Avorion

Avorion

Star Trek Weapons Pack | 24th Century Federation Edition | Beta v1.0.2 | [v2.5.*]
172 Comments
Kxawzìtan  [author] 11 Jun @ 1:11pm 
Druark, if you do want to push the mod forward with plans of your own, we can discuss a means to transfer ownership to you - but only if you want to though, I'd rather not force the project on you mate. If not, and no-one else wishes to have a hand in the mod's development, I probably will close down mod development and leave it as it is - which I honestly rather not do seeing as I see quite a few of you do like and use this mod.
Kxawzìtan  [author] 11 Jun @ 1:11pm 
Yes I'm terribly sorry everyone, I've been rather busy IRL the last several months that's left me variably unable to get back to the mod while learning more about IT tech and establishing and managing a home server for use, and juggling numerous responsibilities IRL that affect my day to day life. Truth is I'm not sure if and when I'm available next, but as Druark said, the mod shouldn't experience any serious issues - save for Linux users, though since I don't have a Linux machine, I can't troubleshoot it sadly. I'll just say it as it is, mod development is on the fringe, I'm just not sure how much time I have available to continue working on it while juggling with my other responsibilities.
Druark 11 Jun @ 9:53am 
The dev is busy with other things, the mod still functions fine but Linux users will have some issues.
UnbiddenYard599 10 Jun @ 9:10pm 
Cause last update is on 2024 20 June
UnbiddenYard599 10 Jun @ 9:09pm 
Mod dead? This never get updated looks like
Thorin Wolf 21 Apr @ 5:16am 
Clarification - names of the scripts have to match the names of the sounds. They do not match by default.
Thorin Wolf 21 Apr @ 5:06am 
Hey, for any Linux users, this mod *does* crash by default. This is due to some SFX being named in camel case but lower case in the code, and Linux being case sensitive. You need to go to ~/.local/share/Steam/steamapps/workshop/content/445220/2846957669/data/sfx/FedWeapons/ and rename any files with a non-lowercase name to lowercase. This will only prevent crashes. For some reason, the weapon sounds aren't played by Avorion/the lua correctly (at least for the burst phaser), so this just prevents crashes.
Darkside99x 25 Mar @ 4:21am 
Am I missing something with torpedoes? They seem to have terrible DPS, do mediocre damage even with antimatter and cost a lot for what they offer.
Druark 5 Mar @ 6:14am 
Whilst there may be more work that can be done, e.g. on balance, the mod functions fine at present as the game has not updated since. Mods dont need constant updates if nothing warrants it.
Officer LaBelle 5 Mar @ 5:53am 
Not dead, they release updates as they can.
Captain 4 Mar @ 7:15pm 
dead?
Palad1n 27 Feb @ 5:33pm 
@Kxawzìtan

It would be nice if you folks would consider going back through and doing another balance pass on all these weapon systems. Currently, they are OP for vanilla gameplay even on harder difficulty.

Phasers are putting out high damage while maintaining a low number of slots used, with very long use times and very short recharge times. Torps are all very powerful and I noticed when you find them in random drops, they are worth a crazy amount of credits,, making it a fast and easy way to make money in game.

Perhaps look at the vanilla laser systems and how they scale, then make changes appropriate for the phaser systems and also the same for torpedoes. I do like the mod a lot, but when players feel like they have to use them to be competitive and leave most of the vanilla weapons in favor of these, that becomes a problem.
Palad1n 27 Feb @ 5:27pm 
From a balance stand point, it feels like players will gravitate more towards all these Star Trek weapon systems over anything the regular game offers, based on the stats on these new weapon systems I am finding using this mod.
Druark 14 Feb @ 5:20am 
@Jorgee
Xavorion is definitely the problem there. Xavorion completely changes most of the game including balance, you cannot use it with other mods unless they have versions made specifically for it.
Maybe thats Xavorion's fault. This mod might've not been intended with Xavorion in mind.
Jorgee 2 Feb @ 11:12am 
Is there ever gonna be a 23rd century version of this mod? Using it in Xavorion kind of completely shatters the balance giving ships random transphasics and letting them wipe player fleets in seconds
Druark 17 Oct, 2024 @ 1:58am 
@UnbiddenYard599
It was updated in june, it was only 4 months ago and there hasnt been a game update since either. It works fine right now.
UnbiddenYard599 16 Oct, 2024 @ 7:46pm 
is this mod dead?
MadMax1976 28 Jul, 2024 @ 5:11pm 
Wow, nice!
:steamhappy:
Kxawzìtan  [author] 27 Jul, 2024 @ 9:17am 
Hey Neal
We're glad to hear you like the mod! We appreciate your support.
Regarding your idea, I will talk with the team about the idea of expanding current weapons to include larger sizes and the balancing involved with it. It was something I considered some time ago but forgot about. Might be time to put some thought into again, thank you for your suggestion. ::steamthumbsup:
MadMax1976 23 Jul, 2024 @ 3:29am 
Greetings!
First, i LOVE this Mod!
Whenever possible i outfit my ships exclusively with these weapons.
It's just a joy to see them in action!

One question though, would it be possible to add a subsystem that reduces the amount of possible turrets (maybe by 0,5) and increases damage output of each turret (by x2 maybe?)?
I'm not a longtime player, but i have noticed that most if not all turrets are size 1 and that you can put TONS of them on one ship in later game. Maybe it's just a matter of taste, but i would prefer if ships had lesser but more powerful weapons (especially phasers. Again that's just my personal preference).
Another idea was to incease turret size to 3 or bigger, while increasing their damage output in a similar manner.
OR they could simply have more downtime, so they act more like in the shows where they release one blast every few seconds, instead of continously fireing.

No matter if that's possible or not, thank you for creating this mod!
Officer LaBelle 11 Jul, 2024 @ 9:36am 
I'll try that, thanks Druark.
Druark 10 Jul, 2024 @ 8:07pm 
@LaBelle
Me and several friends have been using it in the current update without issue.
Steam may not have auto updated it for you, manually unsub and then resub to it to force an update.
Officer LaBelle 10 Jul, 2024 @ 4:20pm 
Mod currently is still set to version 2.4 and does NOT work.
Kxawzìtan  [author] 3 Jul, 2024 @ 6:02am 
Apologies for the delayed response, I've been very busy lately.

Greetings Democratic Foxx, Druak is correct in that the coding language is lua, and that most if not all mods are practically re-engineered from lifted content. Though I'd argue that can be said for many games out there. Anyway, I am indeed looking for willing volunteers to help develop and generally update the mod. Anyone (including yourself) can add me or DM me, and I can give you a run down of the details. :steamthumbsup:
Druark 2 Jul, 2024 @ 8:10pm 
@Democratic Foxx
It wasn't intended to be snarky. Modding requires you to look yourself, if you can't then you just won't be very helpful. It's not meant to be mean, just the reality of modding games.
E.g. Most of your examples do not even apply to Avorion mods, which you'd know if you looked first.

Anyway, your question was "How hard is it to mod? What's the language?", which I answered politely, the rest is on you.

DM them if you want to ask them specifically, that way you can have a conversation. This is a comment section for the mod, which is why this'll be my last reply on the topic.
7th Calvary Airborne Foxx 2 Jul, 2024 @ 5:47pm 
@Druark

First, I can do without the snarky comment.

Second: I know I can just crack open his mod and look at it but that doesn't answer the question. He said he is looking for HELP. All looking at his code will do is tell me how much work I would have to put in if I wanted to make it myself, not how much help he's looking for. Is he looking for coding help, animation help, model design help, help uploading, downloading loading the torpedos? Is he asking for help with lore? Seeking someoone to discuss the finer points of temporal mechanics with? I was asking him how hard it was so I could judge whether or not I might be able to assist him. I want HIS answer..
Druark 2 Jul, 2024 @ 8:33am 
@Democratic Foxx
You can open the files from your workshop folder yourself if you're curious though? If you can't be bothered to do that much, you probably won't get very far developing a mod.
7th Calvary Airborne Foxx 2 Jul, 2024 @ 4:51am 
@Druark my question was actually directed to Kxawzitan, he said he was looking for someone and I was curious how heavy his mod was cause I do know a little bit of stuff and might be willing to help a little.
Druark 2 Jul, 2024 @ 3:05am 
@Democratic Foxx
If you understand the basics of coding its relatively easy as they use Lua but that depends on how complex what you want to do is.
Most of modding is just reverse engineering the code we can see from the files to do new things with it.
7th Calvary Airborne Foxx 2 Jul, 2024 @ 1:45am 
How hard is it to mod? What's the language?
Kxawzìtan  [author] 19 Jun, 2024 @ 10:44am 
Greetings everyone!
I apologise for the delay in updating to the latest game version, but here it is! Please let me know if the mod has any issues and I will add them to the bucket list for the next update.

- Chances are however, I may not be able to do another update for a while again. Still no luck with finding someone who may be interested in assisting with mod development, but who knows!
Kxawzìtan  [author] 17 Jun, 2024 @ 3:53am 
Hi NeonPumpkin, unfortunately the mod is tied to version 2.4.* presently and requires updating. Unfortunately I've not been able to find the time as yet to make the update. Rest assured however, I may have some time available potentially tonight, if not then, then on Wednesday on my day off.

And, the weapons usually spawn naturally where ever in the game. From pirates, Equipment docks, the lot.
NeonPumpkin 16 Jun, 2024 @ 10:41pm 
Hey, bit new to Avorion in general, how would I spawn these? If the mod works.
Kxawzìtan  [author] 14 Jun, 2024 @ 9:41am 
Relax fellas, I'll make an update when I can. Can't guarantee when as I am busy elsewhere presently. I'll try this weekend but I can't guarantee that.
RogueRaiden 13 Jun, 2024 @ 11:27am 
hello, needs its required game version set to 2.* please
LanParasek 13 Jun, 2024 @ 10:07am 
Please Update to 2.5.1
Captain 2 Apr, 2024 @ 7:31am 
it works
Captain 1 Apr, 2024 @ 2:34pm 
Semms to be working, havent seen anything from this mod spawn YET(i think, might have missed it), but the klingon mod works
Kxawzìtan  [author] 1 Apr, 2024 @ 12:19pm 
Hi Captain, afaik the mod should still work. Have you tested to find out any issues for me to patch?

One thing I will say, is I'm sorry for not giving an update as to what's happening on my end. I completely forgot to make an update to let you guys know I am still tied down. I know I said I'd get something done by the end of Feb, and that's my bad. Unfortunately I'm unable to put work into making an update just yet. I will let you all know when I do.
Captain 1 Apr, 2024 @ 11:41am 
does it still work?
Kxawzìtan  [author] 28 Jan, 2024 @ 7:08am 
Greetings all!
Just to let you know, I had gotten back to a busy state after the New Years. I hope you all had a wonderful festive season! As a result of my busyness, I won't be able to update the mod for a little while. However, I will see what I can do about any patches and minor updates by the end of February. Please let me know if any of the weapons still feel under or overpowered, and I shall tune it more finely so it is perfectly balanced. In the meantime though, thanks so much for playing with my mod!
Alchemist 18 Dec, 2023 @ 10:50am 
I opened up a discussion for some help in putting your mod in our avorion server...it works on a single player game, but will not work on the server...please help!
Kxawzìtan  [author] 15 Dec, 2023 @ 10:26am 
Hehe you and me both mate, it's sleek and futuristic and hard to miss haha. I may experiment with animating these someday :)
Druark 15 Dec, 2023 @ 10:24am 
Looks good! Always appreciate some good ol' LCARs styling. Still wish Nutrek would go back to it.
Kxawzìtan  [author] 15 Dec, 2023 @ 10:17am 
Oh and some of you may have noticed, I did change the description page a little. I intend to make it a little more, thematic to Star Trek so it will be subjected to further change too.
Kxawzìtan  [author] 15 Dec, 2023 @ 10:16am 
Beta v1.0.2 is now launched and fully compatible with v2.4 and the behemoths DLC! Please let me know if there are any further issues or imbalances and I shall make a change accordingly.

Unfortunately however, because Christmas is coming up, I won't be able to work on the mod until some time after New Years. Because of this, I shall ask for all of you if you have a report to make, to chuck'em in Bug Reports so I can list them and fix them after the festive season. In the meantime however, Happy Holidays, I hope you all have a good time!
Kxawzìtan  [author] 15 Dec, 2023 @ 6:24am 
As planned, I shall be launching beta v1.0.2 today! There were no major issues to fix during the checks and update to work for 2.4, so all should be well. And although I have done my best to figure out an adequate balancing act for early game DPS for phasers and photons, it may yet still be unbalanced. Please be aware.
Kxawzìtan  [author] 5 Dec, 2023 @ 6:01am 
2.4 just went live! And I will be starting my work to update the mod. Please let me know if there are any issues with the mod and current and new game update. I will also be updating my other mods to the new version. If you haven't already, feel free to check them out through my workshop!
Kxawzìtan  [author] 26 Nov, 2023 @ 9:50am 
Hello all!
I plan to make a patch update in mid December, around the 15th at latest. During that time I will be looking into all the potential changes and patches that can be made. If there are any parts of the mod that you feel needs tweaking, like the DPS again, the prices, the newly integrated modifiers, please let me know. Right now however, I am a little occupied and won't be able to start work on it until around the 5th. Plenty of time to find and patch some issues to make this mod 100% before getting started on the next!

Thanks again to everyone who has been helping out and playing with the mod since, you're all awesome!