X4: Foundations

X4: Foundations

Ship Variation Expansion [7.5 updated]
1,120 Comments
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.
delas86 27 Mar @ 7:34am 
@Luca
ok sorry, i see now i had the old VRO Patch... dont know why, but the update option was deactivated. now it works fine.
Stroichik 27 Mar @ 2:25am 
yeah, after updating both mods they work fine. i just flown Freyr yesterday, all is fine.
Luca  [author] 27 Mar @ 12:47am 
@delas86
Both work perfectly fine. Try yourself by only loading the base mod and no patches/submods for it.
delas86 26 Mar @ 9:16am 
hey there can you plz look at the "Valkyrie"(Freyr - VRO Patch) and Scorpion from ZYA.

I Have the same Probem like what Stroichik had. only can turn this ships when i move forward.

THX for the Work.
Stroichik 23 Mar @ 9:34am 
always wondered why Executioner uses L-size engines. They look like pimps on it :) so tiny.
Luca  [author] 20 Mar @ 12:52am 
@Cephara
I have no idea if that info is still up to date, REM was compatible at some point but I have no idea if that is still the case. Your best bet is to ask the author of REM.
Cephara 19 Mar @ 11:01pm 
Just a heads up, on Nexus, you do state that SVE is compatible with Realspace Engine Mod (REM - Overhaul), but that information is not listed on your Steam Workshop page here. I'm glad I did check your Nexus page because I really do want to try this with Minor Factions Extended.
Stroichik 19 Mar @ 12:18pm 
yeah, ships are good. worth the cost.
Luca  [author] 19 Mar @ 2:51am 
@Sentenza
No, quite intentional as the ships from this mod generally are more powerful than vanilla ships. Which is reflected in needing exta parts for construction.
Sentenza 19 Mar @ 1:46am 
It's odd, vanilla ships only needs Hull parts and Energy Cells. Yet your ships chassi need other materials like smartship, scanning array etc wich impact the initial cost. Is this a bug?
Stroichik 18 Mar @ 12:29pm 
oh my, it might have been the case then. Thank all of you modder people for making amazing content for games!
Luca  [author] 18 Mar @ 11:10am 
@Stroichik
When I updated the main mod it briefly broke the VRO patch as it had its own steering values before I added mine. So I think you probably played in the brief window between the main mod being updated and the VRO patch not having adjusted for that. But it likely is now, hence all works fine for you now.
Stroichik 18 Mar @ 10:55am 
weirdly enough its now working properly on current Steam version. I didn't change anything yesterday or today, except delete mod folder completely and install fresh from Nexus yesterday or Steam just now. Somehow something fixed itself.