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

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Vectorial1024
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Saturday 11th January 2020

Post by Vectorial1024 » Sun, 26. Jan 20, 15:27

GDI-BOSS wrote:
Sun, 19. Jan 20, 23:30
I guys i know there is no site for my cuestion but need response,I can have a single station with more tan 1 type of ore or gas???thanks
Yes you can! Just add station modules, and the station will automatically accept more ore and gas.

Next time, open new thread, and ask questions.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

DeadAirRT
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Saturday 11th January 2020

Post by DeadAirRT » Tue, 4. Feb 20, 00:55

Beta versions available for my mods.

DeadAir Gate Overhaul
Debug: green for beta5hf1
Github https://github.com/DeadAirRT
Galaxy or universe changes

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by NZ-Wanderer » Tue, 4. Feb 20, 04:36

Thank you 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.

Browser_ice
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by Browser_ice » Thu, 13. Feb 20, 15:32

Hi, what about Quickbuilder?

It does not say on which game version it is based and last update is of July-2019.

viewtopic.php?f=181&t=417532&p=4873248& ... r#p4873248

[added comments]
Found this one in your list but don't know which one of these 2 is tested for 2.6/3.0:

Station Mods and Stations
2.0/2.5 - Buildtime Reduction - Station Modules - mjr121 / Nexus
Steam X-Superbox, XR, playing X4
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by NZ-Wanderer » Thu, 13. Feb 20, 21:57

Browser_ice wrote:
Thu, 13. Feb 20, 15:32
Hi, what about Quickbuilder?
It does not say on which game version it is based and last update is of July-2019.
viewtopic.php?f=181&t=417532&p=4873248& ... r#p4873248
[added comments]
Found this one in your list but don't know which one of these 2 is tested for 2.6/3.0:
Station Mods and Stations
2.0/2.5 - Buildtime Reduction - Station Modules - mjr121 / Nexus
Hi there.. - Unfortunately I cannot add something to this list if it doesn't have a game version on which it runs, as the list uses the game version to determine where it goes in the list..
As for "BuildTime Reduction" the only way to know if it is compatible with the version you are playing on is to try it. Currently it is 2.0/2.5 because no-one has notified me that it is compatible with a later version of the game. If you don't want to try it yourself you could always leave a message to the author on Nexus comments and ask what version it has been tested on..
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.

Browser_ice
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by Browser_ice » Fri, 21. Feb 20, 20:28

[2.60] For 1-2 days, I used the MOD "Luxury Satellite & Laser Tower Mk 3" which creates 190KM ranged satellites.

I disabled it because I was starting to experience weird intermitent symptoms:
- mouse look while walking or standing was disabled
- some key commands were not working
- getting back to game menu, the save option was disabled
+ others symptoms that I forgot

As soon as I disabled it and started from a saved game, things seamed back to normal. I played for 2-3 hours so far.

I have only one other MOD beside that one that have been using for 1 week and did not have such issues until I installed that Luxury one.

Steam link : https://steamcommunity.com/sharedfiles/ ... 1766936771
Steam X-Superbox, XR, playing X4
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060

wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by wanderer » Sun, 8. Mar 20, 03:05

@NZ-Wanderer:

Could you please include the page id's of the mods into your overview - if the mods use one. Would be very helpful when looking into mods which uses them.

Thx.

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by NZ-Wanderer » Mon, 9. Mar 20, 02:01

wanderer wrote:
Sun, 8. Mar 20, 03:05
@NZ-Wanderer:
Could you please include the page id's of the mods into your overview - if the mods use one. Would be very helpful when looking into mods which uses them.
Thx.
Page ID's?? - Sorry, I have no idea what you mean.
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.

wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by wanderer » Mon, 9. Mar 20, 19:02

The ID regarding text, values, variables inside the t-files.

Example:
t-file 0001.xml from Mod Mobile Repair Servcie:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<language>
  <page id="314152" voice="no">
    <t id="1">Mobile Repair Service</t>
...
the page id is used inside the scripts with {<page id number>,<id number>} - ex. {314152, 1} - means, it uses the text from ID 1 from the page id 314153. You are free in definitions of your id's. But page ids should be unique, to prevent problems when using t-files.

Still, most mods are packed, but the X4 runtime system (correct me if I am wrong here) still expands and reads those files. Aka, uses these numbers (the page id) to provide the text.

A little more - while using t-files:
- changes for languages are easier to maintain,
- color (using \33R (for Red, old color system from X3), ... or \033#FF9966ff# (new, uses FF<......> 3x2 hex for color)
- use for variales to control code,
- and a lot of more...

By the way - color: coloring log, logbook, even menue is possible therefore.

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by NZ-Wanderer » Tue, 10. Mar 20, 10:06

Sorry, but what you are asking me to add is just not possible.. - The time it would take for me to a) download and b) go through each mod to find the ID is just not feasible for me to do.
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.

Assailer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by Assailer » Thu, 2. Apr 20, 20:37

NZ-Wanderer wrote:
Tue, 10. Mar 20, 10:06
Sorry, but what you are asking me to add is just not possible.. - The time it would take for me to a) download and b) go through each mod to find the ID is just not feasible for me to do.
My mods textid's are PI based - 31415x where x is different for each of my mods :)

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Shuulo
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Tuesday 4th February 2020

Post by Shuulo » Tue, 7. Apr 20, 00:25

Variety and Rebalance Overhaul - Shuulo is updated for 3.0, and its better to change category to Overhauls or something like that

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Wednesday 8th April 2020

Post by NZ-Wanderer » Tue, 7. Apr 20, 21:44

Thank you, list updated... - I put it in "Gameplay Effects and changes", hope that suits :)
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.

Hausser
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Wednesday 8th April 2020

Post by Hausser » Thu, 9. Apr 20, 02:50

Great work!Thank you!

Regards,
Hausser

Alberto.Rota
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Wednesday 8th April 2020

Post by Alberto.Rota » Fri, 10. Apr 20, 08:34

Consider adding "Better piracy" to the 3.x list, done and tested in that version, both with and without Split vendetta.
Link: viewtopic.php?f=181&t=424589

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Wednesday 8th April 2020

Post by NZ-Wanderer » Sat, 11. Apr 20, 23:37

Alberto.Rota wrote:
Fri, 10. Apr 20, 08:34
Consider adding "Better piracy" to the 3.x list, done and tested in that version, both with and without Split vendetta.
Link: viewtopic.php?f=181&t=424589
Not a problem, list has now been updated with your mod included... :)
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.

Vectorial1024
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Sunday 12th April 2020

Post by Vectorial1024 » Sun, 12. Apr 20, 10:49

Hi there again,

The Civilian Fleets mod has been fully updated to v3.0

Thanks for maintaining this list!
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Sunday 12th April 2020

Post by NZ-Wanderer » Sun, 12. Apr 20, 17:49

Vectorial1024 wrote:
Sun, 12. Apr 20, 10:49
Hi there again, The Civilian Fleets mod has been fully updated to v3.0
Thanks for maintaining this list!
And yours is updated as well :)
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.

ShiBDiB
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Monday 13th April 2020

Post by ShiBDiB » Tue, 14. Apr 20, 00:17

-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

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NZ-Wanderer
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Monday 13th April 2020

Post by NZ-Wanderer » Tue, 14. Apr 20, 02:13

And yours is Added to the list as well :)
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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