Hi,
after a pause i want to return and play a bit more X-Rebirth and continue my old save, with a finished main plot (side plots are not done yet). Until now i only played X Rebirth vanilla on very hard, got some stations for money (URV Wharf) and station building up and running in OL and an almost fully upgraded skunk (Particle Repeater MK3 is missing).
To keep things interesting and optimize my experience i want to start with some mods and need some suggestions. The mods suggested should be compatible with my save file (started with 4.0 release). TO + HoL are all available and i already have trade agents on every single station (yes i did it the hard vanilla way).
Mods i'm looking at/things i want mods for:
- CWIR: really wanna have this mod. Any problems with 4.0 plot finished save file?
- More Capacity for Skunk (more space for Crew Members and Missiles)
- Something to get around staff training (getting those seminars via smalltalk is really boring)
- a way to mute dialogues (well i heared every dialogue about 1*10^5 times now)
- a better way to loot treasure from space
- capture Xenon ships
- any other mod you would recommend which does not feel like cheating
Thanks in advance !
Looking for some Mod suggestions
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: Looking for some Mod suggestions
No idea on CWIR. For everything else: http://forum.egosoft.com/viewtopic.php?t=370788rene6740 wrote:Hi,
after a pause i want to return and play a bit more X-Rebirth and continue my old save, with a finished main plot (side plots are not done yet). Until now i only played X Rebirth vanilla on very hard, got some stations for money (URV Wharf) and station building up and running in OL and an almost fully upgraded skunk (Particle Repeater MK3 is missing).
To keep things interesting and optimize my experience i want to start with some mods and need some suggestions. The mods suggested should be compatible with my save file (started with 4.0 release). TO + HoL are all available and i already have trade agents on every single station (yes i did it the hard vanilla way).
Mods i'm looking at/things i want mods for:
- CWIR: really wanna have this mod. Any problems with 4.0 plot finished save file?
- More Capacity for Skunk (more space for Crew Members and Missiles)
- Something to get around staff training (getting those seminars via smalltalk is really boring)
- a way to mute dialogues (well i heared every dialogue about 1*10^5 times now)
- a better way to loot treasure from space
- capture Xenon ships
- any other mod you would recommend which does not feel like cheating
Thanks in advance !
I tried signing this but now there's just a bunch of ink on my screen. Who do I sue to correct this?
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- Moderator (English)
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Re: Looking for some Mod suggestions
- CWIR: really wanna have this mod. Any problems with 4.0 plot finished save file?
Definitively a good mod to keep things interesting. Do read the wiki first, though. There are a few mod compatibility issues to know, and a lot of gameplay mechanics that changes with this mod. (Link is in the mod page)
- More Capacity for Skunk (more space for Crew Members and Missiles)
More crew: http://forum.egosoft.com/viewtopic.php?t=358078
I don't know anything about more missiles
- Something to get around staff training (getting those seminars via smalltalk is really boring)
Look for auto-train and Black Market Seminar
http://forum.egosoft.com/viewtopic.php?t=386134
http://forum.egosoft.com/viewtopic.php?t=381658
- a way to mute dialogues (well i heared every dialogue about 1*10^5 times now)
YES THERE IS! (thanks again, Pref, for this sanity saver). It doesn't shut everything up, but oh god it helps: http://forum.egosoft.com/viewtopic.php?t=383812
- a better way to loot treasure from space
Plenty of options here. I personally go for a mod that adds a list of different crates floating in zone. I forgot the name and location of the mod, though. I can look for it tonight.
EDIT: Yorrick's Salvage is the name I was looking for. It generates a list of crates floating in space (except for missiles) and allows you to set them as destination objective. It's pretty balanced IMO, but the main problem is I never found the mod again. I think I only got it because a few months back Yorricks asked us to test it for him. It might be part from another mod of his. I'll look for the forum thread.
EDIT THAT EDIT AGAIN: Found it: http://forum.egosoft.com/viewtopic.php?t=384956
- capture Xenon ships
CWIR takes care of that. There are dedicated mods for it, too.
- any other mod you would recommend which does not feel like cheating
Look at the list : http://forum.egosoft.com/viewtopic.php?t=370788
There's also plenty of stuff on steam and nexus. There are some really nice mods out there that really enhace the gameplay. It's well worth to take a peek
EDIT:
Other mods I use and find really useful, and balanced:
-Boarding option (gives you a few more tactical options while boarding, such as only having hacking missions, instead of having to blow up the precious drone bays you're trying to spare)
-remotely call crew in space (allow you to contact the crew in the back of the skunk directly from the cockpit)
-Menu upgrade all (a recent addition that allows you to max out turrets with a single click while selection build option for capships and stations)
-No music in highway (another sanity saver for me)
-Safe trading (must have: prevent your trade ships from trying to follow the skunk once their trading/mining operations are done. That way they don't just right in the middle of a fight right when you're too busy to send them elsewhere)
-TAF! (Must have: allow to buy a station trade offer updates by contacting any non-hireable NPC on that station)
-MICT/MOCT, aka miscelanious combat tweaks (ships with 4+ star crew will start acting wisely in combat. Beware, this is a game changer of a similar level as CWIR)
-Better station scan (less balanced mod that allow to quickly scan every stations in a zone)
That being said, those are just suggestions. I recommend you don't install too many major mods at once. First to avoid compatibility issues (if you install 15 mods and something doesn't work, good luck finding which one is the problem). Second, to really enjoy the change they bring to the game.
Definitively a good mod to keep things interesting. Do read the wiki first, though. There are a few mod compatibility issues to know, and a lot of gameplay mechanics that changes with this mod. (Link is in the mod page)
- More Capacity for Skunk (more space for Crew Members and Missiles)
More crew: http://forum.egosoft.com/viewtopic.php?t=358078
I don't know anything about more missiles
- Something to get around staff training (getting those seminars via smalltalk is really boring)
Look for auto-train and Black Market Seminar
http://forum.egosoft.com/viewtopic.php?t=386134
http://forum.egosoft.com/viewtopic.php?t=381658
- a way to mute dialogues (well i heared every dialogue about 1*10^5 times now)
YES THERE IS! (thanks again, Pref, for this sanity saver). It doesn't shut everything up, but oh god it helps: http://forum.egosoft.com/viewtopic.php?t=383812
- a better way to loot treasure from space
Plenty of options here. I personally go for a mod that adds a list of different crates floating in zone. I forgot the name and location of the mod, though. I can look for it tonight.
EDIT: Yorrick's Salvage is the name I was looking for. It generates a list of crates floating in space (except for missiles) and allows you to set them as destination objective. It's pretty balanced IMO, but the main problem is I never found the mod again. I think I only got it because a few months back Yorricks asked us to test it for him. It might be part from another mod of his. I'll look for the forum thread.
EDIT THAT EDIT AGAIN: Found it: http://forum.egosoft.com/viewtopic.php?t=384956
- capture Xenon ships
CWIR takes care of that. There are dedicated mods for it, too.
- any other mod you would recommend which does not feel like cheating
Look at the list : http://forum.egosoft.com/viewtopic.php?t=370788
There's also plenty of stuff on steam and nexus. There are some really nice mods out there that really enhace the gameplay. It's well worth to take a peek
EDIT:
Other mods I use and find really useful, and balanced:
-Boarding option (gives you a few more tactical options while boarding, such as only having hacking missions, instead of having to blow up the precious drone bays you're trying to spare)
-remotely call crew in space (allow you to contact the crew in the back of the skunk directly from the cockpit)
-Menu upgrade all (a recent addition that allows you to max out turrets with a single click while selection build option for capships and stations)
-No music in highway (another sanity saver for me)
-Safe trading (must have: prevent your trade ships from trying to follow the skunk once their trading/mining operations are done. That way they don't just right in the middle of a fight right when you're too busy to send them elsewhere)
-TAF! (Must have: allow to buy a station trade offer updates by contacting any non-hireable NPC on that station)
-MICT/MOCT, aka miscelanious combat tweaks (ships with 4+ star crew will start acting wisely in combat. Beware, this is a game changer of a similar level as CWIR)
-Better station scan (less balanced mod that allow to quickly scan every stations in a zone)
That being said, those are just suggestions. I recommend you don't install too many major mods at once. First to avoid compatibility issues (if you install 15 mods and something doesn't work, good luck finding which one is the problem). Second, to really enjoy the change they bring to the game.
Last edited by Ezarkal on Sat, 3. Sep 16, 02:07, edited 2 times in total.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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- Posts: 1826
- Joined: Tue, 8. Sep 09, 01:32
Loot treasure from space:
- I use a modified version of Euclid's AutoLooter (I took out the "What do you want to do? Loot? Are you sure you want to loot this stuff?" menu, and removed some of the on-screen feedback text. Now the mod simply loots all the cans in range when I press the button to turn on the long range scan mode).
Capture Xenon ships:
- Xenon Hunt 3.
Other recommended mods (I'm just going to list them from that index linked above):
- 5km scan range - you still have to uncover the i points of the stations by flying around, but don't have to get point blank 500m to "scan" them. 5 km is when you're within the station perimeter.
- Smaller Sun for Devries - without spoilers, one particular location may be too blinding for certain video cards, this makes that location slightly less bright and quite a bit more realistic.
- Better AutoAim - I modified this from its default 75 degree angle to about 30 degrees, which is a circle that's delimited well within the cockpit glass area. The game's default 5 degree aim angle was just too difficult for combat; with 30 degrees you still have to put the enemy in front of you near the targeting reticle to hit it. Feel free to adjust the angle yourself, it's just one number in the lone file that the mod has.
- Yet Another Trader YAT - X3:AP-like sector or universal trader for any of your cargo ships - minimal configuration, and off they go to do their thing. Pretty awesome.
- Log Everything - you can add your own log comments (the Squad tab in the log doesn't seem to get spammed at all with default game messages, so i keep in-character comments there), and you can clear the spam from the other log tabs to reduce the size of the log.
- AutoTrain and AutoCrew - already recommended above, your captains, engineers, etc. gain stars - it's balanced decently in that it doesn't happen very often, and only seems to happen if they perform appropriate actions (fighting, flying around, etc.).
- Show Skills - you can just walk up to NPC's and ask them what their skills are. This way you can hire the better ones without having to do the minigame just to see their skill levels. Combined with the training mods above, you can cherrypick the best for your big combat ships, and let the traders start with anyone and just train up over time.
- Titurel engine fix - because the ship is supposed to go 70 m/s per the listed stats, and from what I'm reading it's a known bug that prevents it from doing so. This fixes the bug. Ship can only be captured.
- More Crew - already listed, up to 15 crew members on the Skunk, which makes carrying a couple spare teams possible. Seriously, only 5 in the default game is not enough.
- Smalltalk Hack - this is a cheat that makes it really easy to get the maximum 5 bars when chatting NPCs or using the drone hack in-space. I believe the cheat is justified for chatting with NPCs, because, seriously, you're just listing a bunch of known facts from the encyclopedia, anyone can do that, you don't have to have 1 million charisma or intelligence to do it. Plus all the chatting gets old after a while. The cheat for the drone hacking may not be justified.
- Desexualized Clubs - replaces the posters of girls with posters of dragons or whatever. Makes it less embarrassing to play the game with family watching you.
- Sort Crew - When you look at a ship's properties, the Captain is listed first, then the Defense Officer, then the Engineer (normally, the game shows them in random order, which is slightly annoying).
- Less Highway Traffic - only actual NPC trader ships that trade enter the highways, the fake small ship police and civilian traffic that flies around the stations does not. Initially, this will make your highways be quite empty, but as the game advances you'll see plenty of traders populate the highways. And the fake local traffic may actually start to fly alongside the tubes, on the outside.
- I use a modified version of Euclid's AutoLooter (I took out the "What do you want to do? Loot? Are you sure you want to loot this stuff?" menu, and removed some of the on-screen feedback text. Now the mod simply loots all the cans in range when I press the button to turn on the long range scan mode).
Capture Xenon ships:
- Xenon Hunt 3.
Other recommended mods (I'm just going to list them from that index linked above):
- 5km scan range - you still have to uncover the i points of the stations by flying around, but don't have to get point blank 500m to "scan" them. 5 km is when you're within the station perimeter.
- Smaller Sun for Devries - without spoilers, one particular location may be too blinding for certain video cards, this makes that location slightly less bright and quite a bit more realistic.
- Better AutoAim - I modified this from its default 75 degree angle to about 30 degrees, which is a circle that's delimited well within the cockpit glass area. The game's default 5 degree aim angle was just too difficult for combat; with 30 degrees you still have to put the enemy in front of you near the targeting reticle to hit it. Feel free to adjust the angle yourself, it's just one number in the lone file that the mod has.
- Yet Another Trader YAT - X3:AP-like sector or universal trader for any of your cargo ships - minimal configuration, and off they go to do their thing. Pretty awesome.
- Log Everything - you can add your own log comments (the Squad tab in the log doesn't seem to get spammed at all with default game messages, so i keep in-character comments there), and you can clear the spam from the other log tabs to reduce the size of the log.
- AutoTrain and AutoCrew - already recommended above, your captains, engineers, etc. gain stars - it's balanced decently in that it doesn't happen very often, and only seems to happen if they perform appropriate actions (fighting, flying around, etc.).
- Show Skills - you can just walk up to NPC's and ask them what their skills are. This way you can hire the better ones without having to do the minigame just to see their skill levels. Combined with the training mods above, you can cherrypick the best for your big combat ships, and let the traders start with anyone and just train up over time.
- Titurel engine fix - because the ship is supposed to go 70 m/s per the listed stats, and from what I'm reading it's a known bug that prevents it from doing so. This fixes the bug. Ship can only be captured.
- More Crew - already listed, up to 15 crew members on the Skunk, which makes carrying a couple spare teams possible. Seriously, only 5 in the default game is not enough.
- Smalltalk Hack - this is a cheat that makes it really easy to get the maximum 5 bars when chatting NPCs or using the drone hack in-space. I believe the cheat is justified for chatting with NPCs, because, seriously, you're just listing a bunch of known facts from the encyclopedia, anyone can do that, you don't have to have 1 million charisma or intelligence to do it. Plus all the chatting gets old after a while. The cheat for the drone hacking may not be justified.
- Desexualized Clubs - replaces the posters of girls with posters of dragons or whatever. Makes it less embarrassing to play the game with family watching you.
- Sort Crew - When you look at a ship's properties, the Captain is listed first, then the Defense Officer, then the Engineer (normally, the game shows them in random order, which is slightly annoying).
- Less Highway Traffic - only actual NPC trader ships that trade enter the highways, the fake small ship police and civilian traffic that flies around the stations does not. Initially, this will make your highways be quite empty, but as the game advances you'll see plenty of traders populate the highways. And the fake local traffic may actually start to fly alongside the tubes, on the outside.
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- Posts: 1610
- Joined: Wed, 22. Apr 15, 02:27
Re: Looking for some Mod suggestions
I just saw the question in there.rene6740 wrote: - CWIR: really wanna have this mod. Any problems with 4.0 plot finished save file?
No major problems except you have to have completed the main plot. You might want to sell that plot Taranis, too. It's got some problems with ship repairs if I remember correctly.
The rest is in the CWIR wiki.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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- Posts: 1463
- Joined: Sat, 4. Oct 08, 17:35
Thanks so far for the suggestions.
Edit: i think i will go with the following mods:
- CWIR
- MICT/MOCT
- More Crew
- AutoCrew/AutoTrain
- Silence you all
- Show Skills
- Boarding Options
- Capital Ship Bridge
- Station Recycle or Destroy
- Fly By Looting
- Repair Docks For Captial ship bridge Mod
- Station Engineers
Edit: i think i will go with the following mods:
- CWIR
- MICT/MOCT
- More Crew
- AutoCrew/AutoTrain
- Silence you all
- Show Skills
- Boarding Options
- Capital Ship Bridge
- Station Recycle or Destroy
- Fly By Looting
- Repair Docks For Captial ship bridge Mod
- Station Engineers