X4: Foundations

X4: Foundations

View Stats:
Rhophius Sep 18, 2020 @ 3:11pm
The best mods for the best X4 experience
Post here the mods you would recommend for a complete experience;

i.e mods that cover gaps in the game, such as economy fixes, better training for crew, maybe ships from rebirth. ++ <3 Taranis ++

I want to start a campaign that features building a multiplex factory that will fund a war effort and i'm going out of my mind trying to find the right mods.
< >
Showing 1-6 of 6 comments
Wenzilber Sep 18, 2020 @ 8:08pm 
My Favourite X4 Mods (all available in Nexus Mods web site)

Alternatives to Death
- Instead of facing the Game Over Load Screen, you'll get an option to immediately continue your play
- Makes it safer for the player to pilot a S class fighter during Fleet Battles
- Saves time in reloading the game from the Game Load menu upon deaths
- Avoids loss of game progress from having to load from a previous save or autosave (~ 20 mins) before death

Learning All Things
- Makes all your hired crews learn all skills faster
- My current unmodded game is on Day 9 and ALL pilots, service crews, and marines are still only 2 to less than 2.5 stars while all the managers are 5 stars. The Pilots started with 2 stars from Day 1 ... And I'm almost done beating all Xenon in the Galaxy with them ... not cool at all!

Crystal Beacons
- makes it much easier to spot crystals in any asteroid fields
- easy for those with old or bad eyes to see the crystal shines (or those who feel they're impossible to see in vanilla)
- makes crystal mining an actual viable activity for income
- crystal mining can be done in less than 15 minutes instead of 4 real life hours just to find 2 extremely common crystals worth something like 5,000 credits each in vanilla

Sector Satellites
- 1 Advanced Satellite reveals all friendly stations in whole sector
- Saves CPU processing times by eliminating the need to deploy over 20 Satellites in the same sector in your game to just trade properly
- Helps keep fps high

Fly-By Looting
- makes looting dropped containers easier (no need to press and hold extra key)
- Alternative: Better Tractor Beam (improves Tractor Beam's effective range from 1km to 5km)

Sector Explorer
- makes exploring the universe much easier, just assign it as a default behaviour to a speedster and it will automatically explore the entire universe

Signal Leak Hunter
- Takes away the guessing game where you MAY POSSIBLY (and very likely NOT) find a station leak
- Enter short range scan mode near a station and your ship will scan for all station leaks
- Alternative: Signal Reader

TaterTrader
- a very robust auto-trader mod

Equipment Upgrades without RNG
- 100% efficient use of the rare modification items
- I just simply hate RNG (might as well be a lootbox mechanic)

NOTABLE MENTIONS:

A Ship Mod
- adds previous X series ships in game (including your beloved Taranis)

Info Center
- your one stop info screen to see everything about your fleets and track what they're doing

All of the Star Wars mods

Tradestation Economy Fix
- i used to love this mod so I can sell Nividium infinitely, but realised it's also the reason why the raw resources in my modded games run out

Ventures
- If you want to do offline ventures while using mods. Since the ventures feature is still Beta, I don't condone use of a mod for it. But it's there, if you want.

Variety Rebalance Overhaul (aka VRO) mod
- changes how the entire game works and add new ships and many other things too
- requires the Split Vendetta DLC and a new game to work
Oddible Sep 18, 2020 @ 9:26pm 
Very similar to my list. I'd add:

Increased Long Range Scan
- Scan the whole sector from one place rather than having to fly all over to scan it

Better Scan Colors
- For station scanning if you're into that sort of thing

Mr.Person Sep 18, 2020 @ 9:27pm 
I approve of most of the above list but would replace A ship mod with the XR ship pack imo
hurepoix Sep 18, 2020 @ 11:18pm 
I have tested last week, faction enhancer, I dont know if it is supposed to give more challenge, but the result is a more easy game. It cames probably from the eco part which break need in hull parts and weapon components. Summary ; it is supposed to help factions, but really it help faction a bit and the player a lot.

XR ship pack ; it would had been a good idea if ships were fully fonctional for AI and if Equivalent would had been provided to xenons.

2 exemples ; AI seems not realize the sucellus have a main battery. It dont use it and in battle tend to dance like a whirling dervish.

second exemple is the inverse ; the kraken. A kraken eat a xenon K in less than 30 seconds and suffer in return loose of half of its shield.

Most ships have lot of hull hp, enormous shielding power, but very poor military value. Absence of main battery, poor number of large turrets (usually badly located) made these so called battleship inefficient. Exception ; kraken or its smaller brother comet.

I m testing VRO but cant say anything since I have less than 24 hours in. I started moded X4 very recently, probably because lot of mods are " makes it easier, for a game who in first time terribly lack of challenge".
Mr.Person Sep 19, 2020 @ 6:56am 
I blame the ships acting dumb on the AI, not the ships themselves. Once, I told 3 vanilla destroyers to attack the same target once and all of them circled the target, trying to shoot it with their turrets and hardly ever their main guns. So that is a base game issue
hurepoix Sep 20, 2020 @ 8:35am 
You may be right, however we usually wait for powerful main battery and large turrets on a battleship, mostly to deal will stations or large xenons ships. Lot of ships in the pack have terrible military design from this point of view. It makes me remind our pre-dreadnought ships.
I was anyway happy to have new ships at least for curiosity.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Sep 18, 2020 @ 3:11pm
Posts: 6