Mods that are reported as working with Versions 2.50 to 4.3x

The place to discuss scripting and game modifications for X Rebirth.

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YorrickVander
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Post by YorrickVander » Wed, 17. Sep 14, 21:07

Anyway, back on topic :D YAT, Copilot Convo, Player Drone Recall all fine in beta 8. Populate Player Stations works as well as it ever did :roll: and Galaxy Station Range appears to be fine but still has possible UI lockups. Shady Slater has been retired. RIP my backroom squatter.

Mission Computer also fine with update, seems to be the Diplomatic Aid mission that broke the first release of it.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

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NZ-Wanderer
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Post by NZ-Wanderer » Wed, 17. Sep 14, 21:13

What about your Yisha?
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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YorrickVander
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Post by YorrickVander » Wed, 17. Sep 14, 21:15

Oh yeah :) Forgot that one, fine mate. All the Yisha changing mods should still work.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

birdtable
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Post by birdtable » Wed, 17. Sep 14, 21:26

:) :) :) :) :) :)

After a re-download of Beta 8 ... Life is good.

My humble apologies to Yorrick for vague panic stricken spamming.
My sincere thanks to Yorrick and NZ for their patient assistance.
Finally sorry to once again Yorrick for any unnecessary labour .

:D

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NZ-Wanderer
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Post by NZ-Wanderer » Wed, 17. Sep 14, 22:22

Original Post updated :) - Found out "Player Jump" works, now I don't have to spend hours travelling from one end of the galaxy to the other..
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.

UniTrader
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Post by UniTrader » Thu, 18. Sep 14, 02:01

UniTrader wrote:Faction and Player Logo Mod - still compatible with Beta8, no additional output in debuglog, no update necesary ;) (and hereby the current support Version for this Extension)
i hate self-quoting but i think you missed this one ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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NZ-Wanderer
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Post by NZ-Wanderer » Thu, 18. Sep 14, 02:29

UniTrader wrote:i hate self-quoting but i think you missed this one ;)
Oppps, sorry about that :oops:

Now updated entire first post with links to all the mods mentioned, PLUS updated UniTraders one :D

Link to the first post - http://forum.egosoft.com/viewtopic.php? ... 79#4425879
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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YorrickVander
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Post by YorrickVander » Thu, 18. Sep 14, 06:23

Configurable mass traffic, DeVries freelancer start, pimp my skunk, xr nebulae, xr planets, out of my way glitches, radio silence, shut up ren, station announcements, show skills all seem to be fine.

EDIT : also faster ships
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

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NZ-Wanderer
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Post by NZ-Wanderer » Thu, 18. Sep 14, 08:00

Thank you Yorrick :) - first post 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.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Thu, 18. Sep 14, 08:53

Loving your new format with the links in the OP :)

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NZ-Wanderer
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Post by NZ-Wanderer » Thu, 18. Sep 14, 09:08

Sparky Sparkycorp wrote:Loving your new format with the links in the OP :)
Thanks Sparky, much appreciated :)

Sheesh, I just realised I have edited my original post 71 times :lol:
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.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Thu, 18. Sep 14, 10:13

Hahaha

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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. » Thu, 18. Sep 14, 15:11

Okay, Iam currently using IgnoreFuel and MassTraffic config.

I sometimes find an issue, all ships in the same zone as Skunk just freeze.
They refuse to move, they just stand there and don't do anything.
When I leave the zone, everything goes back to normal.

In vanilla, this doesn't happen.

Iam not sure if it's caused by MassTraffic or IgnoreFuel however.

sabbede
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Post by sabbede » Thu, 18. Sep 14, 15:40

Remove spawned trade ship wares v.03 is tested and working on b8
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and a joystick.

g_BonE
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Post by g_BonE » Thu, 18. Sep 14, 20:57

b8: Repair Laser and TAF seems to work flawlessly, No Jump Fuel seems to work but ships still automatically refuel Energy Cells. Also, "MoreCrew" by Euclid seems to work as i am currently harboring ~9 people on my skunk.

Additionally, my own breed of "5km ScanRange" works w/o issues so i figure "ButterRanges" might work as well as it changes the same stuff.

MapReveal, MissionComputer, AwesomeJumpDriveFX, BetterHighwayAlphas and OutOfMyWayGlitches are confirmed working too -- i'll post more after testing some more.

"Build Styrvok ships and titeral" seems to be integrated in ß8. If the mod is added all the ships it adds are available for building twice in Darned Hot Air.
(x|x) .oO[ Fenster fährt mich Nüsse !!! ]

birdtable
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Post by birdtable » Thu, 18. Sep 14, 21:52

Butter rewards, ISE comfortable also work fine in Beta 8 and thanks for the reminder about Player Jump ...

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NZ-Wanderer
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Post by NZ-Wanderer » Thu, 18. Sep 14, 23:54

Thanks guys, first post 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.

g_BonE
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Post by g_BonE » Fri, 19. Sep 14, 08:21

Scaldis cargo fix (by nidaren) - somehow breaks the Scaldis - i had mine trying to load Cells and it never undocked again. Tried this twice in DeVries and Albion and had the same issues. I'd say that mod is borked now.

Ledda Construction (by nidaren) - confirmed working, the new factory in the Third Duke works as expected.
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bm01
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Post by bm01 » Fri, 19. Sep 14, 09:43

g_BonE wrote:Scaldis cargo fix (by nidaren) - somehow breaks the Scaldis - i had mine trying to load Cells and it never undocked again. Tried this twice in DeVries and Albion and had the same issues. I'd say that mod is borked now.
Leave / Enter the system.
Leave / Join squad.
It happens sometimes, it's unrelated to this mod.

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YorrickVander
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Post by YorrickVander » Fri, 19. Sep 14, 11:00

Scaldis cargo fix has been throwing some errors for a few patches now so I'd call it unsafe :(
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

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