Where I can start? -Creating Mods-

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tutu11
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Joined: Wed, 5. Jun 19, 09:55

Where I can start? -Creating Mods-

Post by tutu11 »

Hi, simple question:

Where do I start modding x4?

-- For example: tools? type of code used in the game? or even point to a tutorial and I start from there.

I have some experience with programming, and want to learn modeling so I can put in the game more ships designed by me (modeling i can learn from youtube, modding, i can't find info).

Thanks, and sorry for my poor english.
CBJ
EGOSOFT
EGOSOFT
Posts: 54281
Joined: Tue, 29. Apr 03, 00:56
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Re: Where I can start? -Creating Mods-

Post by CBJ »

The sticky threads in the Scripts and Modding forum would be your best place to start. :)
language
Posts: 73
Joined: Mon, 9. Dec 13, 10:55
x4

Re: Where I can start? -Creating Mods-

Post by language »

also join discord, where most modders for X games hang out
https://discord.gg/zrtz8f
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Nort The Fragrent
Posts: 954
Joined: Fri, 5. Jan 18, 21:00
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Re: Where I can start? -Creating Mods-

Post by Nort The Fragrent »

Silly question.


If there are capable Mod, people out there, and they solve some X4 problems, then why is ES not using or implementing the better add on’s to the game as standard. Essentially speeding up the corrections that need doing !! ??
CBJ
EGOSOFT
EGOSOFT
Posts: 54281
Joined: Tue, 29. Apr 03, 00:56
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Re: Where I can start? -Creating Mods-

Post by CBJ »

We do, where we can, but it's not always that simple. A modder's workaround for a problem is not necessarily the same as a proper fix for the underlying problem, and quite often it doesn't help at all in identifying and fixing the underlying problem correctly. However, in cases where a modder shows us a problem, usually in a script or in the UI, and where we are able to confirm that their suggestion aligns with the way we actually want things to work, we do take the opportunity to make use of their help to implement the fix quickly. That has happened already, on a number of occasions.

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