[Request to Devs] Workbench mods help.

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grinningstudio
Posts: 7
Joined: Mon, 10. Dec 18, 08:17
x4

[Request to Devs] Workbench mods help.

Post by grinningstudio »

To any dev (or person with the answer) that might by chance read this.

Can we get some explanation about how the Workbench Mods' bonus attributes work and if we can create our own bonus attributes to affect things that are in the XML's?

i.e. workbench mods with negative bonuses to nearby ships, or bonus to a ship's cargo capacity, or bonus to add trade goods lists from stations to a ship, etc.

This way we can create mods that require doing some sort of gathering (effort) in game to get the bonus we are looking for, instead of creating a mod that simply does those things but has no requirement to get the effect to work.
alexringess
Posts: 41
Joined: Tue, 25. Sep 18, 23:57
x4

Re: [Request to Devs] Workbench mods help.

Post by alexringess »

Put an eye on this mod https://www.nexusmods.com/x4foundations/mods/119
It change the way the equipment mod bonus are given by bypassing the RNG.

And this one render them craftable https://www.nexusmods.com/x4foundations/mods/215 (I'm not sure if this last one is working properly as I didn't test it yet).

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