Disable Story and Unlock Research
Report bugs and issues please!
https://www.nexusmods.com/x4foundations/mods/438/
This mod is intended to be used for "free play" games where you have no intention of following any of the storyline missions. Works well with mods that increase faction interaction.
- Disabled the boron storyline. (No more annoying boron trying to get you to do experiments)
- Disabled the PHQ storyline. (No more free semi functional space station)
There's 2 versions of this mod
Both are available from the above nexus link or use the specific steam workshop links.
No Research (Original)
https://steamcommunity.com/sharedfiles/ ... 2061197307
- Completes all research. (All research is marked complete by default)
Station Research
https://steamcommunity.com/sharedfiles/ ... 2061417324
- Research is completed as you build stations.
Admin center unlocks research overall along with teleport and blueprint stealing.
Engine Parts Factory unlocks engine mods.
Shield Component Factory unlocks shield mods.
Hull Parts Factory unlocks ship mods.
Weapon Component Factory unlocks weapon mods.
Compatible with all game starts. (Custom ones that start you with the PHQ should still work fine)
[MOD] Disable Story and Unlock Research
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Posts: 79
- Joined: Mon, 7. May 07, 00:12
[MOD] Disable Story and Unlock Research
Last edited by ShiBDiB on Wed, 15. Apr 20, 02:29, edited 5 times in total.
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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
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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- Posts: 171
- Joined: Tue, 12. Oct 10, 09:00
Re: [MOD] Disable Story and Unlock Research
Thanks you for this mod. It is really annoying to get PHQ in middle of Teladi space where i want to nuke those lizards. Especially annoying is tying research to homebase and those modifications mk1 to quests.
I would love to see research being made into general game mechanic. You idea about tying research to specific modules being owned is great. I like the idea of research i just don't like how it was implemented by ego.
Here are some of mine ideas:
- ship research. To make such research you need to dock specific ship and provide ample resources (let us say 20 times the cost of ship). Ship is lost and you pay those resources and spend 20-30 minutes to unlock that research.
- replacement for mk1 modifications quests. Resources should be primary key here, imho good way of doing that would be to provide some of mods you find to ships to unlock specific tier of modifications + ample resources.
- ideally station modules would go similar way to ships but you can't scrap modules you can't build. So instead i think normal research with just really ample amount of resources and tiered (like M sized storage being after S and so on, or that you can't build chip factory without first getting silicon wafers factory)
nvm, you are uploading it to nexus
I would love to see research being made into general game mechanic. You idea about tying research to specific modules being owned is great. I like the idea of research i just don't like how it was implemented by ego.
Here are some of mine ideas:
- ship research. To make such research you need to dock specific ship and provide ample resources (let us say 20 times the cost of ship). Ship is lost and you pay those resources and spend 20-30 minutes to unlock that research.
- replacement for mk1 modifications quests. Resources should be primary key here, imho good way of doing that would be to provide some of mods you find to ships to unlock specific tier of modifications + ample resources.
- ideally station modules would go similar way to ships but you can't scrap modules you can't build. So instead i think normal research with just really ample amount of resources and tiered (like M sized storage being after S and so on, or that you can't build chip factory without first getting silicon wafers factory)
nvm, you are uploading it to nexus
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- Posts: 1478
- Joined: Fri, 4. Nov 05, 01:18
Re: [MOD] Disable Story and Unlock Research
Thanks for this
I love the idea bring research in as well outside the PHQ and the PHQ never being born haha.
Is there a reason to disable the story missions also? They tied to the PHQ or just boring or what?

Is there a reason to disable the story missions also? They tied to the PHQ or just boring or what?
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- Posts: 171
- Joined: Tue, 12. Oct 10, 09:00
Re: [MOD] Disable Story and Unlock Research
Boron quest line is just annoying and i am glad it is gone.
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- Posts: 79
- Joined: Mon, 7. May 07, 00:12
Re: [MOD] Disable Story and Unlock Research
As someone else said the boron one is basically just the phq tutorial. I'm working on removing any other phq requirements from the other stories to make them compatible with this.
Also added the nexus link
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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
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
-
- Posts: 1478
- Joined: Fri, 4. Nov 05, 01:18
Re: [MOD] Disable Story and Unlock Research
-
- Posts: 79
- Joined: Mon, 7. May 07, 00:12
Re: [MOD] Disable Story and Unlock Research
There's now 2 versions of this mod
No Research (Original)
- Completes all research. (All research is marked complete by default)
Station Research
- Research is completed as you build stations.
Admin center unlocks research overall along with teleport and blueprint stealing.
Engine Parts Factory unlocks engine mods.
Shield Component Factory unlocks shield mods.
Hull Parts Factory unlocks ship mods.
Weapon Component Factory unlocks weapon mods.
No Research (Original)
- Completes all research. (All research is marked complete by default)
Station Research
- Research is completed as you build stations.
Admin center unlocks research overall along with teleport and blueprint stealing.
Engine Parts Factory unlocks engine mods.
Shield Component Factory unlocks shield mods.
Hull Parts Factory unlocks ship mods.
Weapon Component Factory unlocks weapon mods.
-----
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
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