Hello. Unlike Dead Air Gate, this mod does not change faction logic. No significant decrease in FPS was noted.
[Mod] XPANed Sectors Advanced
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Re: [Mod] XPANed Sectors Advanced
Re: [Mod] XPANed Sectors Advanced
Hello. These mods are compatible.Wozzlebatneo Breau wrote: ↑Sun, 3. Oct 21, 08:48Hi. I like the look of this mod. Would it be compatible with the MOD New Horizons / Old Lands. Sector exploration mod. 29 Sep update. I have that MOD installed in my game, but I can go back to a previous save to instaall your mod if it is not. With thanks.
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Re: [Mod] XPANed Sectors Advanced
Thanks so much
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Re: [Mod] XPANed Sectors Advanced
Just wanted to note that this is still working with TOA.
I've used this since it came out, love it. Fortunately none of the new TOA sectors interfered with any of the mod sectors.
I've used this since it came out, love it. Fortunately none of the new TOA sectors interfered with any of the mod sectors.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
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Re: [Mod] XPANed Sectors Advanced
Using it with "New Horizons/Old Lands" and they do not interfere either...fortunately
Re: [Mod] XPANed Sectors Advanced
To get to "Heart Of Acrimony I" is the only way is to do the plot that activates the inactive accelerator or is there another jump gate?