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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Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 10 Feb 2019

Post by NZ-Wanderer » Sun, 10. Feb 19, 18:40

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.

Horux
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Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 11 Feb 2019

Post by Horux » Wed, 13. Feb 19, 20:30

Better Economy - Horuchs / Nexus
also works with Beta 2.0 HF 2

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 11 Feb 2019

Post by NZ-Wanderer » Wed, 13. Feb 19, 21:51

Horux wrote:
Wed, 13. Feb 19, 20:30
Better Economy - Horuchs / Nexus
also works with Beta 2.0 HF 2
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.

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Matterom
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Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 20 Feb 2019

Post by Matterom » Tue, 26. Feb 19, 18:40

So you've listed one of my mods twice.
My Mods:
Sector Administration: A Tax Mod

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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

Post by NZ-Wanderer » Tue, 26. Feb 19, 22:46

Matterom wrote:
Tue, 26. Feb 19, 18:40
So you've listed one of my mods twice.
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.

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Matterom
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Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 20 Feb 2019

Post by Matterom » Tue, 26. Feb 19, 22:48

NZ-Wanderer wrote:
Tue, 26. Feb 19, 22:46
Oppps, sorry about that, I will be updating the list today to V2 so will look for it and take out the duplicate. :)
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 them
My Mods:
Sector Administration: A Tax Mod

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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

Post by NZ-Wanderer » Tue, 26. Feb 19, 23:11

Matterom wrote:
Tue, 26. Feb 19, 22:48
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 them
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.

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Matterom
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Re: Mods that are reported as working with Versions 1.0 to Beta 2.0 - Updated 20 Feb 2019

Post by Matterom » Wed, 27. Feb 19, 03:39

NZ-Wanderer wrote:
Tue, 26. Feb 19, 23:11
Matterom wrote:
Tue, 26. Feb 19, 22:48
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 them
Are your mods ok for V2? cause if so I will update them from 1.5.
Not Simple Order Fixes or Simple Carrier,
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

g_BonE
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Re: Mods that are reported as working with Versions 1.0 to 2.0 - Updated 27 Feb 2019

Post by g_BonE » Fri, 1. Mar 19, 19:36

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.
(x|x) .oO[ Fenster fährt mich Nüsse !!! ]

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 2.0 - Updated 27 Feb 2019

Post by NZ-Wanderer » Fri, 1. Mar 19, 21:01

g_BonE wrote:
Fri, 1. Mar 19, 19:36
Tested 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.
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.
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.

DeadAirRT
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Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019

Post by DeadAirRT » Fri, 1. Mar 19, 21:09

DeadAir Gate works on 2.0 as well. Untested on betas.

Only kicks out the usual unavoidable errors.

greengriffon
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Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019

Post by greengriffon » Fri, 1. Mar 19, 21:28

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

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019

Post by NZ-Wanderer » Fri, 1. Mar 19, 22:27

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.

taintedxodus
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Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019

Post by taintedxodus » Sat, 2. Mar 19, 08:11

just the unavoidable errors for faction battleships.

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Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 2 Mar 2019

Post by NZ-Wanderer » Sat, 2. Mar 19, 20:56

taintedxodus wrote:
Sat, 2. Mar 19, 08:11
just the unavoidable errors for faction battleships.
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.

djmidex
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Re: Mods that are reported as working with Versions 1.0 to 2.1 Beta - Updated 3 Mar 2019

Post by djmidex » Sun, 3. Mar 19, 12:33

Hi!
Working mods (ver. 2.0):

Argon Headquarter (PHQ) - Starstripe
Early SETA - Loktide
Getting Paid - iforgotmysocks
NoSuperHighways - Anon

taintedxodus
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 27 Mar 2019

Post by taintedxodus » Sun, 31. Mar 19, 06:07

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>

BrummBear02
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 27 Mar 2019

Post by BrummBear02 » Mon, 1. Apr 19, 11:59

viewtopic.php?f=181&t=413426

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

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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 2nd April 2019

Post by NZ-Wanderer » Mon, 1. Apr 19, 21:18

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.

user1679
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Re: Mods that are reported as working with Versions 1.0 to 2.2 - Updated 2nd April 2019

Post by user1679 » Mon, 22. Apr 19, 05:55

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.



In X4\Extensions

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.


(Win 7) In Documents\Egosoft\X4\extensions
Items denoted with a ***

* 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.

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