Hello, I would like to start this Thread of a compilation of the best Quality of Life mods to make X4 more enjoyable. Also use this Thread to report any bugs you may occur by using this Mod Compilation or add new ideas which you think should be on the list too.
Mods List:
1. Sectorsatellites by iforgotmysocks
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This mod improves both types of the satellites.
Normal satellites:
- add instant price updates for all discovered stations in a sector
Advanced satellites:
- uncover all stations in a sector by spawning "Advanced Satellite Detection Probes" that reveal the fog of war around stations and are being removed afterwards. they are not visible on the map, just briefly in player assets
- add instant price updates for all stations in a sector
Both types will check for new discovered/build stations in their sector every 10 minutes and hook them up aswell.
Current suggestions/todos for improvement:
- allow advanced satellites to provide a larger amount of missions for the current sector
The old approach to this mod was to just increase the range of satellites, but that didn't always work correctly. There's no harm in using both, that's why i left the "Advanced Satellite Range" mod available in the optional files section. All it does is tripple the vanilla range for both satellite types.
Normal satellites:
- add instant price updates for all discovered stations in a sector
Advanced satellites:
- uncover all stations in a sector by spawning "Advanced Satellite Detection Probes" that reveal the fog of war around stations and are being removed afterwards. they are not visible on the map, just briefly in player assets
- add instant price updates for all stations in a sector
Both types will check for new discovered/build stations in their sector every 10 minutes and hook them up aswell.
Current suggestions/todos for improvement:
- allow advanced satellites to provide a larger amount of missions for the current sector
The old approach to this mod was to just increase the range of satellites, but that didn't always work correctly. There's no harm in using both, that's why i left the "Advanced Satellite Range" mod available in the optional files section. All it does is tripple the vanilla range for both satellite types.
2.LEARNING ALL THE THINGS by iforgotmysocks
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This Mod highers the chance for level up on Skills for your Pilots.
Npcs seem to level a bit slow for my liking so i gave them a little insentive to learn some more.
Every playercontrolled npc has a chance to improve his skills by 1 point every 20 minutes.
1 star equals 3 points, so the max points required for 5 stars are 15.
You can adjust the chance and the amount of points added in the modfile yourself at learningallthethings/md/learningallthethings.xml
Standard is a 30% chance for 1 point (not star) every 20 minutes.
Handicap: Right now this does not apply to ships which are docked, once they undock they'll receive experience again. Once i can find the time i'll see that i can add docked ships aswell, if possible.
Npcs seem to level a bit slow for my liking so i gave them a little insentive to learn some more.
Every playercontrolled npc has a chance to improve his skills by 1 point every 20 minutes.
1 star equals 3 points, so the max points required for 5 stars are 15.
You can adjust the chance and the amount of points added in the modfile yourself at learningallthethings/md/learningallthethings.xml
Standard is a 30% chance for 1 point (not star) every 20 minutes.
Handicap: Right now this does not apply to ships which are docked, once they undock they'll receive experience again. Once i can find the time i'll see that i can add docked ships aswell, if possible.
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This Mod Adds a flat 30% chance for pilots to bail when shields are below 20% and hull integrity is below 75%. The default bail rate is intended to be between 25-45%, modified by pilot morale and hull/shield damage, but in practice it seems extremely rare. Developer comments suggest they intended pilot morale to decrease as their situation grew more dire, but this wasn't implemented. Combined with the general infrequency of combat in X4, the salvage/pirate playstyle wasn't very viable. I wanted to make a simple mod to help with that.
You can change the percentage to whatever you like in Notifications.xml. Pilots will have a chance to bail when their shields are below 20% and hull is below 75%. It only applies to ships the player is attacking; ships attacked by player-owned AI always have 1/4th the chance (7.5%). Xenon and Kha'ak will never abandon ship.
You can change the percentage to whatever you like in Notifications.xml. Pilots will have a chance to bail when their shields are below 20% and hull is below 75%. It only applies to ships the player is attacking; ships attacked by player-owned AI always have 1/4th the chance (7.5%). Xenon and Kha'ak will never abandon ship.
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Increases the scan range and speed of the long range scanner mode. Default is 10x Max Range, 200km->2000km; speed is 20x (so the scan takes half as long as it used to). Can be edited to change detection radius. Optional file removes the need to ping hunt for lockboxes, any lockboxes detected are added to map as an unknown object. Lockboxes spawn in, so you will only see them within 200km of your position.
Note: The game can provide false positive pings on the long range scanner, not sure if bug or feature, the increased scanner range will also increase the frequency of these false positives.
Note: The game can provide false positive pings on the long range scanner, not sure if bug or feature, the increased scanner range will also increase the frequency of these false positives.
Mod Info in the Spoiler
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Changes the crafting requirements for the SETA device to a single interface chip so it can be built immediately.
You can buy chips from the trader on stations.
You can buy chips from the trader on stations.
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Shows notifications in the logbook for whenever a player trade ship buys wares
Exampel: Steam\steamapps\common\X4 Foundations\extensions
GOG Users may try Documents/Egosoft/X4/NumberFolder/extensions
Uninstall Guide: Simply delete the Mod you dont want anymore in the extensions folder. No savegame issues known yet by this mods.