Mods that are reported as working with Versions 2.x to 6.x - Monday 01st October 2023
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 485
- Joined: Sun, 5. Feb 06, 17:15
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020
[2.60] For 1-2 days, I used the MOD "Luxury Satellite & Laser Tower Mk 3" which creates 190KM ranged satellites.
I disabled it because I was starting to experience weird intermitent symptoms:
- mouse look while walking or standing was disabled
- some key commands were not working
- getting back to game menu, the save option was disabled
+ others symptoms that I forgot
As soon as I disabled it and started from a saved game, things seamed back to normal. I played for 2-3 hours so far.
I have only one other MOD beside that one that have been using for 1 week and did not have such issues until I installed that Luxury one.
Steam link : https://steamcommunity.com/sharedfiles/ ... 1766936771
I disabled it because I was starting to experience weird intermitent symptoms:
- mouse look while walking or standing was disabled
- some key commands were not working
- getting back to game menu, the save option was disabled
+ others symptoms that I forgot
As soon as I disabled it and started from a saved game, things seamed back to normal. I played for 2-3 hours so far.
I have only one other MOD beside that one that have been using for 1 week and did not have such issues until I installed that Luxury one.
Steam link : https://steamcommunity.com/sharedfiles/ ... 1766936771
Steam X-Superbox, XR, playing X4
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020
@NZ-Wanderer:
Could you please include the page id's of the mods into your overview - if the mods use one. Would be very helpful when looking into mods which uses them.
Thx.
Could you please include the page id's of the mods into your overview - if the mods use one. Would be very helpful when looking into mods which uses them.
Thx.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020
Page ID's?? - Sorry, I have no idea what you mean.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020
The ID regarding text, values, variables inside the t-files.
Example:
t-file 0001.xml from Mod Mobile Repair Servcie:
the page id is used inside the scripts with {<page id number>,<id number>} - ex. {314152, 1} - means, it uses the text from ID 1 from the page id 314153. You are free in definitions of your id's. But page ids should be unique, to prevent problems when using t-files.
Still, most mods are packed, but the X4 runtime system (correct me if I am wrong here) still expands and reads those files. Aka, uses these numbers (the page id) to provide the text.
A little more - while using t-files:
- changes for languages are easier to maintain,
- color (using \33R (for Red, old color system from X3), ... or \033#FF9966ff# (new, uses FF<......> 3x2 hex for color)
- use for variales to control code,
- and a lot of more...
By the way - color: coloring log, logbook, even menue is possible therefore.
Example:
t-file 0001.xml from Mod Mobile Repair Servcie:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<language>
<page id="314152" voice="no">
<t id="1">Mobile Repair Service</t>
...
Still, most mods are packed, but the X4 runtime system (correct me if I am wrong here) still expands and reads those files. Aka, uses these numbers (the page id) to provide the text.
A little more - while using t-files:
- changes for languages are easier to maintain,
- color (using \33R (for Red, old color system from X3), ... or \033#FF9966ff# (new, uses FF<......> 3x2 hex for color)
- use for variales to control code,
- and a lot of more...
By the way - color: coloring log, logbook, even menue is possible therefore.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020
Sorry, but what you are asking me to add is just not possible.. - The time it would take for me to a) download and b) go through each mod to find the ID is just not feasible for me to do.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020
My mods textid's are PI based - 31415x where x is different for each of my modsNZ-Wanderer wrote: ↑Tue, 10. Mar 20, 10:06Sorry, but what you are asking me to add is just not possible.. - The time it would take for me to a) download and b) go through each mod to find the ID is just not feasible for me to do.
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020
Variety and Rebalance Overhaul - Shuulo is updated for 3.0, and its better to change category to Overhauls or something like that
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Wednesday 8th April 2020
Thank you, list updated... - I put it in "Gameplay Effects and changes", hope that suits
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Wednesday 8th April 2020
Great work!Thank you!
Regards,
Hausser
Regards,
Hausser
-
- Posts: 78
- Joined: Fri, 22. Feb 13, 17:34
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Wednesday 8th April 2020
Consider adding "Better piracy" to the 3.x list, done and tested in that version, both with and without Split vendetta.
Link: viewtopic.php?f=181&t=424589
Link: viewtopic.php?f=181&t=424589
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Wednesday 8th April 2020
Not a problem, list has now been updated with your mod included...Alberto.Rota wrote: ↑Fri, 10. Apr 20, 08:34Consider adding "Better piracy" to the 3.x list, done and tested in that version, both with and without Split vendetta.
Link: viewtopic.php?f=181&t=424589
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
-
- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Sunday 12th April 2020
Hi there again,
The Civilian Fleets mod has been fully updated to v3.0
Thanks for maintaining this list!
The Civilian Fleets mod has been fully updated to v3.0
Thanks for maintaining this list!
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Sunday 12th April 2020
And yours is updated as wellVectorial1024 wrote: ↑Sun, 12. Apr 20, 10:49Hi there again, The Civilian Fleets mod has been fully updated to v3.0
Thanks for maintaining this list!
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Monday 13th April 2020
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Monday 13th April 2020
And yours is Added to the list as well
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 14th April 2020
I can confirm that the newly updated version of Crexit (v1.2) is compatible with 3.10 HF1 Release (394166) (2020-04-16) + Split DLC
...and in fact with all previous versions...
I have uploaded a new version to Nexus (v1.2). This new version includes the following changes...
...and in fact with all previous versions...
I have uploaded a new version to Nexus (v1.2). This new version includes the following changes...
- Incorporation of crystal "cooldown" modifiers post X4 3.0 Beta 6
- New values which balance the risk/reward profile of crystal mining within safe/hazardous/zenon regions of space
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)
Re: Mods that are reported as working with Versions 1.x to 3.x - Updated Monday 27th April 2020
(Debug) 2.0/2.2 - X4 No Battle Music - Winghelm / Nexus
I'm using this mod and it works well with current 3.1 version
I'm using this mod and it works well with current 3.1 version
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.x to 3.x - Updated Tuesday 28th April 2020
Many thanks, List updated
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: Mods that are reported as working with Versions 1.x to 3.x - Updated Tuesday 28th April 2020
I figure it's probably just easiest to point people to my mods via forum page so here is an update:
DeadAir Mods
Debug: green for 3.1+split
Github https://github.com/DeadAirRT
Forum viewtopic.php?f=181&t=415937
Galaxy or universe changes
Also,
I started maintaining TaterTrader (author is still ludsoe). It is also available on my github.
TaterTrader
Debug: green for 3.1+split
Github https://github.com/DeadAirRT
Forum viewtopic.php?f=181&t=415937
Trader
DeadAir Mods
Debug: green for 3.1+split
Github https://github.com/DeadAirRT
Forum viewtopic.php?f=181&t=415937
Galaxy or universe changes
Also,
I started maintaining TaterTrader (author is still ludsoe). It is also available on my github.
TaterTrader
Debug: green for 3.1+split
Github https://github.com/DeadAirRT
Forum viewtopic.php?f=181&t=415937
Trader
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.x to 3.x - Updated Tuesday 28th April 2020
Thanks for the update, putting in all that info makes it real easy for me to update
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.