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

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

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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 25th November 2019

Post by NZ-Wanderer » Sun, 24. Nov 19, 22:09

Thank you for the new listing plus the updates.. :)
I now not replying each time someone puts on a mod nor when I update as I don't want to clutter up the thread too much, so just check the date as that will tell you if I have updated the list or not :D
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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Byter
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Monday 25th November 2019

Post by Byter » Sat, 30. Nov 19, 18:27

Hard Mode (not a new game start but rather changes things on any start)
https://steamcommunity.com/sharedfiles/ ... 1916216813

Improved Scouts (Scout class has 60km radar)
https://steamcommunity.com/sharedfiles/ ... 1902196111

Guns & More 1.0 (Ship modification)
https://steamcommunity.com/sharedfiles/ ... 1919891402

Nopileos's True Fortune (Gamestart)
https://steamcommunity.com/sharedfiles/ ... 1764915396

Random Xenon Gates (applied on any game start)
https://steamcommunity.com/sharedfiles/ ... 1913303794

Nadia (new Paranid L ship)
https://steamcommunity.com/sharedfiles/ ... 1808894315

Stardust (new Argon XL ship)
https://steamcommunity.com/sharedfiles/ ... 1808897861

PointOf (new Teladi M ship)
https://steamcommunity.com/sharedfiles/ ... 1808897181

So far my log looks pretty clean. I can not see any spamming or unecessary messages. I'm playing all these with beta 2 and I have not encountered a single issue.

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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 1st December 2019

Post by NZ-Wanderer » Sat, 30. Nov 19, 22:31

Thank you for that list, have updated to reflect them :)
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.

ThatTennoDan
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Sunday 1st December 2019

Post by ThatTennoDan » Sun, 1. Dec 19, 17:21

Well I should post here letting people know.

Project X4: An OpenSource mod for X4: Foundations is working great.

GitHub: https://github.com/LiquidSmokeX64/ProjectX4
Nexus: https://www.nexusmods.com/x4foundations/mods/372

Good solid framework for others to even use as a template for bigger creations.
And by the people/person who made Project X DLC (for Fallout 4) so you know it's good bugfree work.

kmunoz
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Monday 2nd December 2019

Post by kmunoz » Fri, 13. Dec 19, 03:47

Classical Music mod works with 3.0 beta. It will probably work with the DLC but in its current form there will be no music replacement for any new sectors, until/unless I update it.
Let's Play Poorly! - Suboptimal X4 Playthroughs

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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 Friday 13th December 2019

Post by NZ-Wanderer » Fri, 13. Dec 19, 04:43

Many thanks, 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.

GDI-BOSS
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Friday 13th December 2019

Post by GDI-BOSS » Mon, 30. Dec 19, 19:58

Hi guys,any knoy if they are a Good mod,script that add real wars,skirmishes npc-npc or np-player¿?i want a npc raid vs me or my stations etc

Vectorial1024
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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Friday 13th December 2019

Post by Vectorial1024 » Fri, 10. Jan 20, 18:03

Hey there!

Two mods to be added:

Civilian Fleets: trading and mining management solution
viewtopic.php?f=181&t=418144
https://www.nexusmods.com/x4foundations/mods/335

Enable Tradewares: stations accept and include "trading wares" when issuing auto-trade command to subordinates, so player-made trading stations are working meaningfully
https://www.nexusmods.com/x4foundations/mods/336

The PrecisionVector on Nexus is actually me :roll: I picked a bad username and realized much later that I couldnt change them...
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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Re: Mods that are reported as working with Versions 1.0 to 3.0 - Updated Saturday 11th January 2020

Post by NZ-Wanderer » Fri, 10. Jan 20, 23:00

@Vectorial1024 - Welcome to our little list, I have added the mods to the list. - You will find them under the sub-heading that you used on the Nexus. - If you do not think this is the right place for them just let me know where you would like to see them and it will be 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.

GDI-BOSS
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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 GDI-BOSS » 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

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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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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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.

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