X4: Foundations

X4: Foundations

Stealth Bomber
60 Comments
Mad Data Scientist !PC 3 Mar @ 1:56am 
is there a way to temp. disable the stealth mode when flying your ship? I'm near the PHQ with that mission where you have to use several ships for a long range scan. but I can't trigger the mission to continue because of the stealth mode.
enterprise1959 26 Oct, 2024 @ 9:41am 
Hi we all need help in X3 a mod here was a ship that you can to pick up abandon ship we need some thing like that we done have the time to pick up ship and that ship pay us for calling it for ever ship pick up.
Jeffbacca 30 Sep, 2024 @ 2:40pm 
Is there any way to simply remove the nuclear torpedo?
Elder Drake 22 Jul, 2024 @ 2:40pm 
Can you add a version where the NPCs do not use the nukes? I noticed the Teladi spam the living daylights out battle areas, and it will one shot a high preset Katana detonating near it.
Sillls 5 Jul, 2024 @ 10:39am 
Can NPCs use it?
knightphantom420 28 Mar, 2024 @ 5:26pm 
hi , can u make a patch or version where u can have stealth tech just for recon. and u stay cloaked till u shut it of but u can't fire any weapons? maybe if u can add it as something you can research at ur headquarters perhaps?
Anonymous Boy 17 Jan, 2024 @ 2:53am 
Anyone know how to change the settings on the nukes and not crash the game? I'd really like to either disable the NPC factions from purchasing them, and or be able to vastly increase the energy cell cost to produce. If anyone can point me in the right direction I'd greatly appreciate it!
sstheduke92 10 Jan, 2024 @ 10:29am 
Could you please prevent the AI from using the NUKES, they destroy everything :D

Or make them smarter :D
andre-eckert 23 Dec, 2023 @ 4:15am 
Hey it dos not work with VRO the NUKE, I using VRO and ROR, Turnaround unpac that mod, and chang at "chillbomber\assets\props\WeaponSystems\missile\macros" it the data to that

"<missile amount="1" barrelamount="1" lifetime="180" range="9000" guided="1" icon="hud_ms_torpedo_heavy_mk1" retarget="0" tags="ltorpedo" />"

Amounition Names changed at VRO maybe you can rrepair it.

It works only for S-Ships what can fit Torpedo Launcher.
AkagiVoid 14 Dec, 2023 @ 1:39pm 
do NOTE : that when using nukes make sure your sumwat far from target, other ally ships are not within 800m-ish or so(including Ur own faction ships as well), or they all including U will suffer from NUCLEAR RADATIONAL SHOCKWAVES . X3
wildsoft 19 Nov, 2023 @ 8:44pm 
more lore would be to make them locked behind aiding dukes buccaneers
wildsoft 19 Nov, 2023 @ 8:42pm 
Imagine the chaos and fun if npcs factions could do the same to others and yourself :)
tun0 18 Nov, 2023 @ 9:29am 
I was able to purchase the nuclear torpedo blueprint from the Terrans and buy Torpedo launchers from the Argon. But I can't find a ship that will allow me to buy nuclear torpedos as ammunition. I've tried buying ships from the Argron, Antigone, and Terrans. I've only tried building Terran ships up until now though.
Frostedawg 15 Nov, 2023 @ 6:57pm 
So I am playing Terran and they offer the nuke blueprint but the encyclopedia does not list a Terran recipe for the nuke. And the nuke is not available from the Terran shipyard or wharf.
Frostedawg 2 Nov, 2023 @ 9:48pm 
I too have no nuke options. Are they normally under guided or dumb-fire list. The only mod I am using that touches weapons I believe is weapon variation
Finarfin 25 Oct, 2023 @ 6:57am 
What if I want to go into long-range scan mode instead of stealth mode? Aren't they using the same key?
Chillmatica  [author] 20 Oct, 2023 @ 8:24am 
Hm. I'd have to deep dive into various factors for you that cause the nukes to not show up. I'm not actively modding or playing the game though so can only say that there might be some incompatibility with a different mod you're using.
RekkitC15 10 Oct, 2023 @ 11:30am 
Nuclear torpedos don't show up. Steal module works tho.
Chillmatica  [author] 29 Aug, 2023 @ 2:06pm 
Hm. Beats me without some type of logs. Like most things though, probably some kind of mod conflict.
Mac Willy 19 Aug, 2023 @ 7:01pm 
I cant get the nukes to work. Cover system works though.
Chillmatica  [author] 3 Aug, 2023 @ 6:34am 
It sucks that installing a stealth package would paint the ship a "stealthy" black? I could change it to hot pink plaid.
knightphantom420 2 Aug, 2023 @ 5:06pm 
oh well that sucks :p
jonaak 2 Aug, 2023 @ 4:09am 
Bro it changes my ship skin ;-;
Chillmatica  [author] 1 Aug, 2023 @ 6:55pm 
Right. Modded ships have their own custom file and that file needs to tell it that it can install the cover software.
knightphantom420 1 Aug, 2023 @ 5:09pm 
i guess this dont work on modded ship cuz im using the tornado its a modded chimarra or do i have to go to a spacific shipyard /Borons?
Chillmatica  [author] 31 Jul, 2023 @ 2:28pm 
Ah. That question cost me a lot of time once. There isn't a list persay but it depends what you're modding. This particular file is a mission director script and all it's events are either in /libraries/md.xsd or common.xsd. Have fun if you're getting into modding :D Tons to learn. Join the Egosoft discord.
ghost27m 31 Jul, 2023 @ 12:24pm 
Glitch works---However i put <event_player_activated_cockpit_view /> in place of both lines that way is little more immersive because you don't switch views.. SO where in the heck do you find a list of events for modding? I am new to this game and have no clue where to find this stuff.
Chillmatica  [author] 31 Jul, 2023 @ 11:57am 
I do recall someone saying there was a glitch where you could activate travel mode, pause the game and deactivate travel then activate seta to keep two on. Or some combination of that though if you want to try that glitch first.
Chillmatica  [author] 31 Jul, 2023 @ 11:56am 
No. Unfortunately the game only allows you to have one of those Shift modes active at the same time.
Something you could do is search for all instances of <event_player_changed_activity activity="activity.scan_longrange"/> and replace that with <event_player_activated_external_view />
Then search for the one instance of <event_player_changed_activity oldactivity="activity.scan_longrange"/> and change that to <event_player_activated_cockpit_view />

That will change activation of stealth mode to F1/F2 allowing you to keep SETA (and travel) on.
ghost27m 31 Jul, 2023 @ 11:38am 
Question (clearly I am not a coder) is there some code I can add to the chilltransponder.xml to allow SETA without deactivating stealth? I like the fact you cant travel drive with stealth but I think SETA is not to OP because it just speeds up game time.
Chillmatica  [author] 31 Jul, 2023 @ 7:21am 
@vindex: Oh, I see you are a genius. You're right on about the optional dependency. I should have tried that one before making the separate mod with required dependency. Saves me having to maintain a separate mod. Thanks!
vindex 31 Jul, 2023 @ 12:02am 
another great mod. goes well together with the missile replenisher.
i think for vro you could make an optional dependency in the content file to make it load after vro. this should work for modified basegame ships and i think so far vro doesn't have any new qualifying ships in m/s class. sve would probably need an addon.
Chillmatica  [author] 30 Jul, 2023 @ 8:41pm 
Already uploaded :)
ghost27m 30 Jul, 2023 @ 7:38pm 
Nice! I was testing it (because I removed the blackhole effect for me) and I was not a fan of the proximity. SO are you making a VRO or not? I could not tell if you were from that post. Either way you will need another gold unicorn!
Chillmatica  [author] 30 Jul, 2023 @ 6:44pm 
Ok. I totally ripped out the proximity system and replaced it with a manual mode of activating the long range scanner. This also has the nice (to me) effect of not allowing travel mode while also stealth mode. I think this way feels much better to use.
Added some missing ships that should have had the ability to install the software.
Fixed the display issue from the effects being too strong on some Split ships like the Dragon(Raider).

Finally, I found that this just doesn't work with VRO because VRO totally rips and replaces ship macros. It's an easy fix and already tested good, but I have to make and maintain a separate VRO version so that sucks. Uploading that shortly.
Chillmatica  [author] 30 Jul, 2023 @ 2:13pm 
I have plans to go through and test my more recent mods (since after Head Hunter I think) with VRO. I normally always use and develop mods with it turned on but I went on a non-VRO spree recently.
ghost27m 30 Jul, 2023 @ 1:51pm 
Ok last post I went back and added CHEAT Menu back and its works so the only thing I cant have on is VRO . any one else?
ghost27m 30 Jul, 2023 @ 1:09pm 
Update for me, VRO is a no go also. SO if I remove cheat menu and VRO I am good
Chillmatica  [author] 30 Jul, 2023 @ 12:44pm 
Very odd as I use the cheat menu while developing mods if I need to teleport a ship somewhere. I just tried spawning a Dragon Raider expecting it to not work and that actually spawned with stealth codes installed. Good to know that the cheat menu mod can cause issues for some though. Thank you for testing that.

@waffles: I see! Pun intended. The Dragon, Raider and Balur both have that issue due to their cockpit locations being pushed far back on the ship. I'll see what I can do specifically for those ships in the next update.

Through testing which ships have this visibility issue I've also found that the Katana/Kalis/pulsar vanguard/quaser vanguards are missing the ability to get codes which I'll fix up today.
ghost27m 30 Jul, 2023 @ 12:18pm 
I actually did the ship in your photo the kami and argon warf
I will strip ALL mods again start new like you suggested. update soon
Chillmatica  [author] 30 Jul, 2023 @ 11:26am 
What ship were you trying exactly and what dock? I'll try and reproduce. Also a tip to check things to save you time to make sure the mod is working at all, if you do a new custom game and pick one of the valid ships as your starting ship you will be able to select the stealth transponder as a starting software. I'm curious if that shows up for you or it's strictly not showing up at docks.
ghost27m 30 Jul, 2023 @ 9:59am 
Here is what I did, I started a new game, only mods were the chillbomber and (cheat menu). I gave myself faction for argon to buy any ship. saved game. then removed cheat menu so only the chillbomber was active restarted and still no joy.
ghost27m 30 Jul, 2023 @ 9:32am 
Stripped all mods but that one. Still not showing up at ant dock or warf for me
Chillmatica  [author] 30 Jul, 2023 @ 9:11am 
Well that's two then. I just took this snap on a 'kami docked at Argon Prime warf. https://imgur.com/a/spBrSQM
So probably some mod conflicting if you aren't seeing it on any medium or heavy S ships at all.
TwinkleBlitz 30 Jul, 2023 @ 2:07am 
Sounds amazing. Sadly the software dosnt show up for any ship.
Chillmatica  [author] 29 Jul, 2023 @ 11:57pm 
Nope. You would be the first.
ghost27m 29 Jul, 2023 @ 8:17pm 
Software is not showing up at any docks or warfs. I looked at the MOD XML files it shows the software is supposed to be before scanner MK1 but nothing is showing for any of the ships. Any reports of conflicting mods?
waffles 28 Jul, 2023 @ 8:26am 
Thanks for the reply. I attached it to a Dragon Raider, and the effect is so strong I went back to a dock and removed the software. This is a really cool mod, basically utilizes the system from the stealth mission into Terran space. The effect is just really strong, at least with the Dragon. I haven't tried it on any other ships yet. I do like there being some kind of effect as a sort of penalty for using it, it's just too strong to be useful. It would be really cool to be able to toggle it, like from the ship menu or something. Like scanning. I don't know if that's possible, though.
Chillmatica  [author] 28 Jul, 2023 @ 7:45am 
It's intentional but not supposed to be so strong as to not be able to see. This can depend on the ship being used and it's cockpit location. I'll need to tweak some numbers further to try and cover all possible ship's sizes.
waffles 28 Jul, 2023 @ 7:00am 
Is this supposed to make the screen go dark with a lightning effect, or is that some weird bug? I have this on a corvette and when it activates, the screen is too dark to see anything. It does away when the cloak deactivates. It would be useful for a scout mission, but if that effect is intentional it would be nice to be able to easily switch it off.