[Mod] Balanced No-More-Random Ship Mods

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Duncaroos
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[Mod] Balanced No-More-Random Ship Mods

Post by Duncaroos »

Steam Workshop Link: https://steamcommunity.com/sharedfiles/ ... 3655845290
Current Version: v800 (1st Release)

Description

This mod is to eliminate the RNG of new ship modifications that can be done at a shipyard or wharf.

Unmodified, each ship mod has a primary parameter that is adjusted within a set range. Some mods also have "bonus" or additional/secondary parameters that are also adjusted within their own ranges under that specific ship mod. Many times, players are frustrated to keep re-rolling for better outcomes as it (a) blows away their inventory, and/or (b) blows away their bank account; some players even quicksave and try and try again. This mod helps alleviate users from having to go through this.

Other randomness-removal ship mods are out there, however they go straight to the most beneficial value for ALL parameters (primary and secondary). This mod takes a more balanced approach.

Uninstall Note: This mod can safely be removed from saves if no longer wanted, as it does not add/remove any ship mods - mod only changes the min and max values a ship mod can roll.


Modifications

libraries/equipmentmods.xml is modified with the following goals:
  1. Primary Parameters:
    1. Resolved to always provide maximum benefit allowed by ranges offered in Unmodified playthroughs.
  2. Secondary Parameters:
    1. Non-Mining Bonuses => Resolved to provide the Average Value allowed by ranges offered in Unmodified playthroughs.
    2. Mining Bonuses:
      1. If Primary mod parameter type is damage => Resolved to provide the maximum benefit allowed by ranges offered in Unmodified playthroughs.
      2. If Primary mod parameter type is sticky time or surface damage => Resolved to provide 1.3 x the Average Value allowed by ranges offered in Unmodified playthroughs.
      3. Otherwise => Resolved to provide 1.0 x the Average Value allowed by ranges offered in Unmodified playthroughs.

Existing ship mods will be updated to the new fixed values, as the game checks and re-writes ship mod values every save to be within the active ranges in equipmentmods.xml.


Current version table summaries of the ship mod parameter ranges and modded value are shown here:
BNMR Ship Mods, 1 of 2 (Unmodified)
BNMR Ship Mods, 2 of 2 (Unmodified)


Other Mod Compatibility
  • If other active mods modify the equipmentmods.xml file within libraries folder, you may experience varying results depending on what mod loads last. Any mods that add new ship mods will not be captured by this mod.
  • Users are encouraged to ask for compatibility mods for other ship mods, if they wish to remove randomness from these mods.

Version Log
Edits
- 2026-02-07: Fixed Missing Bonus Parameter 1 for "mod_ship_radarcloak_01_mk1" (Cloak) in reference table images (mod files unaffected).
Playing X4+All_DLC on:
CPU: Ryzen 5 5600X; RAM: 2x8GB DDR4 3200MHz; GPU: GTX 1070 8GB, Driver v582.28, DirectX 12.0; OS: Win11 Home 25H2 (26200.7623); Monitor: Single Acer S232HL 1920x1080

[Mod] Balanced No-More-Random Ship Mods - Duncaroo's Empire Logistics Tool (v0.23 Beta) - {{Vanilla Economy - Direct link}} {{Economy Overhaul Mod Version - Direct link}}

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