i hate self-quoting but i think you missed this oneUniTrader wrote:Faction and Player Logo Mod - still compatible with Beta8, no additional output in debuglog, no update necesary (and hereby the current support Version for this Extension)
Mods that are reported as working with Versions 2.50 to 4.3x
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if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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Oppps, sorry about thatUniTrader wrote:i hate self-quoting but i think you missed this one
Now updated entire first post with links to all the mods mentioned, PLUS updated UniTraders one
Link to the first post - http://forum.egosoft.com/viewtopic.php? ... 79#4425879
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Configurable mass traffic, DeVries freelancer start, pimp my skunk, xr nebulae, xr planets, out of my way glitches, radio silence, shut up ren, station announcements, show skills all seem to be fine.
EDIT : also faster ships
EDIT : also faster ships
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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Thank you Yorrick - first post updated...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Thanks Sparky, much appreciatedSparky Sparkycorp wrote:Loving your new format with the links in the OP
Sheesh, I just realised I have edited my original post 71 times
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Okay, Iam currently using IgnoreFuel and MassTraffic config.
I sometimes find an issue, all ships in the same zone as Skunk just freeze.
They refuse to move, they just stand there and don't do anything.
When I leave the zone, everything goes back to normal.
In vanilla, this doesn't happen.
Iam not sure if it's caused by MassTraffic or IgnoreFuel however.
I sometimes find an issue, all ships in the same zone as Skunk just freeze.
They refuse to move, they just stand there and don't do anything.
When I leave the zone, everything goes back to normal.
In vanilla, this doesn't happen.
Iam not sure if it's caused by MassTraffic or IgnoreFuel however.
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b8: Repair Laser and TAF seems to work flawlessly, No Jump Fuel seems to work but ships still automatically refuel Energy Cells. Also, "MoreCrew" by Euclid seems to work as i am currently harboring ~9 people on my skunk.
Additionally, my own breed of "5km ScanRange" works w/o issues so i figure "ButterRanges" might work as well as it changes the same stuff.
MapReveal, MissionComputer, AwesomeJumpDriveFX, BetterHighwayAlphas and OutOfMyWayGlitches are confirmed working too -- i'll post more after testing some more.
"Build Styrvok ships and titeral" seems to be integrated in ß8. If the mod is added all the ships it adds are available for building twice in Darned Hot Air.
Additionally, my own breed of "5km ScanRange" works w/o issues so i figure "ButterRanges" might work as well as it changes the same stuff.
MapReveal, MissionComputer, AwesomeJumpDriveFX, BetterHighwayAlphas and OutOfMyWayGlitches are confirmed working too -- i'll post more after testing some more.
"Build Styrvok ships and titeral" seems to be integrated in ß8. If the mod is added all the ships it adds are available for building twice in Darned Hot Air.
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Thanks guys, first post updated
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Scaldis cargo fix (by nidaren) - somehow breaks the Scaldis - i had mine trying to load Cells and it never undocked again. Tried this twice in DeVries and Albion and had the same issues. I'd say that mod is borked now.
Ledda Construction (by nidaren) - confirmed working, the new factory in the Third Duke works as expected.
Ledda Construction (by nidaren) - confirmed working, the new factory in the Third Duke works as expected.
(x|x) .oO[ Fenster fährt mich Nüsse !!! ]
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Leave / Enter the system.g_BonE wrote:Scaldis cargo fix (by nidaren) - somehow breaks the Scaldis - i had mine trying to load Cells and it never undocked again. Tried this twice in DeVries and Albion and had the same issues. I'd say that mod is borked now.
Leave / Join squad.
It happens sometimes, it's unrelated to this mod.
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Beta 9 Running shield and hull mods still and they seem fine as well as the Omicron ship upgrades. Though I may remove as the HIVI turrets look at times a little silly on the Fulmekron.
Scaldis cargo hasn't provided me with any problems and I've been using one to so procure materials for all my station building, but if it's generating some nasty debug messages I may be inclined to uninstall it.
Scaldis cargo hasn't provided me with any problems and I've been using one to so procure materials for all my station building, but if it's generating some nasty debug messages I may be inclined to uninstall it.
Last edited by Mazuo on Fri, 19. Sep 14, 18:06, edited 1 time in total.
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Aaaaaaaand B9 was released. Are we gonna do that with every small beta version and release candidates after that?
Code: Select all
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Beta 9:
Faction & Player Logo mod working as expected, no update required
Note: frequency of beta patches is atm a bit too high for me - will not update to the latest version anymore for now. except in case problems arise to make the necesary adjustments. but i really doubt that will happen because the functionality i depend on is very unlikely to change
Faction & Player Logo mod working as expected, no update required
Note: frequency of beta patches is atm a bit too high for me - will not update to the latest version anymore for now. except in case problems arise to make the necesary adjustments. but i really doubt that will happen because the functionality i depend on is very unlikely to change
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Joined: Thu, 5. Aug 04, 01:57
If there is no real objections guys/gals what I am going to do since they releasing soooo fast, is to leave the list as it currently and add the Beta number at the beginning of each line, then only move things DOWN if you guys/gals report something is NOT working correctly..
Once the version goes live then update like I have been doing...
What does everyone think??
Once the version goes live then update like I have been doing...
What does everyone think??
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.