X4 Mod Compendium

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
respaekt
Posts: 35
Joined: Wed, 10. Jun 09, 09:55

X4 Mod Compendium

Post by respaekt » Mon, 10. Dec 18, 16:38

This is a Mod list for X4: Foundations

Go Here for an updated list!
NZ-Wanderer made a nice list you should use.


I made a list for me and thought you guys could benefit from it.
Feel free to write me a message if you want something changed, added or have some ideas.

I created a spreadsheet, where i try to keep up with mod development, always appreciate help. Need ideas for categories, for better filtering.

Mod Spreadsheet

You can also check Nexusmods, most of the mods are available there.

Tools and Tutorials:

Getting Started: Tools, Scripting and Modding
  • All you need to know about modding and scripting in X4: Foundations
[TOOL][WIP] Script Editor X2S (XML -> Script -> XML)
  • converts AIScripts from XML to script
How To: Export Models, Re-Import. (Blender)
  • Export and Import from and to Blender
[TOOL] X4 Customizer 0.9.3 (preview)
  • apply a variety of user selected transforms to X4 game files
[TOOL] X4 Mod Utilities
  • Creates an xml file with a valid patch using attributes where possible as the selectors instead of indicies
  • Extracts all files in either the found cats or the restricted list of cats extract all files that match the filter and write them to the destdir
[TOOL] Verify your XML Patching without running the game
  • Verify your XML Patching without running the game

Turrets, Shields and Missiles:

[MOD] Shields balance and Weapon overhaul 1.51
  • Changes Shield and weapons balance
[MOD] Turret gains, Shield gains and Capital weapon gains
  • Increases damage from turrets and hitpoints for shields
[MOD] Enemy Weapons
  • purchase all Xenon and Kha'ak weapons
[MOD] Ship Repair Laser
  • Adds a repair laser for S-class ships
[MOD] Combat Improved - FastTurrets/FastRounds/AccurateMissiles
  • increases weapons stats, less crystals
[MOD] X4-Tracer-World
  • Three new weapons and increased fire rate, removed burst modes and increased range while reducing damage of stock weapons
[MOD] More Chaff
  • Increases chaff capacity for all ships

UI

[WIP][Tutorial] Replacing default font
  • They try to figure out how to change defaultfont

Galaxy:

[WIP - MOD] Foundation of Conquest and War V. 0.1
  • Brings more war, carnage, and mayhem into the Foundation universe
[WIP] [EXPERIMENT] X3 Galaxy
  • Brings back the X3 map to Foundations
[MOD] NoSuperHighways
  • Removes superhighways from the game

Gameplay:

[MOD] [WIP] X Consumer Goods (XCG)
  • Adds a consumer goods industry to the economy of X4
[MOD] AutoTrader ver. 0.1 Dec 10, 2018
  • Better Autotrader
[MOD] Humble Merchant Game Start
  • adds the humble merchant game start from X3AP to the game
[MOD] Adjusted Crew Sizes
  • adjust crew sizes to be based on ship size and role
[MOD] Satellite Network v0.20
  • Deploys satellites around all of the stations
[MOD] Player Jump ver. 0.1 Dec 10, 2018
  • X4 Jump Drive: the Anamoly Generator
[WIP] Rebirth Ships
  • Brings back some of Rebirths ships
[MOD] Blazing Playership Line
  • Unique Playership for Foundations
[WIP - MODDER RESOURCE] CAS - Community Alternate Start
  • Adds customizable gamestarts
[MOD] Disable Encounters
  • prevents random encounters from being generated
[MOD/WIP] Improved Explore Command Behaviour
  • Better explore command
[MOD] PHQ Move Sector
  • moves HQ into sector you want
[MOD] Player Owned Ship Production
  • adds working build moduls for the player
[MOD] Learning All The Things
  • increases the chance for crew to level up
[MOD] CrystalFinder
  • makes crystalls easier to find
[MOD] Extended Scanning Range
  • adds bigger scanning range
[MOD] Increased Bail Chance
  • 30% chance for pilots to bail
[MOD] Secret Stash
  • Police will never find illegal wares
[MOD] Fly-by Lockbox
  • open lockboxes within 5km range and spawn their content
[MOD] Cheat Menu
  • Cheat Menu
[MOD] Fly-by Looting
  • scan for dropped loot around your currently piloted ship in 10km range, and loots them
[MOD] Autoexploring
  • Better autoexplorer
[MOD] Unskilled Autotrade
  • no skill for default autotrade needed
[MOD] Pimp my Ships
  • weapons, ship, engines and shields can be build at workbench
[MOD] Sector Satellites
  • improves both types of satellites
[MOD] Large Ship Extra Cargo Capacities
  • increased cargo capacity
[MOD] Research Overhaul
  • longer research times
[MOD] Xenon Hell
  • Much more Xenon
[MOD] Mobile Repair Service
  • Allows you to assign a ship to repair other ship hulls
[MOD] Trade Receiver Satellite
  • provides trade subscriptions to all stations in the sector, without giving vision
[MOD] Signal Leak Hunter
  • Helps you locate signal leaks by using mission waypoints, also gives the player info on how many leaks a station has
[WIP] Default Order: Trade Route
  • Adds default behaviour: Trade Route
[MOD] Collect Inventory Wares
  • allows your ships not under your direct control to collect inventory wares remotely (Majaglit, Spaceflies, etc)
[MOD] Double Pirates
  • double number of SCA pirates in the galaxy, also increases the per sector limit for those jobs from 1 to 4
[MOD] Double Stations
  • double the galaxy quota for all factories
Last edited by respaekt on Mon, 7. Jan 19, 12:04, edited 18 times in total.

jmattspartacus2
Posts: 73
Joined: Wed, 5. Dec 18, 07:04

Re: X4 Mod Compendium

Post by jmattspartacus2 » Tue, 11. Dec 18, 10:51

Care to remove my PHQ in another sector mod from this list? It's broken and someone else has made something that actually works. If I could delete the forum post, I would, I've left the links up as a reminder to myself to test things more than once.

qwizzie
Posts: 562
Joined: Thu, 1. Jun 06, 12:17
x4

Re: X4 Mod Compendium

Post by qwizzie » Tue, 11. Dec 18, 15:47

Looks like [WIP] Player Owned Ship Production can now be changed to [MOD] Player Owned Ship Production as its no longer WIP.
Looks like [MOD] Blaze Fury Playership has changed name to [MOD] Blazing Playership Line and now includes 2 ships (Havoc & Fury), can you pls change the title.
Maybe consider adding [MOD] More Chaff ? (viewtopic.php?f=181&t=407241)
Maybe consider adding [TOOLS] X4 Mod Utilities ? (viewtopic.php?f=181&t=407243)

Also for consistency maybe keep either [MOD] or [Mod], you seem to be using both now throughout your list. (I prefer [MOD] )
Final thought : if you are willing to keep this thread updated for some time, then maybe a moderator can pin this thread ?

Thanks for this thread, i put it in my favourites.

Th3_0utKa5T
Posts: 3
Joined: Mon, 10. Dec 18, 18:21

Re: X4 Mod Compendium

Post by Th3_0utKa5T » Wed, 12. Dec 18, 12:23

can this thread get a sticky tag so it dont keep dropping down to page 2 or further?

respaekt
Posts: 35
Joined: Wed, 10. Jun 09, 09:55

Re: X4 Mod Compendium

Post by respaekt » Wed, 12. Dec 18, 19:24

jmattspartacus2 wrote:
Tue, 11. Dec 18, 10:51
Care to remove my PHQ in another sector mod from this list? It's broken and someone else has made something that actually works. If I could delete the forum post, I would, I've left the links up as a reminder to myself to test things more than once.
Removed it.

respaekt
Posts: 35
Joined: Wed, 10. Jun 09, 09:55

Re: X4 Mod Compendium

Post by respaekt » Wed, 12. Dec 18, 19:26

qwizzie wrote:
Tue, 11. Dec 18, 15:47
Looks like [WIP] Player Owned Ship Production can now be changed to [MOD] Player Owned Ship Production as its no longer WIP.
Looks like [MOD] Blaze Fury Playership has changed name to [MOD] Blazing Playership Line and now includes 2 ships (Havoc & Fury), can you pls change the title.
Maybe consider adding [MOD] More Chaff ? (viewtopic.php?f=181&t=407241)
Maybe consider adding [TOOLS] X4 Mod Utilities ? (viewtopic.php?f=181&t=407243)

Also for consistency maybe keep either [MOD] or [Mod], you seem to be using both now throughout your list. (I prefer [MOD] )
Final thought : if you are willing to keep this thread updated for some time, then maybe a moderator can pin this thread ?

Thanks for this thread, i put it in my favourites.
Added both to the list and for consistency made [MOD] all capital letters. Hope i did not forgot one.

I will try to keep this thread up to date. Appreciate your help guys!

respaekt
Posts: 35
Joined: Wed, 10. Jun 09, 09:55

Re: X4 Mod Compendium

Post by respaekt » Wed, 12. Dec 18, 19:27

Th3_0utKa5T wrote:
Wed, 12. Dec 18, 12:23
can this thread get a sticky tag so it dont keep dropping down to page 2 or further?
that has to do a moderator i think....

User avatar
enenra
Posts: 7150
Joined: Fri, 8. Apr 05, 19:09
x4

Re: X4 Mod Compendium

Post by enenra » Fri, 14. Dec 18, 07:40

Hey

I'd like to suggest to transfer this list to a Google Spreadsheet. That way you can define categories which can then be filtered for and it'll generally be a bit easier to get an overview. :)

respaekt
Posts: 35
Joined: Wed, 10. Jun 09, 09:55

Re: X4 Mod Compendium

Post by respaekt » Fri, 14. Dec 18, 10:11

enenra wrote:
Fri, 14. Dec 18, 07:40
Hey

I'd like to suggest to transfer this list to a Google Spreadsheet. That way you can define categories which can then be filtered for and it'll generally be a bit easier to get an overview. :)
I work on the spreadsheet, but defenetly need help maintaining it, so many mods coming out every day, no chance to get them all.

respaekt
Posts: 35
Joined: Wed, 10. Jun 09, 09:55

Re: X4 Mod Compendium

Post by respaekt » Wed, 19. Dec 18, 08:22

So i made a Spreadsheet and try to keep it up to date.... thats not easy, getting more mods every day.

And i need some suggestions for Categories, so that you can more easily filter the mods in the spreadsheet. Also if Mods are missing let me know!

Spreadsheet

Post Reply

Return to “X4: Foundations - Scripts and Modding”