X4: Foundations

X4: Foundations

Zero Tide Damage
30 Comments
shadowed  [author] 8 hours ago 
@Iamnuff - No need. You can just take the region_definitions.xml from X - Dangerous and use that.

Removing superhighways is not in region_definitions.xml. That is in maps/XU_ep2_universe.

Along with removing all hazards, the only other changes in region_definitions.xml that X - Dangerous is making is removing several poorly optimized volumetric fog effects.
Iamnuff 12 hours ago 
I don't suppose I could convince you to make/upload a merged version of this and Hazards?

X-Dangerous seems to change a lot of things that I don't want to mess with (including deleting superhighways, which is presumably part of the Regions.XML?)

I have both the XML from this and Hazards open in front of me... but i'm not sure how to format the tags as i'm merging them. I've never done this before.

I assume I only need one "<?xml version='1.0' encoding='utf-8'?>" at the top?
And I probably don't need two sets of <diff> tags so I just delete one of those and...

I mean, I kinda feel like I might have a viable go just from fumbling blindly... but if I've messed it up, I'll only find out when my ship explodes with me on it.
Lmao.

In the end, a mod that does both would be useful to more than just me.
shadowed  [author] 30 Mar @ 11:19am 
Glad to help!
Lord Sankari 30 Mar @ 9:04am 
Hello, first time I'm awarding a mod (and I'm that kind of player who heavely mods my game). This is the mod nobody think they need until they see it.

This will help me play a new thrilling made up scenario with Riptide Military (aka Player's organization) turning into the universe savior.

Thanks for this.
shadowed  [author] 8 Mar @ 5:31pm 
Yep!
Sharp777 8 Mar @ 12:50pm 
Is this mod compatible with 7.50? Thanks
Siveen 22 Feb, 2024 @ 1:43pm 
Thanks for the recommendations, but its cool. I guess I'll just deal with the Tide the intended way.
shadowed  [author] 22 Feb, 2024 @ 9:54am 
You can also download X - Dangerous on NexusMods and use that region_definitions.xml since that removes all hazards + tide.
shadowed  [author] 22 Feb, 2024 @ 9:50am 
@Siveen, Yes - This mod and Hazards both edit region_definitions.xml and Hazards is probably editing the same thing in a different way. Steam Workshop is crap for this, since it requires you to extract the mods to fix conflicts.

If I were you, I would download them both on NexusMods or extract them with X Tools. Open up both region_definitions.xml and compare/merge.
Siveen 22 Feb, 2024 @ 3:41am 
Well. There go both of my Astrids. Might be a mod conflict with reworked Hazards idk.
shadowed  [author] 18 Feb, 2024 @ 10:21pm 
With new update, I cleaned up syntax, and should no longer damage unprotected stations. Trying to get AI to stop fleeing.
shadowed  [author] 2 Oct, 2023 @ 1:40pm 
Stations have the shield module, so I didn’t focus on removing that, sorry.
SarraSarra 2 Oct, 2023 @ 11:40am 
i get station damage, does it works only for ships?
shadowed  [author] 2 Oct, 2023 @ 10:23am 
Hmm, is the extension enabled in main menu?

I’ve been running the game at x20 speed with speedhack with just this mod alone and I have not taken any damage from the tide. It pushes the ship back a bit, but no damage is taken.
SarraSarra 2 Oct, 2023 @ 9:20am 
i have reinstalled and put only this mode, and still doesnt work
SarraSarra 2 Oct, 2023 @ 8:35am 
I think i dont, have only those: trader seminars, more rooms for ships, reaction force, fire and smoke, and zero tide damage...
shadowed  [author] 1 Oct, 2023 @ 1:07pm 
Do you have any other mods editing region_definitions.xml?
SarraSarra 1 Oct, 2023 @ 12:56pm 
does this mod still works in 6.20? i cant get it to work...
shadowed  [author] 29 Jul, 2023 @ 10:20am 
@Szorrin It most likely isn't this mod freezing you up. This mod is literally just one line:
<remove sel="/regions/region[@name='wave_active']/fields/damagefield"/>
Szorrin 28 Jul, 2023 @ 2:24pm 
With this mod, if I have any ships in Avarice when a tide happens, my game permanently freezes.
Rusty 4 Jun, 2023 @ 8:18am 
Alright. I hope you get it working.
shadowed  [author] 4 Jun, 2023 @ 8:09am 
I am having trouble with getting the AI not to flee. Been experimenting, but it is not quite ready for release.
Rusty 4 Jun, 2023 @ 7:47am 
And thanks for the mod
Rusty 4 Jun, 2023 @ 7:47am 
Does this also remove the flee tag for ships in the affected sectors?
rubyismycat 20 May, 2023 @ 1:56am 
Thank God a mod to remove this annoying mechanic!
Bozz 💀 5 May, 2023 @ 1:48am 
I was not really really talkin,g about the mod but just people who exaggerate stupidly about issues.
Bozz 💀 5 May, 2023 @ 1:47am 
I understand and yeah in this scenario you want to use this mod ^^
shadowed  [author] 4 May, 2023 @ 6:38pm 
LOL. I play without travel drives, 10x higher top speed limit, and now with 10x larger rescaled sectors. With that setup, Any small ship had no chance to do business in Avarice. The flee mechanic just can't fit with that gameplay.
So that is why I made this mod.
Bozz 💀 4 May, 2023 @ 2:20pm 
AI did not react always well but saying it "never" reacted is why people like Sentenza are not listened on the steam and egosoft forum, it's like they need to sound dramatic so that someone will listen to them.
Maybe IRL he doesn't get enough attention or something.
Let's wish him the best
Sentenza 4 May, 2023 @ 8:11am 
Nice. AI never reacted anyway.