X Rebirth

X Rebirth

Canteran ship pack
105 Comments
ModestEgo 16 Feb, 2020 @ 10:50pm 
Would you be willing to bring these ships to X4?
mazrados 19 Mar, 2019 @ 3:16am 
Not sure if it's this mod or weapons pack mod.
Game hangs when using Ragnarar. Not sure if it's because of this ship or because of weapons it uses.
mazrados 14 Mar, 2019 @ 7:54pm 
Great mod :)
However I don't have new ships in Albion. It's only available in DeVries.
Verschollen 12 Jun, 2018 @ 7:03am 
That is an Amazing MOD!
I like MODs that stick to the story of the game!
Nigeroid 24 Feb, 2018 @ 3:29am 
@beaver1981: Ok, I understand you)
beaver1981  [author] 24 Feb, 2018 @ 3:25am 
@Nigeroid:

In fact there are no new turrets produced. One of my turrets comes at the cost of one vanilla-turret. So in fact they are just "transformed" in the transaction when buying a ship. But I think every modder introducing new weapons did this that way... ...much less complicated, but since there have to be turrets in stock at a shipyard i don´t see a problem in terms of balance.

At the moment I don´t plan to apply bigger changes to the mod. I´m waiting for the 1.3 update of Lost Sectors.
Nigeroid 23 Feb, 2018 @ 12:33pm 
Questions: Is any station produces new turrets? Do you think of adding new turret? M/AM launcher or electromagnetic plasma cannon for example?
beaver1981  [author] 16 Feb, 2018 @ 11:00am 
@Nigeroid:

Feel free to do so. Will have a look at it when you uploaded it ;)
Nigeroid 16 Feb, 2018 @ 8:42am 
I finished small compatibility mod for your ships for proper work with nidaren's Stronger Ship Hulls. Can I upload it to Workshop?
beaver1981  [author] 11 Feb, 2018 @ 8:51am 
@ModestEgo:

5. I don´t know which combination of mods you are using... ...and I can and will not guarantee compatibility to each and every mod out there. In the vanilla game you can´t build a shipyard so it has to be another mod.

6. Workaround: Use a cheat mod to create your canteran shipyard.

7. Learn how to mod this game... ...it´s quite useful and fun if you are able to apply some tweaks here and there. Sometimes some simple changes make mods compatible. The only thing you will need is a good text editor, the egosoft forum and time. It is not hard to learn. I did that by reverse engineering mods and I´m not a programmer or something like that.
beaver1981  [author] 11 Feb, 2018 @ 8:51am 
@ModestEgo:

1. J.L. is one of the very few people that released a mod containing custom models... ...and even if they look a little bit... ...selfmade... ...this is great work! ...and I don´t want to know how time consuming this has been. So thumbs up for that!

2. No, I don´t plan to do another standalone mod. Modding is actually really time consuming (don´t forget play-testing)... ...I created my mods for my own game and shared them. If there are some people liking my work I really appreciate that.

3. I had the idea to add torpedo launchers earlier but did not do that. (My other mod CES adds drones launching torpedos... ...so I actually have no need for that)

4. Changing models is far beyond my skills... ...and I would´t change the "Arawn" since it is the most complex and beautiful ship egosoft created for this game... ...the big hole has a function... ...and I don´t see a reason to change that.
ModestEgo 10 Feb, 2018 @ 1:38pm 
@beaver1981

Edit:

I found a mod that added the Gallactica (shipmod) but the model looks like it was pulled from X3.

Would you be willing to create a custom standalone mod based off the Titan? I am wanting a Battlestar Gallactica mod. Basically the Titan with large torpedo nukes (preferably guided) to replace the bullets/lasers from your main cannons. And is it possible to change it graphically where it has a front nose to fill the big hole in the Arawn model?

On a side note can you make your ships buidlable at both shipyard stations you can build with the CV DV? One shipyard offers your stuff and the other one just builds normal DV ships. Can you make it so that yours builds everything. This also means that the CV that your shipyard builds only makes the storyline urv forge. So I have to build two shipyards to get all the ships. Not sure if there is a workaround for this.
Jay-P. 27 Jan, 2018 @ 4:03am 
Hey, i've created a clear new game but, i can't see any of these ships.
beaver1981  [author] 22 Jan, 2018 @ 3:05am 
@aladinaleks:
Thank you for making that very clear :)
beaver1981  [author] 22 Jan, 2018 @ 3:03am 
@ModestEgo:
1. Yeah, I´m going to keep it like that, It reduces friendly fire... ...which was the main reason for changing that.
2. Change whatever fits your needs. Small changes like hull or damage values or even changing a bullet for a turret in existing files won´t break your game. Backup your changed files, because there might be updates!!!
ModestEgo 21 Jan, 2018 @ 4:15pm 
@beaver1981
Hey, its been a while since Ive played. I noticed that the Titans 3 main guns are now lasers, are you going to keep them like that?

Also, is it possible for me to make any cchanges to your mod file without breaking a current game save with your mod?
beaver1981  [author] 21 Jan, 2018 @ 7:28am 
@stefanvanderree
Removed an unnecessary dependency... ...maybe that caused your problem.
beaver1981  [author] 21 Jan, 2018 @ 7:19am 
@stefanvanderree
Do you have both extensions installed? Did you check Extensions tab in the main menu for CSP showing up red/not running?
Dumdidum 20 Jan, 2018 @ 3:20pm 
@beaver1981
I tried a clean game with only this mod activated, but still, I couldn't see any of the mods ships on sale.
Dumdidum 19 Jan, 2018 @ 3:27pm 
I have a list of mods, mostly minor tweaks like butter ranges and visible skill points. No shipyard mods installed at the moment. However, I did recently fire up the game after not having played for several months (i think 7 months). I have updated on the mod 'on' however.
beaver1981  [author] 19 Jan, 2018 @ 2:53am 
@stefanvanderree:
Any other mods installed that are changing DeVries shipyard?
Is this a known bug: No.
Dumdidum 18 Jan, 2018 @ 11:44pm 
I don't see any of these ships on sale. Is this a known bug and is there a work-around?
buddyspike 13 Jan, 2018 @ 4:02am 
Thank for beaver1981 and aladinaleks. Can I finally meet Titan?
beaver1981  [author] 10 Jan, 2018 @ 7:03pm 
@aladinaleks: :steamhappy:
aladinaleks 10 Jan, 2018 @ 6:58pm 
v. 1.72

God bless you and this version of the mod.

Finally the miracle happened.

:steamhappy:
beaver1981  [author] 10 Jan, 2018 @ 1:52pm 
@requiemfang

Tried to rebalance a little bit. Ships are a bit slower now, and weapons don´t have that much firepower anymore.
requiemfang 31 Dec, 2017 @ 11:12am 
Is it just me or do the new added weapons this mod adds seem a bit overpowered? I mean compared to the vanilla weapons the weapons this mod adds to ships is over the top and doesn't seem balanced at all?
beaver1981  [author] 17 Dec, 2017 @ 10:54am 
@aladinaleks: Thanks will update t-file soon. :) ...and thanks for that error-report, would have missed that connection error. ;)
bioscmos303 14 Dec, 2017 @ 11:52am 
big tnx for creating and updating it for us ... the galaxy needs more ppls like u :)
beaver1981  [author] 14 Dec, 2017 @ 9:17am 
Needs some new russian translation. Just a few lines.
bioscmos303 10 Dec, 2017 @ 5:35pm 
looks like its broken for 4.3.. (read - DebagLog Update 4.3v (broken mod)
buddyspike 7 Oct, 2017 @ 8:56pm 
I like this mod (specially Titan).. I hope the recent bug will be solved well,, and Thank you for making good mod.
beaver1981  [author] 28 Jul, 2017 @ 6:17am 
@maikkleefeld: Habs mir angeschaut... ...und kein Problem gefunden. Ich kann meine alten Spielstände laden. Schau doch mal, ob bei der Auswahl des Spielstandes direkt steht, dass diese Mod fehlt. Sonst mal in den "Extensions" Ordner schauen, das Mod löschen und neu laden. Für kompatibilität mit dem "Lost Sectors" MOD müsstest du, wie oben beschrieben, selbst Hand anlegen.
Bei Problemen im Spiel wäre eine genauere Beschreibung hilfreich.
Plato 27 Jul, 2017 @ 8:38am 
alle Spielstände sind mit dem Update verloren.....super....:-(
beaver1981  [author] 14 Apr, 2017 @ 1:51pm 
@HunterBird: Tested again, it works. But maybe this will only work for ships built after the update. Tested this with a new game... ...ware-transfer from Kukri to Karion and back again.
HunterBird 14 Apr, 2017 @ 10:14am 
Beaver,

At me, no update was displayed. And the problem still exists
ModestEgo 9 Apr, 2017 @ 2:31pm 
@Beaver1981

Would you please identify the specific files you changed so I can I apply your update to my tweaked version of your mod? Thank you in advance
beaver1981  [author] 9 Apr, 2017 @ 2:45am 
@HunterBird:

Sorry, but was short on time... ...fixed now.
HunterBird 25 Feb, 2017 @ 6:11am 
Hello, I have a problem.
The Kukri freighter can not transfer wares to other ships
ModestEgo 27 Jan, 2017 @ 12:24am 
@beaver1981

You are amazing!!!! Thank you! I have actually been on the steam forum, egosoft forum and everywhere i could find peole talking about modding this game, but I could not find a description on how to actually use the tools. Just unpacked, thank you!



beaver1981  [author] 27 Jan, 2017 @ 12:08am 
@ModestEgo

Most of your targets will be moving, and that´s going to make a long range projectile miss in most cases -> maybe the whole target.

No, cannot make the HIVI/MA projectile guided. Working on an alternative.

Install XR-tools via Steam-library/tools, go to your steam folder and search for "X Rebirth Tools" folder, open "XRCatToolGUI.exe", import catalog (choose file from this mod), extract all (choose same folder), edit files with a xml-editor.

If you just move them and keep the the mod, files will double, this results in problems.

For guides on modding go to the egosoft forums.
ModestEgo 26 Jan, 2017 @ 6:43pm 
@beaver1981: Thanks for the response! And thank you for the excellent mod!

I didnt even concider the friendly fire possibility for the increased range. Im sure it would make it way too overpowered, but could you make the HIV/MA a guided object to eleminate that possibility? (Obviously I would have to drop fire rate/damage to compensate).

I will try unpacking and editing the files. Is it possible to just move those files to a new folder in \extensions so i can keep you mod intact or will that create issues? Do i use XRCaTool for unpacking? When I click that it just opens and immedietly clsoses the CP. Can you link a good tutorial page for unpacking?

Agian thank you for taking the time to respond. I really appreciate it!
beaver1981  [author] 26 Jan, 2017 @ 12:53pm 
I´m working on something that fits better with Lost sectors and/or CWIR but my time is very limited at the moment. Maybe I will integrate some changes in this mod.

Titan and Cerberus have much stronger hulls than vanilla alternatives and deal much more damage.

I´m not a real fan of increasing the range of weapons. Changes too much in terms of balance and increases the chance of friendly fire.

If you want to edit something unpack the mod files to the same folder, delete the ext_01.* files and disable updates.