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If you've gained M0 through capture, or have installed mods that affect capture or abandoning NPC ships, you may have lost shields through capture.
At the moment, I can't think of any other reason why only shields would be lost from an M0...
I appreciate the offer, but sending the mod files themselves in bulk is considered secondary or tertiary distribution.
It may be a nuisance to the mod authors and may not be good manners. You should avoid this method.
Unfortunately, it may be difficult to test it directly...
However, as I hinted at in a previous comment, if you have the blueprints and a shipyard, you should be able to install the missing parts yourself.
Can you try that method?
Also, how did you obtain the M0 (by building it from the blueprints at a shipyard or by capturing it)?
If you captured it, X4 may destroy part of the loadout when acquiring the captured ship, so that may be the cause.
Thank you for your reply.
Regarding the mod list, it would be helpful if you could create a new collection using the workshop's collection function, add all the mods you subscribe to to the collection, and send me the URL.
However, it would be a lot of trouble, and it's a last resort, and upon careful consideration, it's likely that it's simply a mistake on my part, so creating a collection is not necessary for now.
I will look into it a bit more here.
Also, I just updated the mods and added another source to obtain each xenon blueprint in addition to xenon research.
You should be able to purchase them all from the Yaki faction representative.
Also, it seems that all factions handle the blueprints for the M0's inner shield.
However, I have not yet confirmed whether it can be installed using the faction's facility dock.
If that is not possible, you will need to install it on the M0 at your own shipyard.
Hello.
Thanks for your comment.
I don't know the details of your situation or environment, so I can't say for sure, but in my environment, the VRO internal shield is displayed normally, and I have confirmed that the NPC M0 is also equipped with it, so I don't think it's a setting oversight.
There should be almost no conflicting mods, so I can't think of any reason...
You're not using it at the same time as the M0 cheat patch, are you? (The M0 cheat patch cannot coexist with the VRO patch.)
Also, will this happen if I start a new game with a new mod configuration?
Have you checked to see if the internal shield is displayed for M0 on the loadout screen when starting a custom game?
Sorry for asking so many questions.
It would be great if I could perfectly recreate your mod list and test it, but honestly, at the moment I have no idea what the cause could be...
@Sheoldred, the Apocalypse
Thank you for your comment.
It's very encouraging.
Unfortunately, the M0's main gun has somewhat muted performance, following the method VRO used to make the Asgard main gun milder.
It's just an adjustment to more general-purpose performance when adding something that wouldn't have existed in the X4 era, but it might be fun to play it while thinking up reasons for the M0's existence in this era to fit the legend and worldview.
The external generator that supplied energy to the planet destruction cannon has been eliminated, and instead it is covered with turrets, which can be interpreted as Xenon reusing its own past designs and modernizing the aircraft to suit the times and purposes (just as real-life strategic weapons are scaled down as tactical weapons for specific situations and purposes...)