Feature request: paint jobs on custom starts

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chew-ie
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Feature request: paint jobs on custom starts

Post by chew-ie » Thu, 3. Feb 22, 22:48

Please add for both the budgeted and the cheaty custom start editor the ability to add previously earned paint jobs.

A big hug if you also include the unique paintjobs (pre order / collectors edition) as well [for those who normally have them added to a new game].

:idea: General infos on available paintjobs (X4 Wiki, switch to english language)
Last edited by chew-ie on Sat, 20. Jan 24, 20:19, edited 3 times in total.

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:idea: Feature request: paint jobs on custom starts

gorman2040
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Re: Feature request: paint jobs on custom starts

Post by gorman2040 » Wed, 9. Feb 22, 20:12

I second that, it's too bad we can't use paintjobs more. I hope there is some change on that in the future :-)
"Show me your wares!"
Specs: i5-12600K, 32GB DDR4-3200, 1TB NVMe, RTX2060 Super. Saitek X52. LG 4K TV.
X3 Reunion, X3 TC, X Rebirth and now X4, still shooting Xenon and charting the universe since 2006.

Waltz9
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Re: Feature request: paint jobs on custom starts

Post by Waltz9 » Thu, 10. Feb 22, 11:22

I kinda hate that the current paintjobs are limited and you have to grind for them.
It kinda misses the idea to have your own faction colors. The current default ones are very limited.

I would love it if you could set a paintjob as default when you find it ingame.

About the OP request I do think we will have that eventually.
When the online features where still enabled I remember that my paintjobs where transfered to new games.
If I'm not mistake they where stored in the HQ (storage box) which is located next to "Boso Ta" in the research center.

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chew-ie
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Re: Feature request: paint jobs on custom starts

Post by chew-ie » Thu, 10. Feb 22, 12:30

Waltz9 wrote:
Thu, 10. Feb 22, 11:22
When the online features where still enabled I remember that my paintjobs where transfered to new games.
If I'm not mistake they where stored in the HQ (storage box) which is located next to "Boso Ta" in the research center.
That's exactly my point - decoupling that feature from the online component would allow to use them no matter if the online mode finally takes off (again) or never comes back again. Technically they were stored online and synced to your savegame (that's why older saves still have all of the unlocked ones)

The 2 paint jobs from each faction mission and the possibility to unlock new global paintjobs once your faction standing is high enough are too limited in comparison with the whole range of available paint jobs.

And - even worse, we are still missing out the initial paint jobs of the collectors / preorder edition. :(

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:idea: Feature request: paint jobs on custom starts

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mr.WHO
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Re: Feature request: paint jobs on custom starts

Post by mr.WHO » Thu, 10. Feb 22, 12:51

Paint jobs should be decoupled from ventures and added to shipyards as another blueprint/component to buy/equip.

Tranxalive
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Re: Feature request: paint jobs on custom starts

Post by Tranxalive » Sun, 6. Mar 22, 17:44

There is a way to obtain all paint mods on start. But it might be considered "slightly illegitimate". :P

Simply save (export) a custom gamestart, it can be either creative or budgeted. Then open up the file in notepad (or some other text document editing software (I highly recommend Notepad++))

The file can be found in This PC -> Documents -> Egosoft -> X4 -> Some number id -> customgamestart
The file's name is whatever you chose to name it.

Once it's open, find wherever it says <inventory> and </inventory> you must paste the following text (below this) anywhere between those two statements, or it will not work, and your file will most likely be unloadable in game.

Text:
<ware ware="paintmod_0001" amount="10000"/>
<ware ware="paintmod_0002" amount="10000"/>
<ware ware="paintmod_0003" amount="10000"/>
<ware ware="paintmod_0004" amount="10000"/>
<ware ware="paintmod_0005" amount="10000"/>
<ware ware="paintmod_0006" amount="10000"/>
<ware ware="paintmod_0007" amount="10000"/>
<ware ware="paintmod_0008" amount="10000"/>
<ware ware="paintmod_0009" amount="10000"/>
<ware ware="paintmod_0010" amount="10000"/>
<ware ware="paintmod_0011" amount="10000"/>
<ware ware="paintmod_0012" amount="10000"/>
<ware ware="paintmod_0013" amount="10000"/>
<ware ware="paintmod_0014" amount="10000"/>
<ware ware="paintmod_0015" amount="10000"/>
<ware ware="paintmod_0016" amount="10000"/>
<ware ware="paintmod_0017" amount="10000"/>
<ware ware="paintmod_0018" amount="10000"/>
<ware ware="paintmod_0019" amount="10000"/>
<ware ware="paintmod_0020" amount="10000"/>
<ware ware="paintmod_0021" amount="10000"/>
<ware ware="paintmod_0022" amount="10000"/>
<ware ware="paintmod_0023" amount="10000"/>
<ware ware="paintmod_0024" amount="10000"/>
<ware ware="paintmod_0025" amount="10000"/>
<ware ware="paintmod_0026" amount="10000"/>
<ware ware="paintmod_0027" amount="10000"/>
<ware ware="paintmod_0028" amount="10000"/>
<ware ware="paintmod_0029" amount="10000"/>
<ware ware="paintmod_0030" amount="10000"/>
<ware ware="paintmod_0031" amount="10000"/>
<ware ware="paintmod_0032" amount="10000"/>
<ware ware="paintmod_0033" amount="10000"/>
<ware ware="paintmod_0034" amount="10000"/>
<ware ware="paintmod_0035" amount="10000"/>
<ware ware="paintmod_0036" amount="10000"/>
<ware ware="paintmod_0037" amount="10000"/>
<ware ware="paintmod_0038" amount="10000"/>
<ware ware="paintmod_0039" amount="10000"/>
<ware ware="paintmod_0040" amount="10000"/>
<ware ware="paintmod_0041" amount="10000"/>
<ware ware="paintmod_0042" amount="10000"/>
<ware ware="paintmod_0043" amount="10000"/>
<ware ware="paintmod_0044" amount="10000"/>
<ware ware="paintmod_0045" amount="10000"/>
<ware ware="paintmod_0046" amount="10000"/>
<ware ware="paintmod_0047" amount="10000"/>
<ware ware="paintmod_0048" amount="10000"/>
<ware ware="paintmod_0049" amount="10000"/>
<ware ware="paintmod_0050" amount="10000"/>
<ware ware="paintmod_0051" amount="10000"/>
<ware ware="paintmod_0052" amount="10000"/>
<ware ware="paintmod_0053" amount="10000"/>
<ware ware="paintmod_0054" amount="10000"/>
<ware ware="paintmod_0055" amount="10000"/>
<ware ware="paintmod_0056" amount="10000"/>
<ware ware="paintmod_0057" amount="10000"/>
<ware ware="paintmod_0058" amount="10000"/>
<ware ware="paintmod_0059" amount="10000"/>
<ware ware="paintmod_0060" amount="10000"/>
<ware ware="paintmod_0061" amount="10000"/>
<ware ware="paintmod_0062" amount="10000"/>
<ware ware="paintmod_0063" amount="10000"/>
<ware ware="paintmod_0064" amount="10000"/>
<ware ware="paintmod_0065" amount="10000"/>
<ware ware="paintmod_0066" amount="10000"/>
<ware ware="paintmod_0067" amount="10000"/>
<ware ware="paintmod_0068" amount="10000"/>
<ware ware="paintmod_0069" amount="10000"/>
<ware ware="paintmod_0070" amount="10000"/>
<ware ware="paintmod_0071" amount="10000"/>
<ware ware="paintmod_0072" amount="10000"/>
<ware ware="paintmod_0073" amount="10000"/>
<ware ware="paintmod_0074" amount="10000"/>
<ware ware="paintmod_0075" amount="10000"/>
<ware ware="paintmod_0076" amount="10000"/>
<ware ware="paintmod_0077" amount="10000"/>
<ware ware="paintmod_0078" amount="10000"/>
<ware ware="paintmod_0079" amount="10000"/>
<ware ware="paintmod_0080" amount="10000"/>
<ware ware="paintmod_0081" amount="10000"/>
<ware ware="paintmod_0082" amount="10000"/>
<ware ware="paintmod_0083" amount="10000"/>
<ware ware="paintmod_0084" amount="10000"/>
<ware ware="paintmod_0085" amount="10000"/>
<ware ware="paintmod_0086" amount="10000"/>
<ware ware="paintmod_0087" amount="10000"/>
<ware ware="paintmod_0088" amount="10000"/>
<ware ware="paintmod_0089" amount="10000"/>
<ware ware="paintmod_0090" amount="10000"/>
<ware ware="paintmod_0091" amount="10000"/>
<ware ware="paintmod_0092" amount="10000"/>
<ware ware="paintmod_0093" amount="10000"/>
<ware ware="paintmod_0094" amount="10000"/>
<ware ware="paintmod_0095" amount="10000"/>
<ware ware="paintmod_0096" amount="10000"/>
<ware ware="paintmod_0097" amount="10000"/>
<ware ware="paintmod_0098" amount="10000"/>
<ware ware="paintmod_0099" amount="10000"/>
<ware ware="paintmod_0100" amount="10000"/>
<ware ware="paintmod_0101" amount="10000"/>
<ware ware="paintmod_0102" amount="10000"/>
<ware ware="paintmod_0103" amount="10000"/>
<ware ware="paintmod_0104" amount="10000"/>
<ware ware="paintmod_0105" amount="10000"/>
<ware ware="paintmod_0106" amount="10000"/>
<ware ware="paintmod_0107" amount="10000"/>
<ware ware="paintmod_0108" amount="10000"/>
<ware ware="paintmod_0109" amount="10000"/>
<ware ware="paintmod_0110" amount="10000"/>
<ware ware="paintmod_0111" amount="10000"/>
<ware ware="paintmod_0112" amount="10000"/>
<ware ware="paintmod_0113" amount="10000"/>
<ware ware="paintmod_0114" amount="10000"/>
<ware ware="paintmod_0115" amount="10000"/>
<ware ware="paintmod_0116" amount="10000"/>
<ware ware="paintmod_0117" amount="10000"/>
<ware ware="paintmod_0118" amount="10000"/>
<ware ware="paintmod_0119" amount="10000"/>
<ware ware="paintmod_0120" amount="10000"/>
<ware ware="paintmod_0121" amount="10000"/>
<ware ware="paintmod_0122" amount="10000"/>
<ware ware="paintmod_0123" amount="10000"/>
<ware ware="paintmod_0124" amount="10000"/>
<ware ware="paintmod_0125" amount="10000"/>
Once you've done that, save the file. And load your custom gamestart in game. If you're playing on a budgeted gamestart, your game will NOT be marked as modified

You will see the paintmods in your list of inventory items. Feel free to adjust amounts as necessary. Be careful though, if you remove the item from the list it will disappear, and you'll have to reload your custom gamestart file. I hope this helps.

Egosoft, if you're reading this, and you're not planning to add the feature being discussed in this topic, please don't fix this bug, at least not for the creative custom gamestart.

gorman2040
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Re: Feature request: paint jobs on custom starts

Post by gorman2040 » Sun, 6. Mar 22, 20:33

Tranxalive wrote:
Sun, 6. Mar 22, 17:44
There is a way to obtain all paint mods on start. But it might be considered "slightly illegitimate". :P
Wow, thanks for the great tip! Now I just wished I knew that when I started my budgeted game :(
I will add that to the Wiki.
"Show me your wares!"
Specs: i5-12600K, 32GB DDR4-3200, 1TB NVMe, RTX2060 Super. Saitek X52. LG 4K TV.
X3 Reunion, X3 TC, X Rebirth and now X4, still shooting Xenon and charting the universe since 2006.

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chew-ie
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Re: Feature request: paint jobs on custom starts

Post by chew-ie » Sun, 6. Mar 22, 20:39

Tranxalive wrote:
Sun, 6. Mar 22, 17:44
There is a way to obtain all paint mods on start. But it might be considered "slightly illegitimate". :P
Awesome! Thanks a lot! I'll name my 10th Asgard after you! :) :mrgreen:

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:idea: Feature request: paint jobs on custom starts

Waltz9
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Re: Feature request: paint jobs on custom starts

Post by Waltz9 » Mon, 7. Mar 22, 12:51

Is there a way to now which paintmod belongs to which number?
Or you add everything or it could be very time consuming to find the one you like.

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Re: Feature request: paint jobs on custom starts

Post by gorman2040 » Mon, 7. Mar 22, 19:02

Waltz9 wrote:
Mon, 7. Mar 22, 12:51
Is there a way to now which paintmod belongs to which number?
Or you add everything or it could be very time consuming to find the one you like.
There is a paintmod wiki page in the Egosoft wiki with all the screenshots and corresponding code.
"Show me your wares!"
Specs: i5-12600K, 32GB DDR4-3200, 1TB NVMe, RTX2060 Super. Saitek X52. LG 4K TV.
X3 Reunion, X3 TC, X Rebirth and now X4, still shooting Xenon and charting the universe since 2006.

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Re: Feature request: paint jobs on custom starts

Post by dtpsprt » Mon, 7. Mar 22, 20:06

Waltz9 wrote:
Mon, 7. Mar 22, 12:51
Is there a way to now which paintmod belongs to which number?
Or you add everything or it could be very time consuming to find the one you like.
I'd suggest you use the paint mods you like one in one ship at a time and then save the game again and open the save, see which paintmods have changed numbers... Then you know what to keep and what to discard.

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Re: Feature request: paint jobs on custom starts

Post by gorman2040 » Sun, 13. Mar 22, 09:14

Waltz9 wrote:
Mon, 7. Mar 22, 12:51
Is there a way to now which paintmod belongs to which number?
Or you add everything or it could be very time consuming to find the one you like.
Just tried it myself, when you import the custom start profile and you go to player inventory (before loading the profile for a new game) you can see each paintjob name and change the quantity to 0 if you don't want it.
This will slightly reduce your budget as each paintjob is 1Cr :)
"Show me your wares!"
Specs: i5-12600K, 32GB DDR4-3200, 1TB NVMe, RTX2060 Super. Saitek X52. LG 4K TV.
X3 Reunion, X3 TC, X Rebirth and now X4, still shooting Xenon and charting the universe since 2006.

Waltz9
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Re: Feature request: paint jobs on custom starts

Post by Waltz9 » Sun, 13. Mar 22, 20:47

this page is very helpfull
X4 Paintmod WIKI

Buzz2005
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Re: Feature request: paint jobs on custom starts

Post by Buzz2005 » Mon, 14. Mar 22, 14:25

Tranxalive wrote:
Sun, 6. Mar 22, 17:44
There is a way to obtain all paint mods on start. But it might be considered "slightly illegitimate". :P
any way to insert this into existing normal start save?
probably need to edit savegame file?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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Re: Feature request: paint jobs on custom starts

Post by dtpsprt » Mon, 14. Mar 22, 15:09

Buzz2005 wrote:
Mon, 14. Mar 22, 14:25
Tranxalive wrote:
Sun, 6. Mar 22, 17:44
There is a way to obtain all paint mods on start. But it might be considered "slightly illegitimate". :P
any way to insert this into existing normal start save?
probably need to edit savegame file?
You can but then the save will be considered *Modified*... Not that it matters a lot given the abscense of Ventures. In that case make sure you give yourself "enough" pink modparts...

Waltz9
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Re: Feature request: paint jobs on custom starts

Post by Waltz9 » Mon, 14. Mar 22, 15:45

Buzz2005 wrote:
Mon, 14. Mar 22, 14:25
Tranxalive wrote:
Sun, 6. Mar 22, 17:44
There is a way to obtain all paint mods on start. But it might be considered "slightly illegitimate". :P
any way to insert this into existing normal start save?
probably need to edit savegame file?
I tested it.
I have winrar installed on my pc to unzip the save file so I could open it but winrar cannot zip it back to the extention X4 uses so I had to turn off "savegame compression" in my settings in order to do this.
I tried different things to see how the game would respond to it.

I started testing the custom game start file modificiations.
1. I created a new custom game start and exported the game file.
2. between the inventory nodes I added the "paintmod_0017 ware (black steel) my favorite.
3. I imported the game file

from this point I had different results:
When you change a setting after loading the game file, the painmod will not be added into your game.
this only worked for me if I immediatly started the game after importing the file.
I added a paintmod into my inventory with an amount and one without an amount.
I noticed that when you don't add an amount you will have only 1 of that paintmod into your inventory so make sure you have enough.
So far everyting was fine without the modification tag.

When I succesfully loaded the game with the requested paintmod I added it my ship and I saved my game to go even further and look how save game would respond.
with save game compression turned off in my settings I opened the xml file.
I looked for the "inventory" node and there I could see the paintmod node which I added minus one.
I changed the number in the file and saved the file.

now I releaded that safe file succesfully but at this point the game turned out to be modified.
So far that wouldn't be a big deal until we get ventures which means you would have to start all over when it got reintroduced.
So far I wasn't be able to adjust it without the game knowing it.

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Re: Feature request: paint jobs on custom starts

Post by dtpsprt » Mon, 14. Mar 22, 23:02

Waltz9 wrote:
Mon, 14. Mar 22, 15:45
Buzz2005 wrote:
Mon, 14. Mar 22, 14:25
Tranxalive wrote:
Sun, 6. Mar 22, 17:44
There is a way to obtain all paint mods on start. But it might be considered "slightly illegitimate". :P
any way to insert this into existing normal start save?
probably need to edit savegame file?
I tested it.
I have winrar installed on my pc to unzip the save file so I could open it but winrar cannot zip it back to the extention X4 uses so I had to turn off "savegame compression" in my settings in order to do this.
I tried different things to see how the game would respond to it.

I started testing the custom game start file modificiations.
1. I created a new custom game start and exported the game file.
2. between the inventory nodes I added the "paintmod_0017 ware (black steel) my favorite.
3. I imported the game file

from this point I had different results:
When you change a setting after loading the game file, the painmod will not be added into your game.
this only worked for me if I immediatly started the game after importing the file.
I added a paintmod into my inventory with an amount and one without an amount.
I noticed that when you don't add an amount you will have only 1 of that paintmod into your inventory so make sure you have enough.
So far everyting was fine without the modification tag.

When I succesfully loaded the game with the requested paintmod I added it my ship and I saved my game to go even further and look how save game would respond.
with save game compression turned off in my settings I opened the xml file.
I looked for the "inventory" node and there I could see the paintmod node which I added minus one.
I changed the number in the file and saved the file.

now I releaded that safe file succesfully but at this point the game turned out to be modified.
So far that wouldn't be a big deal until we get ventures which means you would have to start all over when it got reintroduced.
So far I wasn't be able to adjust it without the game knowing it.
Once you make any changes to the savefile it will definitely me marked as Modified.
To keep your game unmodified (even though I'm not so sure that the Ventures are going to ever come again or what is the use of them), you must add these paintmods in a Customstart file created by the Bugeted Editor. The create a game with it when you loadi it in the Editor. This game will be unodified. The file of the Editor is in the Gamestarts folder right where your saves are and it is a plain xnl file, no need to unzip/zip it...

Waltz9
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Re: Feature request: paint jobs on custom starts

Post by Waltz9 » Tue, 15. Mar 22, 11:59

yeah I figured that. I just wanted to know how far you could take this.
Don't want to break my game.

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Re: Feature request: paint jobs on custom starts

Post by Old Drullo321 » Thu, 24. Mar 22, 21:25

It would be really nice to at least add previously earned paint mods or those 10x that come with the completetion of a plot. For example I realle like the second Duke's Tempest paint mod (with more orange), but you won't get it when you chose the plot option, only when you start anew and complete the whole plot. *meh*

That may sound rude but it took ~3 1/2 years to insert a simple copy/paste feature, which is so simple but makes the game so much better. Special paint mods act like a reward, please re-add them somehow. I want my Duke's Tempest mod back :) This would make the game so much better too. Please don't let us wait another 3 1/2 years.

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Re: Feature request: paint jobs on custom starts

Post by Good Wizard » Fri, 25. Mar 22, 01:14

Tranxalive wrote:
Sun, 6. Mar 22, 17:44
There is a way to obtain all paint mods on start. But it might be considered "slightly illegitimate". :P

Simply save (export) a custom gamestart, it can be either creative or budgeted. Then open up the file in notepad (or some other text document editing software (I highly recommend Notepad++))

The file can be found in This PC -> Documents -> Egosoft -> X4 -> Some number id -> customgamestart
The file's name is whatever you chose to name it.

Once it's open, find wherever it says <inventory> and </inventory> you must paste the following text (below this) anywhere between those two statements, or it will not work, and your file will most likely be unloadable in game.

<..>

Once you've done that, save the file. And load your custom gamestart in game. If you're playing on a budgeted gamestart, your game will NOT be marked as modified

You will see the paintmods in your list of inventory items. Feel free to adjust amounts as necessary. Be careful though, if you remove the item from the list it will disappear, and you'll have to reload your custom gamestart file. I hope this helps.

Egosoft, if you're reading this, and you're not planning to add the feature being discussed in this topic, please don't fix this bug, at least not for the creative custom gamestart.
I do not think this is cheating, and I would be very disappointed, if Egosoft 'fixes' this. On the contrary, a custom game start should allow to select paint jobs too.

If you do this right, it is also fairly calculated: The long list you posted should be only used as a reference! There are several colors which youalready have in all games, namely the six paint jobs you can select from normally in every game. They are included in this list, but are unnecessary. Also think if you really need 10.000 of each item! Each item costs 1Cr! So each paint job added this way will use up your budget in the custom game start. All in all this list (without the pain jobs you own anyway) costs around 1 Mio Cr, which is subtracted from your budget, like any other inventory item. There are better uses for this.

I selected 8 paint jobs with 1500 each, that's enough. Especially since you need to 'install' every one per hand (button Redesign).

As a player who joined X4 with version 4.0 last year I never had Ventures, because it is disabled since 4.0. While my game is registered I have no way to receive the paint jobs (or the training) and other benefits. I am not especially angry, because I hate multiplayer games anyway and do not need Ventures or anything like this. But the paint jobs are a nice thing. So I expect Egosoft to at least simply ignore the fact that you can edit your custom game start 'blueprint', since the paint jobs are not free.

In a true custom (modified) gamestart I would simply add them to the save (instructions in the Wiki), so I can select one of them as a default paint job.

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