X4: Foundations

X4: Foundations

Minor Factions Extended
155 Comments
Luca  [author] 19 Apr @ 8:42am 
@Shenfreya
No worries, can happen. Thanks for reporting back.
Shenfreya 19 Apr @ 7:55am 
@Luca, must beg your pardon. your mod was not guilty at all and now Custom Yaki gamestart works well.
I've found what was wrong. Kuertee UI extensions needed an update, and my protection for UI was still activated (but Kuertee mods and Sirnuke API are not compatibles with this protection).
My bad again. :steamsad:
Shenfreya 18 Apr @ 4:21pm 
Thank's for answering so fast. Obviously, it's not your mod. I have just began an other game with vanilla Kingdom's End gamestar, and the UI tab acces broke after some missions.
Need some test to find where it comes from, if i can.
Luca  [author] 18 Apr @ 11:29am 
@Shenfreya
Could be the custom starts are broken, havent looked at them in ages. Though never noticed any issues just having the mod running with the custom gamestarts.
Shenfreya 18 Apr @ 11:07am 
I think, but not sure it realy comes from this mod, that it breaks somehow the UI : cos i can't acces to player infrmations and message tab in game when starting whith custom stars as "Last Yaki".
Vanila starts don't break acces to the player informations tab.
Luca  [author] 6 Apr @ 3:01pm 
@KLS
No idea, their behaviour is not modified in this mod.
KLS 6 Apr @ 2:37pm 
Is it possible that SCA doesn't care about standing?
In my custom start I set SCA to +30 and it tells me that they won't pirate my ships but they try some times (even my miners).
Mr.Person 18 Mar @ 5:02pm 
Thanks
Luca  [author] 18 Mar @ 4:16am 
@Mr.Person
Yes
Mr.Person 18 Mar @ 3:07am 
Is it safe to add this to an existing save?
Luca  [author] 24 Feb @ 12:27am 
@deezy1233
Quite frankly I have no idea. This mod itself is likely going to be fine but the as of yet not updated ships may not work properly. What that may entail I can not say.
deezy1233 23 Feb @ 3:45pm 
Does this mod still works with 7.5 ? I saw that SVE is not updated at the moment, it this a problem ? I would love to have stronger Yaki
Luca  [author] 2 Jan @ 1:15am 
@Barracuda
Pirate ships added by my mod will not be affected by these other mods I assume, meaning they will just spawn instead of being built. Dont think there would be anything else "conflicting".
Barracuda 1 Jan @ 10:22pm 
Do you imagine this mod might have some conflicts with "Spawn Begone"? This mod and that one does similar things along side it making it so Pirate ships need to be built
Luca  [author] 22 Aug, 2024 @ 10:47pm 
@Duke Flapjack
I have not edited the races which are part of the factions so I couldn't tell you.
Duke Flapjack 22 Aug, 2024 @ 8:31pm 
Just out of curiosity, how culturally collective is Hatikvah? I'm trying to find somewhere to outfit my crews that has basically ALL the commonwealth races and I seem to remember Hatikvah doing that.
Tolkata 3 Aug, 2024 @ 2:48am 
I took a better look at ships.xml and it should be fine actually.
All Argon and Antigone ship definitions allow for Hatikvah to pick from them, so they should work and even only fly Argon-made ships, as the mod intended.
Luca  [author] 2 Aug, 2024 @ 8:35am 
@Tolkata
No idea, been a long time since I made x4 mods and I never enjoyed it too much as xml is pretty annoying.
I never noticed any issues when playing myself so I am not very inclined to look at this to be honest.
Tolkata 2 Aug, 2024 @ 5:26am 
My knowledge about XML patching is still quite limited, so you want to double-check, but to my understanding, the Remove patches targeting the base game Hatikvah ship group will just remove the whole ship group.
I'm using X4 Customizer to live patch all DLC and Extension to see the final version of shipgroup.xml, ship.xml, etc.
Enabling this extension causes the entire Hatikvah section in shipgroups.xml to be empty.
Searching for them turns up no results.

It looks something like this: after the Hatikvah "title" it immediately follows the Scalepalte "title"
861 <!-- ############################# -->
862 <!-- HATIKVAH -->
863 <!-- (mixed-race civilian ships, used by deep-space mining jobs) -->
864 <!-- ############################# -->
865 <!-- ############################# -->
866 <!-- SCALEPLATE PACT -->
867 <!-- (sometimes also used by Hatikvah jobs) -->
868 <!-- ############################# -->
Luca  [author] 1 Aug, 2024 @ 12:14am 
@Tolkata
Yes.
Tolkata 31 Jul, 2024 @ 11:34pm 
Are the "remove" patches in the top section of shipgroups.xml intended to remove only the
non-argon ships from the corresponding "shipgroup"?
An example of this is the following snippet:

<remove sel="/groups/group[@name='mixed_miner_solid_l']">
<select macro="ship_tel_l_miner_solid_01_a_macro" weight="63"/>
<select macro="ship_tel_l_miner_solid_01_b_macro" weight="63"/>
<select macro="ship_par_l_miner_solid_01_a_macro" weight="4"/>
<select macro="ship_par_l_miner_solid_01_b_macro" weight="4"/>
</remove>
Luca  [author] 17 Jul, 2024 @ 3:42pm 
@vidz99
Make sure you are not in a system touched by any of the factions of this and not on a faction station/ship. Then I assume it should work, but I never tried so I cant say for sure.
vidz99 16 Jul, 2024 @ 3:28pm 
How can I uninstall this mod? When I remove it, I cannot load my save.
Tolkata 15 Jul, 2024 @ 5:17am 
@Comrade Cyka
It should not be a problem. There will be a few duplicated "IF" statements but all of them do the same: set Hatikvah and Scale Plate to have desired shipyards to 1.
Comrade Cyka 3 Jul, 2024 @ 1:27pm 
A very lowkey (from what I understand at least) incompatibility issue with Farnham's Legend Revision.

<add sel="/mdscript/cues/library[@name='Manage_Stations']/cues/cue[@name='Process']/cues/cue[@name='Analyse_Stations']/actions/do_elseif[@value='@$DesiredShipyardPatchMarker']" pos="after">
<do_elseif value="$Faction == faction.hatikvah">
<set_value name="$DesiredShipyards" exact="1"/>
</do_elseif>
</add>

Both mods add this for HAT and SCA Shipyards.
Luca  [author] 30 May, 2024 @ 4:02pm 
@bhorton22
No worries, all good.
bhorton22 30 May, 2024 @ 4:00pm 
Hi, I have posted my mod that is this mod with the 'Ship Variation Expansion' removed as a dependency. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3257774381 . Luca, please take a look and make sure you are OK with it.
Luca  [author] 8 Apr, 2024 @ 3:50am 
@Arvi
I cant promise that, but in theory yes.
Arvi 7 Apr, 2024 @ 4:48pm 
I guess this should be working fine with the 7.0 beta?
Luca  [author] 10 Mar, 2024 @ 1:17am 
@MisterUlysses
Its giving the yaki more ships which will pirate and smuggle. Terrans also get new ships, but only terran built ships. Patrols, mostly.
MisterUlysses 9 Mar, 2024 @ 8:24pm 
Is this the mod giving the Terrans random fleets of Yaki ships that fly around not doing anything?
Luca  [author] 5 Mar, 2024 @ 8:59am 
@bhorton22
Feel free to share it here and I will link it in the mod description here on steam and on nexus.
bhorton22 5 Mar, 2024 @ 6:40am 
Thanks. And yes, most definitely will post a link back to this mod and give you credit,
Luca  [author] 4 Mar, 2024 @ 11:55pm 
@bhorton22
Provide a link to the original and you can, thanks for asking :)
bhorton22 2 Mar, 2024 @ 10:02pm 
I have modified this mod (for personal use) and removed the need for the Ship Variant Expansion. Can I post the mod for others?
Luca  [author] 27 Feb, 2024 @ 4:12am 
@Willy Pete
It adds more pirate jobs but they use the same spawn logic as vanilla pirate jobs, whether that includes spawning in player owned sectors I do not know.
Willy Pete 26 Feb, 2024 @ 8:49pm 
Does this mod cause pirates to spawn in player owned sectors every time they load a game?
I'm trying to figure out which mod I'm using has this behavior. It's quite annoying having to clear my sectors from 4-8 pirates every time I load.
Luca  [author] 8 Jan, 2024 @ 8:46am 
@sstheduke92
It does not touch default jobs, so no.
sstheduke92 8 Jan, 2024 @ 7:16am 
I have a problem

Could it be that this mod causes the xenon to not raid and only "patrol"?
Luca  [author] 18 Dec, 2023 @ 6:38am 
@HeshieokFasla
No, that would make them more into a proper faction and go deeper than what I intended for this mod, sorry.
HeshieokFasla 18 Dec, 2023 @ 6:11am 
Any chance you could update this so that the Yaki will claim their home sector if they're the only ones in it?
AkagiVoid 3 Sep, 2023 @ 8:29pm 
I luv pirates, especially when U MAKE EM GO BYE BYE. >:3
And steal dar loot from their dead buddy's corpses. >:3
knightphantom420 6 Jul, 2023 @ 1:40pm 
im sorry but this mod make pirates really really annoying :(
Luca  [author] 3 Jul, 2023 @ 8:43am 
@deezy1233
No idea, try it.
deezy1233 3 Jul, 2023 @ 8:21am 
do this mod work with ヤキの進化 (Evolution of Yaki)?
Asta 8 May, 2023 @ 4:58pm 
well i want to say your mods are INSANE i got all excepted the combat overhaul so WOW & THX
Luca  [author] 24 Apr, 2023 @ 2:26am 
@Clone:IX
Not all but most, and it may take a while before everything is happening.
Clone_IX 24 Apr, 2023 @ 2:24am 
I added this mod mid-playthrough. Will the Yaki and others still get all the benefits and stations (wharfs/shipyards)?
Luca  [author] 18 Apr, 2023 @ 8:57am 
Note regarding 6.0
While the mod has not been updated, in theory there is nothing that needs updating.
All corresponding files are pulled from the base game or mods, all of which are updated for 6.0 by now.
Luca  [author] 8 Apr, 2023 @ 1:43pm 
@deezy1233
In theory it wont need an update itself, however the soft-dependency (SVE) does and I can't update that one until egosoft finally decides to tell us how to do so...