X4: Foundations

X4: Foundations

More Default Paint
47 Comments
💖 Officer Hotpants 💖 15 Apr @ 10:30pm 
Very nice.
HMueller 8 Mar @ 5:23pm 
Please add Omega Shift to the default paint. That is my favourite. Thanks a lot!
xilacnog (Gundisalvus) 21 Feb @ 12:37pm 
I don't see the special paintjobs from the Timelines ships. Like Omega Shift that you get with the Sapporo.
The Adversary 29 Dec, 2024 @ 1:28pm 
I dont see the sweet corruption paint anywhere
EtherealKnight 18 Mar, 2024 @ 1:23pm 
It does have the terran paint jobs. Solset, I think is what it is called.
legitimatelizard4401 18 Mar, 2024 @ 12:56pm 
does this include the terran paint? i really like the terran paint. otherwise this mod is still great
G-Hock 3 Dec, 2023 @ 3:48am 
is it compatible with 6.2 ?
Bishop 22 Dec, 2022 @ 11:54am 
Do the new defaults apply to the ai ships built by the factions throughout the game?
SigmaSquadron 9 Jul, 2022 @ 6:12pm 
ARI_XII, mods do not disable achievements, only the ventures feature (which is currently unavailable)
Meme Turtle 2 Jul, 2022 @ 6:29am 
There might be a problem with some paints with black colors. E.g. warden (black and red paint) has black as grey with reflective chrome tint.
ARI_XII 21 Jun, 2022 @ 9:37am 
If i use this mod, can i still get archievments?
Snouff 27 Mar, 2022 @ 7:31am 
hello,@Arcimbaldo,yes still work with 5.0 and ToA dlc.
Arcimbaldo 25 Mar, 2022 @ 7:29pm 
Great mod. Does it still work in 5.0?
Hijack Hornet 16 Oct, 2021 @ 11:51am 
The thing is, once your cue has run once on the game it doesnt run "again" automatically. As you said you changed the name and it kinda works too. By using the patch attribute you can have a patch for each version, so that a new game run them all, but a game with previous version only run the last bit :)
SkeletalFish  [author] 16 Oct, 2021 @ 10:26am 
Ah, I think I see what you mean, let me know if I'm on the right (or wrong) track. By including a version attribute in the cue, I can then use patch elements to run sections of the script based on the version when it changes. I'd previously done this by running the whole script again by changing the script and cue name, which is a rather messy way of doing it (though I've not done this in any published mods fortunately, just test ones). Thank you for pointing that out, I didn't know such functionality existed.
SkeletalFish  [author] 16 Oct, 2021 @ 8:40am 
I'll take a look, but the one in this mod should have already been working on existing saves, though it was created by someone else. I don't really know much about scripting in X4, I'd normally use trial and error to work things out but since I have to use GeForce NOW to play X4 (my ancient laptop doesn't support Vulkan) I don't have access to error logs so if my scripts don't work I have no way of knowing where the error is.
Hijack Hornet 16 Oct, 2021 @ 8:17am 
Also have a look at my go at your script in my paint mod. I used a version patch approach so that you can add new paintjobs on an already started game.
SkeletalFish  [author] 16 Oct, 2021 @ 7:12am 
I've uploaded a version for the Tech Paintjobs Collection, however there is a strange bug with it that I am currently unable to fix. It's not game breaking but it does mess with selecting certain paint jobs. I'm working on a fix but didn't notice said bug until I'd published the mod, so there may be a few updates in quick succession as I test things.
SkeletalFish  [author] 6 Oct, 2021 @ 6:04am 
The version for the Tech Paintjobs Collection will be coming soon, the creator of that mod just has some optimizations and new paints to add first.
SkeletalFish  [author] 29 Sep, 2021 @ 11:11am 
Nice, thanks.
Hijack Hornet 29 Sep, 2021 @ 11:04am 
Type "workshop downloader" on google to and copy past the link to the mod to get it
SkeletalFish  [author] 29 Sep, 2021 @ 10:41am 
Unfortunately something in a recent update has changed the order in which X4 handles workshop content. My computer is unable to play the game (I stream it using GeforceNow), but
it used to download the mods before it crashed. However now it seems to crash before it downloads the mods, and I cannot add support for a mod without being able to extract and view the contents of that mod. Steam also does not seem to download the workshop content itself, it relies on X4 to download it when it starts (or at least I can't find the mod in the steamapps/workshop folders).
blackice85 3 Sep, 2021 @ 11:44am 
Great mod! Agreed with @contactnovuspc , would love to see those added as well.
contactnovuspc 26 Aug, 2021 @ 9:56pm 
Hi. Could you please kindly add this mod paints to the default Paint selection?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2574633119

Thanks so much!
Hijack Hornet 11 Jul, 2021 @ 10:56pm 
Thanks ! I'm about to publish a paintjob collection as well but i added your snipset so that its already showing in default paints as well ^^
SkeletalFish  [author] 11 Jul, 2021 @ 1:37pm 
I've created versions for the two requested paintjob mods, see the description. Let me know if there are any others you want me to provide support for. Sorry about the delay, I haven't been on steam much recently.
Hijack Hornet 19 Jun, 2021 @ 2:08am 
+1 for mods compatibility
thaipuff288 2 Jun, 2021 @ 6:14am 
Such as this
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1666869624&searchtext=paint

And this one too.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2083714551&searchtext=paint

You can make this optional for those whom having some mod above or both anyway for them to decide more options of default paints will be more cool.:steamthumbsup:
thaipuff288 2 Jun, 2021 @ 6:03am 
Can you please make the another paint mods to add in this one too?
SkeletalFish  [author] 11 Apr, 2021 @ 5:01am 
Just the existing ones.
Caedo 10 Apr, 2021 @ 11:20am 
Are these pre-unlocked versions of existing in-game paintjobs or completely new paintjobs?
Izuzul 9 Apr, 2021 @ 12:41pm 
Glad to help.

Can confirm it works perfectly now on new starts as well as on my old save games.

Fantastic work. You are a Hero.
SkeletalFish  [author] 9 Apr, 2021 @ 12:24pm 
So, thanks to the log provided by Reconciler, it turns out it was caused by a comment I'd added on the first line of the script when transferring it from my test mod to the live one. Mod has been updated and should be working now, as long as I haven't messed something else up when transferring the script from my test mod (I didn't make any changes this time :steamfacepalm:)
SkeletalFish  [author] 9 Apr, 2021 @ 11:26am 
Sorry, just realised that it only seems to work for base game starts, not on DLC starts, I just hadn't unsubscribed from my private test version of the older version of the mod. It seems the game started and loaded events are different or aren't being called on DLC game starts, I'm testing a fix at the moment.
SkeletalFish  [author] 9 Apr, 2021 @ 11:00am 
Could you provide some debug logs? Not having any issues myself so it may be related to a conflict with another mod or something. I've created a new discussion you can post them in, I don't necessarily need the whole thing, just any errors. To enable logging, add "-logfile logfile.txt" without the quotations to the launch options for X4 in steam. This file will then be placed in Documents\egosoft\x4\[profile number]. Thanks.
Izuzul 9 Apr, 2021 @ 10:29am 
not working for me either. Tried a Terran and non Terran start. only normal defaults to pick from.
Pawmee 9 Apr, 2021 @ 10:28am 
doenst work for me too sadly :/
Z 9 Apr, 2021 @ 9:40am 
Not working, was working when it was separate mods.
SkeletalFish  [author] 9 Apr, 2021 @ 7:43am 
Just to make sure everyone is aware, the DLC specific mods are now no longer necessary, the mod should work on all games regardless of whether you have the DLC or not.
SkeletalFish  [author] 9 Apr, 2021 @ 7:40am 
@larryburstyn See if the latest version of the mod works. If not post any debug logs or error messages.
SkeletalFish  [author] 9 Apr, 2021 @ 7:38am 
@$300 Thanks for that, I have incorporated the script into the mod, it works perfectly. I've been trying to get my head round scripts but being unable to check debug logs meant I hit a wall.
$300 9 Apr, 2021 @ 5:05am 
You can add blueprints to the player with an md-script. This way you won't need to edit gamestarts.xml and it will work for both new and existing saves. Example script: https://pastebin.com/KBT8ssgV
larryburstyn 8 Apr, 2021 @ 11:59am 
I started a new game (with my mod) and it is not implemented in my game...is there a way to implement this for old games or with made up scenarios. BTW I started a new game using one of the Terran starts and it does not seem to be working--I get NO defaults paint schemes even the base ones.
Boreas 6 Apr, 2021 @ 3:43pm 
I wanted this for quite some time, was even thinking of making one myself, only that I suck at this lol. Thank you
EtherealKnight 5 Apr, 2021 @ 3:08pm 
Thank you so much for this. I went from having too few choices to too many. I thought I wanted something simple and clean like one of the terran white options, but then I saw Grey Steele and now I'm considering having every ship look like it was covered in chrome.
SkeletalFish  [author] 5 Apr, 2021 @ 9:12am 
They all unlock from the start, and only for new games started after installing the mod.
c.olivie23 5 Apr, 2021 @ 2:46am 
do these unlock from the get go, or do they become available when you have found said paint in the world?