Mods that are reported as working with Versions 2.x to 6.x - Monday 01st October 2023
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- NZ-Wanderer
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- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 10 Feb 2019
Great job, thanks guys, I have updated the list and separated 2.x mods to above the 1.x list to make it easier to read
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 Beta 2.0 - Updated 11 Feb 2019
Better Economy - Horuchs / Nexus
also works with Beta 2.0 HF 2
also works with Beta 2.0 HF 2
- NZ-Wanderer
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- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 11 Feb 2019
Thank you for posting, I have updated the list again with the change
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 Beta 2.0 - Updated 20 Feb 2019
So you've listed one of my mods twice.
My Mods:
Sector Administration: A Tax Mod
Sector Administration: A Tax Mod
- NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 20 Feb 2019
Oppps, sorry about that, I will be updating the list today to V2 so will look for it and take out the duplicate.
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 Beta 2.0 - Updated 20 Feb 2019
Likely due to it being on both the nexus and the forums it seems like... because you list one but not the other, then flip themNZ-Wanderer wrote: ↑Tue, 26. Feb 19, 22:46Oppps, sorry about that, I will be updating the list today to V2 so will look for it and take out the duplicate.
My Mods:
Sector Administration: A Tax Mod
Sector Administration: A Tax Mod
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 20 Feb 2019
Are your mods ok for V2? cause if so I will update them from 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.
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 Beta 2.0 - Updated 20 Feb 2019
Not Simple Order Fixes or Simple Carrier,NZ-Wanderer wrote: ↑Tue, 26. Feb 19, 23:11Are your mods ok for V2? cause if so I will update them from 1.5.
Carrier is untested but simple enough to probably not cause any issues, i'll check later.
Order Fixes is pretty version specific. i need to rewrite it every patch to see what needs fixing. hoping the game gets to get to a point where i can remove it.
Other than that the other 2 were built on 2.0
My Mods:
Sector Administration: A Tax Mod
Sector Administration: A Tax Mod
Re: Mods that are reported as working with Versions 1.0 to 2.0 - Updated 27 Feb 2019
Tested the custom GameStart [Mod] [GameStart] Adv Argon Start w/PHQ and it seems to work fine with 2.1ß.
Thread here: viewtopic.php?f=181&t=407524&p=4850545
Nexus here: https://www.nexusmods.com/x4foundations/mods/110/
As a shameless plug, i also consolidated a few smaller mods into one, slapped a silly name on it and made it available on Nexus as well: https://www.nexusmods.com/x4foundations/mods/290 - Yes, works on 2.1ß.
Thread here: viewtopic.php?f=181&t=407524&p=4850545
Nexus here: https://www.nexusmods.com/x4foundations/mods/110/
As a shameless plug, i also consolidated a few smaller mods into one, slapped a silly name on it and made it available on Nexus as well: https://www.nexusmods.com/x4foundations/mods/290 - Yes, works on 2.1ß.
(x|x) .oO[ Fenster fährt mich Nüsse !!! ]
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 2.0 - Updated 27 Feb 2019
Thanks for that, I have updated the list, not going to start a beta one above 2.0, instead have just put a note next to the 2.0 (EG: (Debug) 2.0/2.1 Beta) - this way once 2.1 drops I can easily just grab the ones I need to put into 2.1.g_BonE wrote: ↑Fri, 1. Mar 19, 19:36Tested the custom GameStart [Mod] [GameStart] Adv Argon Start w/PHQ and it seems to work fine with 2.1ß.
As a shameless plug, i also consolidated a few smaller mods into one, slapped a silly name on it and made it available on Nexus as well: https://www.nexusmods.com/x4foundations/mods/290 - Yes, works on 2.1ß.
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 2.1 Beta - Updated 2 Mar 2019
DeadAir Gate works on 2.0 as well. Untested on betas.
Only kicks out the usual unavoidable errors.
Only kicks out the usual unavoidable errors.
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Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019
The custom ship logo mod that I just released yesterday works with the most current beta, but really it should work with any version of X4.
Griff's Realistic Ship Logos
https://www.nexusmods.com/x4foundations ... escription
Griff's Realistic Ship Logos
https://www.nexusmods.com/x4foundations ... escription
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019
Many thanks for the reports, have updated and added to the 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.
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- Posts: 28
- Joined: Fri, 2. Mar 07, 00:58
Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019
just the unavoidable errors for faction battleships.
- NZ-Wanderer
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- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019
Thanks for that, did quick update with it changed
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 2.1 Beta - Updated 3 Mar 2019
Hi!
Working mods (ver. 2.0):
Argon Headquarter (PHQ) - Starstripe
Early SETA - Loktide
Getting Paid - iforgotmysocks
NoSuperHighways - Anon
Working mods (ver. 2.0):
Argon Headquarter (PHQ) - Starstripe
Early SETA - Loktide
Getting Paid - iforgotmysocks
NoSuperHighways - Anon
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- Posts: 28
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 27 Mar 2019
Hmm I'll mention it here unless theres a better idea for it but djfhes Carrier - djfhe / Nexus will work for 2.20 if lib.recall.subordinates.xml gets changed to this:
Code: Select all
<?xml version="1.0" encoding="iso-8859-1" ?>
<diff >
<add sel="/aiscript/params/param[@name='debugchance']" pos="after">
<param name="djfheJumpRecallParams" default="[]" type="internal"/>
</add>
<add sel="/aiscript/attention/actions/do_if[@value='$subordinates.count gt 0']/do_all[@exact='$subordinates.count']/do_elseif[@value='$destination or this.object.hasunitdrone.{$subordinates.{$i}}']/do_else/do_if/create_order/param[@name='safetodockat']" pos="after">
<param name="djfheJumpRecallParams" value="$djfheJumpRecallParams"/>
</add>
<add sel="/aiscript/attention/actions/do_if[@value='$subordinates.count gt 0']/do_all[@exact='$subordinates.count']/do_elseif[@value='$destination or this.object.hasunitdrone.{$subordinates.{$i}}']/do_if[@value='$destination and ($secondpass? or ($activepatrol and $evalsector and $evalsector == this.sector) or not $dockcontainer.dockingallowed.{$subordinates.{$i}} or ($freedocks.{$subordinates.{$i}.class} lt 1))']/do_if[@value='not $goingtohighway?']/do_if[@value='$activepatrol']" pos="after">
<do_elseif value="$djfheJumpRecallParams? and $djfheJumpRecallParams.count gt 0 and $djfheJumpRecallParams.{7}.{$subordinates.{$i}.type}? and $djfheJumpRecallParams.{7}.{$subordinates.{$i}.class}?">
<create_order object="$subordinates.{$i}" id="'OrderDjfheJump'" name="$order">
<param name="destination" value="$djfheJumpRecallParams.{1}" />
<param name="target" value="$djfheJumpRecallParams.{2}" />
<param name="emergency" value="$djfheJumpRecallParams.{3}" />
<param name="wait" value="$djfheJumpRecallParams.{4}" />
<param name="rotation" value="$djfheJumpRecallParams.{5}" />
<param name="timeout" value="$djfheJumpRecallParams.{6}" />
</create_order>
</do_elseif>
</add>
</diff>
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 27 Mar 2019
viewtopic.php?f=181&t=413426
Two new ships from me. They should not produce anything but signature check and thus unavoidable errors
Two new ships from me. They should not produce anything but signature check and thus unavoidable errors
Gebt mir einen Spiegel dann schlage ich ihn mit seinem eigenen Gesicht
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 2nd April 2019
Many thanks for the updates, 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 1.0 to 2.2 - Updated 2nd April 2019
A list of working mods I'm currently using with v2.21
DISCLAIMER:
By "working", I mean they allow the game to load and "new game" also loads completely without getting stuck. I have not actually tested all the mods and their
functionality because most of them require many hours of gameplay.
The next set of mods had to be installed using the "Documents" method (WIn 7), even if the author stated otherwise... This may
mean that while the game loads, some of these mods may in fact not work in game.
* No more RCS Thruster Sounds - Appears to not work for some ships
* Weapon Shield Balancing - Only installed shield balancing. NOTE: May conflict with FOCW since it also has balancing, don't know how to check since everything loads.
DISCLAIMER:
By "working", I mean they allow the game to load and "new game" also loads completely without getting stuck. I have not actually tested all the mods and their
functionality because most of them require many hours of gameplay.
In X4\Extensions
- Better Scan Colors https://www.nexusmods.com/x4foundations/mods/38
- Collect Deployables viewtopic.php?t=410219
- Collect Wares In Zone https://www.nexusmods.com/x4foundations/mods/194
- Crafted Mod Components https://www.nexusmods.com/x4foundations/mods/215
- Enhanced Holomap3 https://www.nexusmods.com/x4foundations/mods/249
- Faction Battleships https://www.nexusmods.com/x4foundations/mods/158
- Community Alternate Starts https://www.nexusmods.com/x4foundations/mods/52/
- Immediate Orders https://www.nexusmods.com/x4foundations/mods/309
- Improve Explore Command https://www.nexusmods.com/x4foundations/mods/89
- Improved Repair Laser https://www.nexusmods.com/x4foundations/mods/5
- Info Center https://www.nexusmods.com/x4foundations/mods/268
- Learn All The Things https://www.nexusmods.com/x4foundations/mods/8
- Legacy Music (sound) https://www.nexusmods.com/x4foundations/mods/56
- Mercenary Corps https://www.nexusmods.com/x4foundations/mods/312
- No Dark Ambient (sound) https://www.nexusmods.com/x4foundations/mods/91
- Paint Jobs For Sale https://www.nexusmods.com/x4foundations/mods/37
- Research Overhaul https://www.nexusmods.com/x4foundations/mods/117
- Sector Satellites https://www.nexusmods.com/x4foundations/mods/4
- Signal Leak Hunter https://www.nexusmods.com/x4foundations/mods/51
- Subordinate Order Access https://www.nexusmods.com/x4foundations/mods/289
- Tradeship Buy Notify https://www.nexusmods.com/x4foundations/mods/26
- G_Workaround (aka UI API) viewtopic.php?f=181&t=411630&p=4820927#p4820926
- Urgent Messages https://www.nexusmods.com/x4foundations/mods/238
- Various NPCs https://www.nexusmods.com/x4foundations/mods/27
The next set of mods had to be installed using the "Documents" method (WIn 7), even if the author stated otherwise... This may
mean that while the game loads, some of these mods may in fact not work in game.
Items denoted with a ***
(Win 7) In Documents\Egosoft\X4\extensions
- Better Tractor Beam https://www.nexusmods.com/x4foundations/mods/55
- Foundations of Conflict and War viewtopic.php?t=403357
- No Stardust https://www.nexusmods.com/x4foundations/mods/16
- Mobile Repair Service https://www.nexusmods.com/x4foundations/mods/147
- Mobile Ship Production viewtopic.php?&t=409289#p4802047
- More NPC https://www.nexusmods.com/x4foundations/mods/96
- No Battle Music https://www.nexusmods.com/x4foundations/mods/172
- No Superhighways https://www.nexusmods.com/x4foundations/mods/80
- Player Owned Ship Production viewtopic.php?f=181&t=403662#p4763132
- Kill M Class Engine Sound https://www.nexusmods.com/x4foundations/mods/48
- *** No more RCS Thruster Sounds https://www.nexusmods.com/x4foundations/mods/10
- Remove Wait For You https://www.nexusmods.com/x4foundations/mods/221
- Secret Stash https://www.nexusmods.com/x4foundations/mods/146
- SETA Color Edit https://www.nexusmods.com/x4foundations/mods/133
- Skip Intro https://www.nexusmods.com/x4foundations/mods/118
- Spherical Long-Range Scan https://www.nexusmods.com/x4foundations/mods/105
- Station Miner Wares Selection https://www.nexusmods.com/x4foundations/mods/142
- Station Trader Wares Fix https://www.nexusmods.com/x4foundations/mods/106
- *** Weapon Shield Balancing viewtopic.php?f=181&t=405068
* No more RCS Thruster Sounds - Appears to not work for some ships
* Weapon Shield Balancing - Only installed shield balancing. NOTE: May conflict with FOCW since it also has balancing, don't know how to check since everything loads.