X4: Foundations

X4: Foundations

VRO Cruisers Submod (mod moved to Nexus)
173 Comments
endeyfire 25 Jul @ 1:41am 
neverr i can read. i just looked everywhere. this takeover could still be posted on steam. in no way have the ppl stated "we cant post on steam cuase steam wont let us"

no, its all "we moved to nexus to keep updating the mod" and, on nexus, "scince steam is sloppy with unsubscribing, heres the install instructions" -basically.


so in short, nexus mods? cool. i dont care.
Neverr 26 May @ 6:31pm 
It's like none of you can read. As of writing this post Rothank's (Author) post about this is still on the first page. He clearly lists why it cannot be updated here. Thanks Rothank for keeping it up to date, sorry you have to deal with people who literally cannot read.
endeyfire 2 Mar @ 2:43pm 
nexus mods? cool. i dont care.
Chico Rodriguez 23 Nov, 2024 @ 9:27pm 
Nexus only is dumb. Workshop allows me to easily switch between PCs cross country. Nexus does not.
Yoga3000 29 Sep, 2024 @ 12:49am 
Only Nexus? Why?
Boshty 9 Aug, 2024 @ 12:08am 
nexus only is dumb and il just boycott the mod. stop making users lives harder because of your petty egos
Jerry The Terrorist 11 Mar, 2024 @ 6:07am 
wtf is going on with this Workshop exodus? Everyone going to nexus :(
jeradjohnso 14 Nov, 2023 @ 12:15am 
I am not able to use nexus either. I stream my games, so just the workshop :(
Rodney 1 Aug, 2023 @ 10:32am 
If simon is absent can you upload a mod as separate to workshop? And if he does return than just return to this page? I can't use mods from nexus and not really problematic adding it to workshop is it?
quintarbarbarian 17 Jul, 2023 @ 12:44pm 
do you have a mod for the other factions to have cruisers?
Nuclear Winter 15 Jul, 2023 @ 2:50pm 
I won't be using your mod if I cannot pick it up here. Thanks anyway.
Rothank  [author] 2 Jul, 2023 @ 3:28am 
ANNOUNCEMENT: mod moved to nexusmods!

Due to Simon's sudden hiatus (and with his blessing) I have taken over the Terran Cruisers. As I have no access to update it here, the mod is moving to Nexus.

version 1.50 has been released on Nexus!

- new ship: Kagoshima - TER Light Frigate / dedicated missile boat
- new ship: Ashikaga - PIO Assault Carrier - added to game files, but due to collision issues not yet available for purchase. Likely to be fixed for 1.51
- Yokohama lost 1 L shield, to bring overall balancing in line with base game destroyers
- legacy Split Vendetta xml requirements have been removed. Mod no longer requires Split Vendetta DLC
- optional bridge replacer (Argon) added
Nopeleus 19 Jun, 2023 @ 12:16pm 
Great to hear and thanks for the fast response :D
Rothank  [author] 19 Jun, 2023 @ 10:43am 
This mod IS the intended basis for my future mod, we developed the idea together with SimonPlaysGames (aka SpaceWeeb).
Also - In Simon's absence I'm maintaining Terran Cruisers. I have no access to Workshop, but Nexus version will receive two new ships soon.
Nopeleus 19 Jun, 2023 @ 9:58am 
Anyway to integrate this models from Rothank in you mod? They look nice
AmberGoldPL 23 May, 2023 @ 8:45am 
Not hide, but renaming would be welcome.
Still having two Akita named ships seems to not cause any critical issues, only a bit confusion.
Khadafi 23 May, 2023 @ 12:42am 
Not sure if this has been asked before, but VRO already adds an Akita. Any chance you could hide the one from your mod?
Duke Flapjack 22 May, 2023 @ 3:16pm 
Sexy! So far the only supercarrier alternative is the Kyoto which is absolutely a dead sexy world ender, but is currently having issues with its carrier deck.
SimonPlaysGames  [author] 22 May, 2023 @ 3:08pm 
@Duke Flapjack I would add those are not the only goodies hiding in Terran Santa's Beta-Testing bag a good Earthling can count on receiving. And thanks to the new helpers- sooner than you think.
Rothank  [author] 22 May, 2023 @ 3:06pm 
Duke Flapjack 22 May, 2023 @ 2:33pm 
I really would like to see more alternative carriers to the Tokyo. Egosoft's inability to be spacial aware annoys me. I mean seriously, how can you fit eight M-size ships in the Tokyo? It's difficult enough to fit 90 S-size ships.
SimonPlaysGames  [author] 22 May, 2023 @ 9:38am 
New Update:
-Mostly small changes and bugfixes,
-Added dynamic rooms support for all ships (thanks to MrBlair29),
-Improved naming of some ships,
SimonPlaysGames  [author] 20 May, 2023 @ 2:08am 
@Alone in the Dork- this is likely a mod conflict with another mod. The submod +VRO adds internal generators to all included ships. The old IG-hotfix mod is one known to cause this bug if I remember correctly.

@AmberGoldPL -you are right, it points to an old build. I will update it with the current version (but keep the old one in case someone still uses 5.1 and haven't/don't want to update to 6.0). Thanks for letting me know.

@LizAbell - this is a bug, all high powered slots on Kummamoto class are intended to also have terronly tag. I think it is already fixed in the testing version and will come together with the next patch. But thank you for reporting on it regardless!
Alone in the Dork 19 May, 2023 @ 9:58pm 
I'm not getting the option to add Internal Generators to ships, such as the Kagawa, I can get screenshots if you need
AmberGoldPL 19 May, 2023 @ 3:31am 
Question - is google drive link in forum section updated with 6.0, or is it an old version?
LizAbell 19 May, 2023 @ 2:11am 
Hi Author, Thank you for the great mod.
I have a problem with Kumamoto. Kumamoto equip medium sized weapon and there are some high-power slot for some hardpoint,but none of these high-power slot cannot equip terran's highpower weaponry.(which is from VRO, Graviton Cannon and Meson Stream.)
Is this feature or bug?
Fichtenelch 17 May, 2023 @ 10:33am 
@SimonPlaysGames

Deleting the shipyard was the key. The Akita is now in production. But they want to build the damn drone anyway.... idk where it comes from. Must be VRO or Ship Variation Expanaion mod.... I guess I sell the shipyard to the argon federation.

Thanks for the help =)
SimonPlaysGames  [author] 16 May, 2023 @ 11:43pm 
@Fichtenelch

In case 1: provide additional resources to the shipyards/ try to cancel the build order and replace it with a new one/ cancel build order and order a different ship type first/ if you own the shipyard make sure you do not have AI purchase orders enabled.

In case 2: there is no easy way to remove the blockage. If it is your shipyard - go into build mode, disassemble the shipbuilding scaffold and build it in a different position. If it belongs to the AI it has to be destroyed by xenon/outside force. If the ship haven't started to build yet and you cannot cancel it, removing/destorying all L sized scaffolds from the station and reloading the save with none present should fix the issue.
SimonPlaysGames  [author] 16 May, 2023 @ 11:43pm 
@Fichtenelch - This blocked state on a shipyard can occur mainly in to situations:
1.) The shipyard run out of resources for ships it is trying to build (it can happen even when resources were there when the build order was given, but there are rare cases where AI could misplace/lose them).
2.) A rare bug caused by removed ship. If a ship was in a mod you used and it was *in the proces of being built* by the shipyard, and the mod was disabeled/ship was removed from it during that process the hull will stop to progress and will permanently block the shipyard.
SimonPlaysGames  [author] 16 May, 2023 @ 11:33pm 
@leo312 -it is probably best (most balanced) to use on a new game but it should be perfectly fine to add to a running VRO game.
Fichtenelch 16 May, 2023 @ 3:49pm 
@SimonPlaysGames - I have an issue with the Akita destroyer. If I want to build one in my shipyard, they never start to buildthe ship. I have enough resources and drones and everything... the new Yokohama worked well for me. I've build some Akitas before VRO removed them. And its the same save file. I never sold or scrapped them. They disappeared automatically due the update from VRO. Is it possible that this causes the issue? I haven't tested all of the ships (TC) I had but it seems to make sense that the save file is corrupted. I have also a bug with a"small drone" I've build at the S/M shipyard. It also never start...but this is not a ship (or drone) from your mod. But I can't cancel it anyway.
leo312 16 May, 2023 @ 3:03pm 
can this be added to an existing vro save?
SimonPlaysGames  [author] 16 May, 2023 @ 12:46am 
@Droll - hmm it does sound like a physics engine/targeting script/penetrating mechanic issue. Yokohama's collision mesh is there and seems to work as intended. There is a slight possibility there's a hole in the collision mesh that AI thinks it can shot through but fails since it might be very very small. This will require further testing though, if it is a hole in the collision mesh all turrets would behave similarly.
Droll 15 May, 2023 @ 4:01pm 
Oh I've definitely seen the little hit effect on the nacelle with the accompanying sound.
Rothank  [author] 15 May, 2023 @ 3:55pm 
@Droll try equipping it with PSP and see if the explosion effect (VERY easy too see a bright blue mini-supernova :D) triggers on yourself (and if it deals you self-damage).
Droll 15 May, 2023 @ 3:53pm 
I think it's further exacerbated by me extending the weapons range, which gives the ship more of an opportunity to "catch up" to the beam.
Droll 15 May, 2023 @ 3:52pm 
This can happen even at quite low speeds and is a result of the unusual mechanic of the purple beam projectile that the railgun has.
Droll 15 May, 2023 @ 3:50pm 
I think the Yokohama may have a weapon arc problem on it's bottom L turret. When using the TER Railgun L from the (I think) WVE mod and when flying broadside to the target, the railgun is liable to think that it's clear, fire and then hit the nacelles of the Yokohama. It should be noted that the railgun in question has a penetration mechanic that makes the projectile go through.

This can only be observed when flying almost directly broadside to the target.
SimonPlaysGames  [author] 15 May, 2023 @ 10:29am 
@Rothank the discord link at the beta testing mod should now be permanent. I will look into the naming. I think it can be safely changed but I need to check to make sure. If so, I think adding (Gas) and (Mineral) would be an improvement, especially to players new to the mod.
Droll 14 May, 2023 @ 9:03am 
@Rothank The counter point to that would be the Magnetar variants, They are slightly different models but they share the same name. In fact, this appears to be the convention for L+ ships, whereas the example you gave was for M class ships (where you are correct, they use different names at that size). The miners here fit as the only difference to their models are the containers.
Rothank  [author] 14 May, 2023 @ 12:08am 
@SimonPlaysGames - can confirm the below, some ships appear to have empty spaces in front of their names (I just thought it was UI wonkiness).

As for miner names - they are visually different models, so I'd be against giving them the same name, however, adding brackets with (Mineral) and (Gas) is a good idea, same as Argon have Drill (Mineral) and Sunder (Gas).

As for the testing and helping out with VRO's side of balancing - I'd love to help. I tried joining your Discord, but the invite URL in TC testing mod's description has expired. Mind updating it or pulling me in directly (#4782)?
Droll 13 May, 2023 @ 6:13pm 
Also I think you may have accidentally added an empty space before the names of the civilian capitals. For example, "Shizuoka" is actually " Shizuoka". I noticed this because of the MultiRename mod but you can observe it also when you go to buy any one of the civilian capitals that his mod has, when the name autofills you'll notice the extra space before (or just in the buy menu list really).

Also since I'm going on about names, I would recommend you rename " Toyama" to "Toyama (Gas)" and " Hakodate" to "Hakodate (Mineral)" to make them consistent with how other capital size miners are names (see the Hokkaidos). Though really, for true consistency you probably want to pick one of Hakodate or Toyama as other miners usually use the same name for gas and mineral variants.
Droll 13 May, 2023 @ 4:33pm 
@SimonPlaysGames I think there might be an issue with the L sized Yokohama Destroyer, I've had a couple situations where Xenon fighters in particular will boost into my ship and no-clip inside, this will result in me losing complete control of the ship and becoming adrift until I use the cheat menu mod to teleport myself away.

I remember this issue happening in vanilla too before the collider change so I'm not certain if this is specifically a Terran Cruisers problem or an X4 one.
SimonPlaysGames  [author] 13 May, 2023 @ 9:47am 
@Rothank I don't think I had "UI Extensions and HUD" installed at the time, especially so if it was from nexus. This is probably the source of the issues then.

You seem to have a good grasp of ship statistics and balancing in general. Consider stopping by the testing mod for TC. I'll be adding some new ships there soon that will need their statistics set up, for VRO too.
Rothank  [author] 13 May, 2023 @ 9:36am 
@SimonPlaysGames
I'm finding Aomori just fine, "Terran Buffalo" were my thoughts on it exactly. Which is a nice variation, seeing as all Terran transports are super slow. LEave it as is for now, I'd say. That said, I'm in the middle of planning a roleplay playthrough using your ships exclusively and haven't done much flying/fighting last two days.

I also have ALL the "gamebreaking" mods you listed and having absolutely no issues, HOWEVER, you HAVE TO have "UI Extensions and HUD" from Nexus installed along with them.
The same has already been tested and confirmed by a bunch of folks on VRO Discord and "Subsystem Targetting Orders" comment section.
SimonPlaysGames  [author] 13 May, 2023 @ 9:14am 
@FinaL Yes, I saw no issues with that. As long as you never board them and your map never disappears.
FinaL 13 May, 2023 @ 8:58am 
But you're perfectly fine when you just command them via map from another ship ?
SimonPlaysGames  [author] 13 May, 2023 @ 8:12am 
@FinaL -Sort of. The one I was getting consistently was making all game menus not display when activated. The map would not show, research etc. HUD was blinking in and out when walking on the bridge but the most serious was when accessing a ship console the menu at the top of the screen became unresponsive (clicking buttons did nothing). This made it impossible to for example undock from a station or get up from the console itself. The only thing you can do is alt+f4 the game, but if you happened to save your game when at the console you would be screwed, and if you had no backup for your save it would be broken.
FinaL 13 May, 2023 @ 7:51am 
I've all the mods installed you listed down there, however I'm not flying any of your cruisers right now so ... I wasn't aware that they're conflicting with each other haha ^^''

Are the bugs gamebreaking ?