Mods that are reported as working with Versions 2.x to 6.x - Monday 01st October 2023

The place to discuss scripting and game modifications for X4: Foundations.

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Nanook
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 23rd April 2019

Post by Nanook » Mon, 6. May 19, 23:55

Mass Move Marines seems to be working fine with 2.21. :)
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 23rd April 2019

Post by NZ-Wanderer » Tue, 7. May 19, 02:27

Thank you for that, list updated, also moved the 2 from the last page from 2.0 back to 1.5.
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.

Shadowman2012
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 7th May 2019

Post by Shadowman2012 » Mon, 3. Jun 19, 10:12

If this topic still alife,
theese mods works well in 2.50:
Secret Stash
Improved Repair Laser
Mass Move Marines
Increased Long Range Scanner
Paint Jobs for Sale
Fix Illegal Buy
Equipment upgrades without RNG
Buildtime Reduction - Station Modules
Fly-by Lockbox
Fly-by Looting

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 7th May 2019

Post by NZ-Wanderer » Mon, 3. Jun 19, 13:32

Shadowman2012 wrote:
Mon, 3. Jun 19, 10:12
If this topic still alife,
theese mods works well in 2.50:
Thank you for the list, much appreciated.. - Yes this topic is still alive and will continue to be for as long as it is needed by anyone :)

List updated with your changes...
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.

jdieff
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 3rd June 2019

Post by jdieff » Wed, 5. Jun 19, 00:20

Hello players,

Posted yesterday "DFun Skills Increasing (DFSI)" on Steam :)
EN : viewtopic.php?f=181&t=417327
FR : viewtopic.php?f=187&t=417326

Bon jeu à tous !

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JonathanVQP
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 3rd June 2019

Post by JonathanVQP » Fri, 7. Jun 19, 16:36

Mods not working with 2.5

2.0/2.2 - Adv Argon Start w/PHQ - BoostHungry / Nexus
2.0 - Argon Headquarter (PHQ) - Starstripe / Nexus
2.2 - CAS - Community Alternate Start - alistair3149 / Nexus

facc00
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 3rd June 2019

Post by facc00 » Fri, 7. Jun 19, 22:35

Today using
Zfreeqspaintjobs
slancheat
ror = mk1 ai mk1 flags mk3 flags
paintjobsforsale
escape_teleport
emploee_training
ego orange cursor
MRS

These all seem to be working however I am getting crashes about 24 gametime hours in. Not sure why.

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Moonrat
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 3rd June 2019

Post by Moonrat » Mon, 10. Jun 19, 01:11

Crexit - This still looks Ok in 2.5 from a gameplay perspective and looking at the xml changes between 1.5 & 2.5 there's nothing that should get in the way :)
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

LegionOfOne
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 3rd June 2019

Post by LegionOfOne » Mon, 10. Jun 19, 16:23

If it is allowed to suggest your own mods, my recent submissions are working with 2.5 :

Mules and Warehouses
Still mostly a ware supply and trade script mod, but now can also make player stations trade in any ware, so might be classified under gameplay changes as well.
No debug clutter in that one.

Nopileos' True Fortune
Adds two new gamestarts that drop the PQH in Nopileos (skipping the missions), and modifies the resource variety and density of the Nopileos asteroid field in all gamestarts and even existing saves.
Only a few debug messages on gamestart, logged in their own script debug file.

Player-owned Warehouses with UI Mod
Contains a script to add any tradeware to a player station, and an UI mod to be able to see and edit the prices of buy offers on tradewares in the Logical Overview UI.
Only a few debug messages.

h2odragon3
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 3rd June 2019

Post by h2odragon3 » Sat, 15. Jun 19, 22:32

viewtopic.php?f=181&t=416200 DragonStarts v2 Adds several new game starts with increasing levels of cheat; PHQ, SETA, better ships, more money, optionally up to having Telport and trade subscriptions.

viewtopic.php?f=181&t=417442 DragonCommands adds default Ship behaviors PatrolRoute, StationSweep, and CargoFerry

Both work well with 2.5 and should not thrash the debuglog.

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 26th June 2019

Post by NZ-Wanderer » Thu, 25. Jul 19, 20:56

My Apologises for not updating the list, but for some reason egosoft forums did not notify me that I had new posts...

Anyway, list now 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.

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Moonrat
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 3rd June 2019

Post by Moonrat » Fri, 26. Jul 19, 19:34

Moonrat wrote:
Mon, 10. Jun 19, 01:11
Crexit - This still looks Ok in 2.5 from a gameplay perspective and looking at the xml changes between 1.5 & 2.5 there's nothing that should get in the way :)
Hi, I noticed on the OP that it has "Crexit" only listed as compatible with 2.0, unless someone has experience otherwise I believe it is in fact compatible with all major/minor 2.x versions 2.0/2.2/2.5
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 3rd June 2019

Post by NZ-Wanderer » Fri, 26. Jul 19, 23:32

Moonrat wrote:
Fri, 26. Jul 19, 19:34
Hi, I noticed on the OP that it has "Crexit" only listed as compatible with 2.0, unless someone has experience otherwise I believe it is in fact compatible with all major/minor 2.x versions 2.0/2.2/2.5
ooppps I missed that, thank you for pointing it out :)

List now updated to reflect Crexit as 2.0/2.2/2.5
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.

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Moonrat
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 27th July 2019

Post by Moonrat » Mon, 29. Jul 19, 21:40

Hi, sorry me again... thanks for the Crexit update on the OP. I've got another one for you developed by me with 2.5 so it's completely up-to-date...

Encounters

Hosted on Nexus with this link https://www.nexusmods.com/x4foundations/mods/333
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 30th July 2019

Post by NZ-Wanderer » Mon, 29. Jul 19, 22:46

Thank you, list updated with "Encounters" added :)
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.

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Phinixa
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated 31st July 2019

Post by Phinixa » Sun, 8. Sep 19, 21:40

Just wanted to say that my No more RCS Thruster Sounds mod still works with 2.5.
Regarding the debug log entries: Most of 'em might be avoidable but they don't spam the log.
***modified*** 4 life!

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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated Monday 9th September 2019

Post by NZ-Wanderer » Mon, 9. Sep 19, 04:55

Many thanks for that, 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.

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Moonrat
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Re: Mods that are reported as working with Versions 1.0 to 2.5 - Updated Monday 9th September 2019

Post by Moonrat » Sun, 22. Sep 19, 16:07

Am I the first...?? :D

I am pleased to report that both of my mods are compatible with X4 2.60 Beta 2 (364409) - 2019-09-19

Crexit
Encounters
[ external image ]
IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)


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Re: Mods that are reported as working with Versions 1.0 to 2.6 - Updated Tuesday 24th September 2019

Post by NZ-Wanderer » Tue, 24. Sep 19, 08:02

Thank you very much, 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.

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