Couple mods that might be good for the next patch

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nickolaiproblem
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Joined: Mon, 5. Nov 18, 23:12
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Couple mods that might be good for the next patch

Post by nickolaiproblem »

So I have seen a couple mods around nexus and scripts and modding forums that would make some great additions to base X4 Foundations. Many players have talked about some combat fixing for X4 especially amongst capital ships so I think a great idea would be to add this mod https://www.nexusmods.com/x4foundations ... escription Shield and Weapon Overhaul this added faster recharge shields each race varies in the weapon damage and abilities. Basically, an all-around great combat mod that alleviates much of players combat-related woes.

I've seen reports of broken auto trading or other people having trouble with auto trading in general such as having ships with only half of their cargos full. A mod called TaterTrader viewtopic.php?f=181&t=409044 seeks to fix this by allowing players to toggle certain settings like settings discounts for player owned stations to incentivize your traders to trade with player owned stations. It also determines the max distance that a trade ship can go from the home port which the player can set. In order to keep it balanced the trader can only get wares at a place that have already been discovered by the player.

Another economy or trade based mod named Classical Economy https://www.nexusmods.com/x4foundations/mods/135 which added secondary economic needs for all stations that aren't production yards. The modder also changed the quota from 2 to 8 for engine parts and other wares.

Here is one mod adding the ability to have station managers transfer money from the station to the player via this mod after it reaches a certain treshold. viewtopic.php?f=181&t=409206

This also a smaller mod allowing scaleplate to use all the ships medium and small ships https://www.nexusmods.com/x4foundations/mods/121

Just some thoughts for the game's next few patches egosoft

Thanks Nickolaiproblem

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