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2) I can recommend:
Lost Sectors https://www.nexusmods.com/xrebirth/mods/526
Encyclopedia Mod https://forum.egosoft.com/viewtopic.php?t=362680
Ships made by Sir Francis Drake https://steamcommunity.com/profiles/76561198085688248/myworkshopfiles/?appid=2870
The mods i made https://www.nexusmods.com/xrebirth/users/8345662?tab=user+files
There are also a ton of small mods which add single small improvements to the game like new commands and stuff. Its best you first play the game and recognize whats missing for you and then search in the steam workshop and nexus mods for mods that add this specific feature.
3) There is the main campaign which starts in albion, after you completed the campaign you can reach all other quests/missions. The DLC gamestarts begin after the main campaign and offer all missions/quests except the ones from the main campaign. I recommend for you to play the campaign, it gives you alot of information about the background story since X3 AP and opens up the map step by step the further you go in the campaign.
Thanks for clarification about mods and campaign, but here is couple more questions:
1) Do that linked mods (in part of new ships, stations, devices for your ship) are balanced enough in case of game universe?
2) Do that mods compatible with latest game release?
3) New ships by Sir Francis Drake - are they basically cut from X: Rebirth? They seem regular ships from X3 universe.
4) Is it possible to add last linked mods with new systems without issues while already spent some hours in game?
2) Yes, the ones i linked are compatible. But not all on Steam Workshop and Nexus Mods are. You need to look at the date they were published or last updated. If you want, i can give you the names of the mods i use currently, which work pretty fine. You need to be aware that you maybe need to download several dozen mods to get the game to work as you want.
3) He used models from X3 and ported them to XR. They dont have the same properties and some even dont have the same size, but fit in very well.
4) Yes you can. But be aware, if you use some mods (especially the ones which add star systems) and you create a savegame, you always need to have these mods installed and activated in order to play on from this savegame.
From Nexus Mods:
Treasure Chest System
https://www.nexusmods.com/xrebirth/mods/542
Blue Light System
https://www.nexusmods.com/xrebirth/mods/543
Harmony of Perpetuity System
https://www.nexusmods.com/xrebirth/mods/544
Beaumont System
https://www.nexusmods.com/xrebirth/mods/545
XR_Nebulas
https://www.nexusmods.com/xrebirth/mods/360/
XR_Planets
https://www.nexusmods.com/xrebirth/mods/365?tab=description
Lost Sectors
https://www.nexusmods.com/xrebirth/mods/526
Copperhead Destroyer
https://www.nexusmods.com/xrebirth/mods/489
Tactical Map
https://www.nexusmods.com/xrebirth/mods/515
Manual Command Extension
https://www.nexusmods.com/xrebirth/mods/357/
BK Universal Menu System
https://www.nexusmods.com/xrebirth/mods/372
From the Egosoft Forums:
Enzy-Mod
https://forum.egosoft.com/viewtopic.php?t=362680&highlight=/
Extinguished Hope
https://forum.egosoft.com/viewtopic.php?f=134&t=398765&sid=d6447850c43d198e37f3ecb565b31a63
Herschels Gift
https://forum.egosoft.com/viewtopic.php?f=134&t=395381&sid=d6447850c43d198e37f3ecb565b31a63
Faction logos
https://forum.egosoft.com/viewtopic.php?t=370271
Paladin Destroyer
https://forum.egosoft.com/viewtopic.php?f=134&t=399009
Vacana Ltd Ships
https://forum.egosoft.com/viewtopic.php?f=134&t=399151
Rahanas Hybrid
https://forum.egosoft.com/viewtopic.php?t=354035
Ship Dock
https://forum.egosoft.com/viewtopic.php?t=388929
I know, they are alot. Please take your time to download whats fits your needs and playstyle the best and to customize the game in the best way. Its just not like in X3 where you download 1 big mod and everything is fine. Egosoft left us with a mediocre game missing many features and content, but a game that has much potential. Thats the reason why there are so many mods, because many people adjusted the shortcomings and flaws of this game. Have fun and please ask, if you have more questions!
Questions about steam workshop mods:
1) "Canteran Catering Services" - from description:
"Consumes: 40 Food Rations / hour
Consumes: 240 Food Rations / hour
Produces: -160 Food Rations / hour
Actual effect: -200 Food Rations / hour (max bonus: +0%) (unchanged overall intended effect)"
I dont know what math was used here. But I'm pretty sure: -(40 + 240) - (-160) = -280 + 160 = -120? Just want to ensure that mod works well.
2) "Capital Ship Bridge - 4.30 +".
3) "Carrier..." mod and addon - am I right I should remember names of listed carriers as all other carriers (from mods for example) will be functionally cutted?
4) "Exploration Software":
5) "Fly-by Subscribe" - and similar behaviour from #4 - it is some kind time saver or it skips boring part of the game?
6) "LibMJ - MadJoker's Library Scripts":
7) "NPCs on your stations!" - "If you are firing employees, do not do it in a zone where you have a station because they might go live on the station." I'm pretty sure I'll foget about it. Will it become a problem - specialist living on your station?
8) "Repack Construction Vessel 4.30" - need clarification:
9) "Station Build Service" is it works well with that Repack CV at #8? Or it fully automated building without touch of any CV?
10) "StationsMod Version 1.18" - can you clarify:
11) "Xenon Hunt 3 Light" - what difference with "Hard" version? Harder to capture xenon ships? How much?
12) "Vanf's galaxy light" - seem usefull mod for turret and other:
Nexus questions to be continued...
- what download manager should I use basically?
1) XR_Nebulas[www.nexusmods.com] and XR_Planets[www.nexusmods.com] - after installation with Mod Manager (MM) should I do manual fixing described at "posts"?
2) "Tactical Map"[www.nexusmods.com] - I should skip that installing via MM as it lacks of addons directory? And istall it manually.
3) "Manual Command Extension"[www.nexusmods.com] - is it work? As there is complains it outdated even for v3.0 of the game. Same for nested, required "BK Universal Menu System".
4) "Enzy-Mod"[forum.egosoft.com]:
5) "Extinguished Hope"[forum.egosoft.com] - dead download link.
6) "Faction logos"[forum.egosoft.com] - am I right thinking if its outdated and tied to exact ships it wont work for new ships from DLCs and mods?
7) "Ship Dock"[forum.egosoft.com]:
2. I dont know, but there are also several different factions of pirates.
3. Yes. Achievements in XR are not influenced by mods as far as i know and experienced.
4. I use all of them. I cant tell if everyone of them works 100% as intended but so far none affected my regular gameplay in negative way.
I should disclaim, i havent checked many of these mods anymore, because there was no need for it. Its also a long time ago i used the functions provided by some of these mods.
So my information might be in some cases not up to date anymore. I can only tell that these mods work together without me notiving any problems.
1) Canteran habitat stations only consume goods and have a net negative outcome. The modder only improved the process. They are meant as a ressource sink, not to actually produce goods.
2.1) Oh thats a new version! I didnt checked for that in the last years. You should than use this newer one instead the version i linked here.
2.2) For expanded maps shown in the bridge to include systems from mods.
2.3) Atmospheric, the vanilla bridges of capital ships are in the hangar bay
3) I dont really understand what you mean. In XR vanilla, carriers dont work. They dont have hangar bays where fighters could land. The mod offers funtionality to vanilla carriers. I dont know of any carriers introduced by mods.
4) I dont know. I havent used this software so far, so i cant tell you. Better ask the author of the mod.
5) Both. Scanning stations means, you have to fly to every module every station close by and scan them, which is difficult, very annoying and takes a lot of time. The mod saves you this tedious work.
6) Its used a ressource by some mods, it doesnt have any ingame consequences but specific mods need the scripts inside of it.
7) I havent experienced this myself, so cant tell. But i think it wont be an issue. If you are unsure, maybe ask the author of the mod.
8.1) In Vanilla CVs are only one time useable. This mod makes them reusable.
8.2) During the campaign you get a CV which can only build an URV forge. You need to build this station during the campaign but after that you can ignore this ship, destroy it or sell, but dont build another instance of the URV forge.
9) I dont know any more.
10.1) None are actually important. You can use this mod with it: https://forum.egosoft.com/viewtopic.php?t=383486 It lets you board stations. You can also use https://steamcommunity.com/sharedfiles/filedetails/?id=530671767&searchtext=Player+Shipyards or https://steamcommunity.com/sharedfiles/filedetails/?id=309963702&searchtext=Player+Shipyards but not both together.
10.2) It gives the player some zones in several systems and also implements some new stations buildable by the player.
11) I dont know any more, better ask the author of the mod. He is still pretty active, can probably explain it better.
12) I see posted the wrong one, this is the one i use: https://steamcommunity.com/sharedfiles/filedetails/?id=647018889
This version also adds many star systems, but besides that, the same changes.
Please also be aware, that this mod changes the gameplay in some ways.
12.1) I dont know.
12.2) I dont know what he means by that.
12.3) I assume its faster and cheaper.
1) With the manual download, only put the folders in the extensions folder and thats it.
2) Install manually.
3) I will look into it.
4) The links are at the bottom:
Base: http://jl-modforum.de/fremde_Mods/Encyclopedia/Encyclopedia_Base_Edition.zip
Full: http://jl-modforum.de/fremde_Mods/Encyclopedia/Encyclopedia_Full_Edition.zip
I like the full version more.
5) It works for me, try it here again: https://onedrive.live.com/?authkey=%21AAATdhGFqLVYK0U&cid=775DC6F17390AB5D&id=775DC6F17390AB5D%21162&parId=root&action=locate
6) It offers logos for the vanilla factions, but not for those from dlcs or mods.
7) It just adds 2 new Stations to be buildable by players. Also this mod is needed by my mods, cause i use of the stations there. It also supports english.
Problem only with "Ship Classification Names v2". I dont know which menu it should work as no informative screenshots available at mod page. But map, property and ship builing menus don't contain prefixes.
Its just an info, I don't urge to answer or somehow react.