X4: Foundations

X4: Foundations

HQ_02_V2 with Asteroid
28 Comments
Ton 618 16 Sep, 2024 @ 10:24pm 
GOOD JOB !
The Mind Castle 15 Jun, 2023 @ 6:07am 
Question: is it possible to add the mod to an ongoing game with the HQ already in use?
Palarama 7 May, 2023 @ 12:34am 
works great
maybe adding changable skins ?
Pads 12 Apr, 2023 @ 5:24pm 
@Dumpshock I use enough mods of additional ships that I am going to wait a few days to a week or two to ensure that they are updated to prevent me from ruining my save game. If I discover anything though...I will let you know.
Dumpshock  [author] 12 Apr, 2023 @ 4:02pm 
@Pads - I haven't had a chance to check it fully, but I did not see any noticeable issues during the beta. Will have to see how it reacts with the DLC as well, but I haven't picked it up just yet.

If you see any issues, please let me know and I'll see what I can do.
Pads 12 Apr, 2023 @ 9:12am 
Does this need an update due to the new game engine??
Zousug 8 Nov, 2022 @ 10:28pm 
ok ty
Dumpshock  [author] 8 Nov, 2022 @ 9:21pm 
This just replaces the model for the HQ you get in the quest, it does not enable you to build it otherwise. I'm not aware of another method to get it outside of the quest, or by using another mod.
Zousug 8 Nov, 2022 @ 4:17pm 
can this be built if playing another mode where you dont get this in quest?
Darius Sanguna 30 Mar, 2022 @ 5:14am 
Please just update the mount points at this point i honestly don't care if i have to rebuild my entire frigging HQ to get shit fixed i'm just so tired of having to build around the crockedness.
-Norbert- 28 Mar, 2022 @ 9:35am 
Little update on the rotational issue.

First off all, while I initially only seemed to have the issue with the PHQ and while using this mod, that turned out to not be the case.
I have the issue also in completely unmodded games and on other stations, though far less frequently than in the modified PHQ. I just didn't catch that bug anywhere else in my limited tests before.

The good news is I also found a solition: Turns out that when a module is "bugged", it isn't that it picks a random axis to rotate around and sticks with it, but that the rotation axis depends on the current camera angle.
So if a module rotates around the wrong axis, just put the camera in a top-down or bottom-up view and it should rotate properly around the Y axis.

Thought I'd share in case anyone else runs into the issue too.
Alewx 20 Mar, 2022 @ 6:12am 
I just made my tiny little mod that fixes the rotation axis of the snappoints, but not the positions, as the whole model seems a bit janky in its alingment.

but so far i have more of an issue with that i just an not build anything at my HQ, and not sure it is any mod causing havoc or having screwed something up myself by assigning a manager to it before the dock was build. now i have a completly useless station :(
Dumpshock  [author] 20 Mar, 2022 @ 4:48am 
@Alewx - Yeah, that is a known issue leftover from the original mod. Some of that has to do with the changes that were done as the original mount points are used from the base model.
I think I have updated mount points mapped out somewhere for if I planned to correct them, but doing so would mean people couldn't add/remove the mod without headache. I may just bite that bullet and update the positions though.

@Norbert - I don't know what to say. I just spent some time playing around with it, and other than the points Alewx brought up, I wasn't able to replicate anything other than what you normally see with dealing with the the editor since Egosoft implemented additional rotation.
-Norbert- 19 Mar, 2022 @ 6:05pm 
I so far had the issue with terran horizontal connectors, terran luxury dock, basic commonwealth dock and terran cross-connectors.
But it's not fully consistent. At some nodes I can place terran cross-connectors and they work fine, but on others they rotate around the wrong axis.
But when I copy one of the correctly working ones and place it at a node where a new one bugged out, the copied one works fine.

And if I place a module in empty space, without connection, it behaves like the last module I placed down.

It's all really confusing.
Alewx 19 Mar, 2022 @ 5:41pm 
The only issue is that the mounting points are not clear in the axis, about 3 seem to be off by just a few degrees., noticable when you try to attack a single pier to the opposite sides.
Dumpshock  [author] 19 Mar, 2022 @ 4:31pm 
Can't say I've seen any issues in my game with the mount points and rotation as they are based off the vanilla mounts.
What modules are you seeing this issue with? "Some" is pretty vague if there is only an issue with certain ones. Screenshots of the issue could be useful too.
-Norbert- 19 Mar, 2022 @ 3:36pm 
I have a bit of an odd issue.
With this mod active, some modules can't be turned the normal way, but rotate around the wrong axis... so I can turn them up-side-down, but not rotate them to connect at a 45° angle on the same plain...
But this is only the case on the PHQ, not any other building site.
nO$wukks 25 Aug, 2021 @ 2:54am 
@christiantf002 you just need to hit the subscribe button man. Done
christiantf002 24 Aug, 2021 @ 8:21pm 
i have no clue how to install through steam this and other mods...
can you help , i am new to this game and am really frustrated not being able to download these files and where to look
Dumpshock  [author] 27 Jun, 2021 @ 7:02pm 
@Bazalisk

Just did a little reading on this and it seems to possibly be an issue with the Steam Workshop itself that occasionally rears up when trying to check for mod updates?

Anyways, some possible solutions that I've seen.

1) Unsubscribe -> Go into the Extensions folder and delete the mod -> resubscribe. | This should force steam to download a new fresh copy and might prevent the issue for a bit.

2) Add 'sync="false"' to the content.xml file for the mod. This should prevent new updates from attempting to be synced. If you see any new updates, you can remove that flag or delete the mod to force it to sync.

3) I also host this on the nexus, but it looks like I forgot to add the link? (Oops, will correct that.) So, you can download the mod from there too.
Bazalisk 27 Jun, 2021 @ 2:46pm 
for some reason the game wont load with this subed :(

hangs on the "Updating extension" box
Dumpshock  [author] 23 May, 2021 @ 1:55am 
@Shadowfox

You would just follow the normal storyline progression and quests.
This doesn't change anything that would effect spawning. It's mostly cosmetic.
Shadowfox 22 May, 2021 @ 2:20pm 
If I start a new game how do I get this to appear?
I am in custom start, but how do i get this ?
Thanks
Prior Micha 22 May, 2021 @ 7:13am 
Which effects are added?
Smart Bear 21 May, 2021 @ 7:22am 
Великолепно смотрится!!!!!
Revan 20 May, 2021 @ 9:26pm 
Awesome thank you
Dumpshock  [author] 20 May, 2021 @ 8:01pm 
Yes, it should be save game compatible for adding and removing.

Adding should not be a problem. Removing, since there are new connections that are added, you may wish to remove any modules that you have attached. However, it shouldn't cause a problem and should mostly be cosmetic.
Revan 20 May, 2021 @ 6:13pm 
is it save game compatible?