyard. I figure this is probably a bug.
Darksurgeon 2 Mar @ 6:46pm 
Are we sure that this mod doesn't have any effect on starting economy at all? I just started a new game and have 25+ sectors explored and none of them have any large capacity for starting resources like ore, silicon, etc. Making the start of the game VERY slow to progress.
light_gemini 2 Mar @ 1:22pm 
Any way to use VRO without Timelines DLC? will it work if I manually edit the mod dependencies?
shuulleech  [author] 2 Mar @ 1:03am 
just fixed, you should get it on game restart
nr07 1 Mar @ 2:19am 
I got all blueprints right from the start. Why would I need to research just this 1 (since it is a requirement for building the other Sapporo blueprints are useless without it)
Rekalty 1 Mar @ 1:43am 
@nr07 Have you checked the Research tab?
nr07 28 Feb @ 2:56pm 
How can I get the Sapporo Main battery? I started a custom start with timelines missions finished and I did not get the main weapon blueprint. I only noticed when I got a Shipyard and I cannot build it. TER does not seem to sell it.
Overrider 28 Feb @ 11:31am 
I see thanks a lot guys for clarification
Rekalty 28 Feb @ 9:12am 
@Overrider The issues with the "Mod Support APIs" mod have nothing to do with VRO, it doesn't even require it. A lot of people just use that mod and are apparently just posting about it on every mod page besides the one that's actually at fault.