X4: Foundations

X4: Foundations

SVE VRO Job Tweaks
9 Comments
Vollhov 13 Jan, 2024 @ 4:09am 
Hmm.. it feels like when VRO was divided into 2 parts (main and Assets), then the AI ​​stopped building XL from SVE and other mods for XL ships. Only XL and L trade ships are built.
Entissus  [author] 8 Nov, 2023 @ 5:15am 
Correct
CondoR 7 Nov, 2023 @ 8:59pm 
@Entissus

So I’m not losing anything, I’m just gaining an increase in performance?
Entissus  [author] 7 Nov, 2023 @ 7:12pm 
@CondoR

It removes the extra jobs added by SVE and instead puts the ships into the game's existing jobs. This is to help with the performance impact of the mod while still keeping all of the ships in the game and fully used by the AI. SVE's baseline jobs also can throw the faction balance out of line via all of the extra jobs. I have this listed as a VRO requirement because the battleships in SVE do not fit into a vanilla job and instead are added into VRO's existing battleship jobs
CondoR 6 Nov, 2023 @ 8:40pm 
From the description I didn't quite understand what this mod does. In short, what are the pros and cons of this mod? It feels like this is a nerf that will ruin the experience of the game.
Entissus  [author] 28 May, 2023 @ 8:43pm 
This will at least help in removing all the redundant jobs and since they're put into default vanilla job categories
jhwisner 28 May, 2023 @ 8:39pm 
Thanks for putting this together. While I don't use DeadAir's mods or Faction Enhancer - I was avoiding using largely because the performance hit the redundant jobs caused. Also seemed to lead to a few more instances of broken docks (ship stuck in storage blocking M docks - yes vanilla, but more redundant NPC jobs meant more opportunities for broken docks). This looks like it may alleviate those.
Entissus  [author] 25 May, 2023 @ 1:51pm 
it should be. Current ship jobs will still do their thing but no new ones
Chico Rodriguez 25 May, 2023 @ 9:03am 
Can this be installed mid game?