X4: Foundations

X4: Foundations

Explosions Are Just For Show
13 Comments
HerWarriorKing 11 Aug, 2024 @ 4:10pm 
ok so the one from nexus isnt working right for some reason, but this one from steam works just fine. tested 3 times from same distance i was losing turrets before with nexus one installed. no turret damage with the steam version. so mod is working as of now :steamthumbsup:
HerWarriorKing 11 Aug, 2024 @ 3:41pm 
anybody figure out how to work this? i just spent a long *** time and lots of money outfitting a raptor to take on capitals, it melts a K, but the explosion after is still killing over half of my turrets.. its kinda bumming me out.
Ishimuro 27 Jun, 2024 @ 12:34am 
could it help to play with the "explosioneffect strength" at the defaults.xml?
SirBiggles 24 Jun, 2024 @ 5:02am 
Actually i just killed a k and it took my shields down. It doesn't look like it is working even with the changes i suggested.
SirBiggles 24 Jun, 2024 @ 4:19am 
Thanks for updating Kelp. This mod is so important for so many people.
Ishimuro 23 Jun, 2024 @ 10:30am 
ty!
Kelp  [author] 23 Jun, 2024 @ 8:06am 
Has been updated as per SirBiggles suggestion (thanks for that); also removed another potential source of damage from Station explosions.
SirBiggles 22 Jun, 2024 @ 11:29pm 
Looking through the effects files it might be restructured. Try adding these lines to the mod Ex_01.dat with a text editor. You will also need to edit the mod id in content.xml so steam workshop doesn't override it.


<replace sel="/effects/effect [@name='ref_explosion_damage_effect_l_01']/elements/element [@id='2']/areadamage/@range">1</replace>

<replace sel="/effects/effect [@name='ref_explosion_damage_effect_xl_01']/elements/element [@id='2']/areadamage/@range">1</replace>
Ishimuro 22 Jun, 2024 @ 1:34pm 
Looks like egosoft removed the "areadamage range=" for "ship_explosion_generator", not sure what that means for the mod :D
Axeface 11 Jan, 2024 @ 9:46am 
@Kelp Thats a great approach. I was very curious as i'de like to do something slightly different and ide rather not have to patch 100s of xmls. Thanks for the reply
Kelp  [author] 11 Jan, 2024 @ 9:15am 
@Axeface I must be honest in that I can only guess. My changes are done via lowering the range of explosions all to 1, rather than removing the explosion node from their respective locations. It implies to me that you can change values on existing ships, but not remove values.
Axeface 11 Jan, 2024 @ 8:56am 
Can I ask how you managed to make this work mid-save and with mod ships?
seeker2612 12 Aug, 2023 @ 1:40pm 
Thank you!