X4: Foundations

X4: Foundations

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Veil Cartel Faction
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70.585 MB
Jun 29, 2024 @ 2:40am
Aug 17, 2024 @ 3:27am
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Veil Cartel Faction

Description
Veil Cartel Faction
This mod adds a new criminal faction to the game, called Veil Cartel.

Being a Cartel, the Veil Cartel is more than a pirate faction. They are highly organized and structured, as well as, well armed.

The core sectors are very well defended and will be challenging to conquer.
The faction is at war with pretty much everyone apart from pirate factions and the Teladi.

The economy of the Veil Cartel is based on drugs and to maintain their workforces, said drugs have to be provided in sufficient quantities.

This faction uses a variety of ships from different factions.

Importan Updates:
- Added Gate Connection Wretched Skies X - The Reach as a seperate mod to create an alternative route to the north-western sectors, when using this mod.

- Added Gate Connection Getsu Fune - Watchful Gaze as a seperate mod for users of the Boron DLC, to give the Borons a new trade route when using this mod.

- v1.8 Factionlogic has been removed from Heretic's End in the main mod, to make it compatible with the Boron storyline for anyone, who wants to play it.
Factionlogic enabler has been moved to seperate mod:
Faction Logic Heretic's End
Please use this mod (or any other factionlogic enabler mod for Heretic's End) if you want Veil Cartel to have access to it from the beginning.

Features:
- 4 New custom sectors (1 cluster, 1 extra sector)
- Customized economy (focused on drug production)
- One special station added (Druglab)
- Workers require drugs
- Custom wares added:
  • Synthocaine
  • Zhentrax
  • Radiomorph
  • Xenophyte
  • Throxylum
- Customized modules added
- Two variants of habitation modules (Hideouts & Red light district)
- Customized plasma weapons added
- Custom ships added (from Skull & Bones [www.nexusmods.com] )
- Custmized variants of vanilla ships added

- Veil Cartel owns following sectors:
  • Veil of Shadows (3 sectors)
  • Shadow's Edge
The sectors are located between Morning Star III & Heretic's End.

- This mod requires the Tides of Avarice DLC
- This mod requires the Cradle of Humanity DLC

- Will only work at new game start
- Not save game compatible
- For version 7.0 (compatible with Timelines)


ADD ONS:
Gate Connection Wretched Skies X - The Reach
Gate Connection Getsu Fune - Watchful Gaze
Faction Logic Heretic's End
Ship Variation Expansion ADD ON
Compatible with Weapon Ranges x2
Compatible with Weapon Ranges x4


Updates:
- v3.4 L/XL ship movement balance
- v3.2 Added missing M MK2 shield
- v3.1 Added more Methane yield to VOS II (only on new game start)
- v3.0 Ware costs & production tweaks
- v2.8 Module production costs changed
- v2.7 Fixed mines not being purchasable
- v2.6 Relations tweaks
- v2.5 Jobs tweaked, Factory generation tweaked
- v2.4 Shuyaku S - large trader added
- v2.3 Relationship tweaks, Factory generation tweaks
- v2.2 Decreased resource fields (for performance), fixed production methods for modules



Special thanks & Credits:
I would like to extend my gratitude to Entissus & Rothank for allowing me to utilize the ships from their mod, Skull & Bones [www.nexusmods.com]. I am especially grateful to Entissus & UniTrader for their invaluable assistance in troubleshooting various issues and for their guidance on the intricacies of X4. Additionally, I appreciate the support from Treycore, DeadAir, Shuulo, and the entire X4 modding community.
77 Comments
enterprise1959 Mar 16 @ 1:11pm 
7.5 update
NoDMoD  [author] Nov 28, 2024 @ 8:31pm 
@ApolloDivided
X4 Reemergence is a very extensive mod. I have offered the team to use my mod and implement it, if they do, it's their desicion.
ApolloDivided Nov 28, 2024 @ 4:05pm 
will there be a future compatibility patch for X4 Reemergence?
NoDMoD  [author] Nov 23, 2024 @ 11:11pm 
@Apyr
It's not compatible with all mods and new save is required.

List your mods please.
Apyr Nov 23, 2024 @ 9:40pm 
I'm running a lot of sector and weapons mods but nothing that should affect any docking structures.

Since my last comment I tried starting a new game with my modlist including VC installed and in this game, I'm having no issues docking with any of their stations. They have a normal economy with all their drug production stations mixed in with recycling, refineries, etc.

When I had added the VC mod to an existing save, I also got identical behavior to what Scarrior mentioned where aside from the Drug Lab, the VC spammed wharf constructions only, no other station types, and then couldn't get enough hull parts to complete any of them. Ones that had docks and piers finished would let me dock L sized ships, but not M or S. The Drug Lab would reject all docking requests regardless of ship size.

I don't know what would cause this or if it's fixable. I'm gonna play on this new save anyway so it doesn't bother me either way. Thanks again for the mod and thanks for being patient in replies!
NoDMoD  [author] Oct 29, 2024 @ 9:58pm 
Apyr, which other, mods do you have installed?
Apyr Oct 29, 2024 @ 8:19pm 
Hey, I'm getting the issue where I can't dock at the main Drug Lab. When I attempt to request docking via hotkey, it says "there are no personnel who can approve your docking request." Love the mod otherwise, the new ships look sick and I love having another criminal faction for my game.
SCARRIOR Oct 1, 2024 @ 10:06am 
Well, after 5 days of ingame play time, they didn't really build them. xD
NoDMoD  [author] Oct 1, 2024 @ 8:49am 
@SCARRIOR
Thanks for the video.
Holy moly, that is not normal, insane how many stations they build.

XD
SCARRIOR Sep 29, 2024 @ 8:12pm 
https://www.youtube.com/watch?v=0UTJTUh26oY

Could not remove the mod from the game, so I guess a xenon superweapon will have to do :P