X4: Foundations

X4: Foundations

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Equipment Modifications Redone
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Feb 15, 2021 @ 8:00pm
Mar 16 @ 3:46pm
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Equipment Modifications Redone

Description
Works with 7.5!

Description

Are you tired of rerolling your weapon modification for the hundredth time just to get a decent roll? Do you think that gear with random stats belongs in looter shooters but not your beloved X-Universe? Then I might got just the thing for you. Let me introduce the lastest in SkyWølf ind. developments: Equipment Modifications Redone.

This is a complete overhaul and rebalancing of the equipment modifications available in the game. Replacing RNG and bad trade-offs with a selection of meaningful upgrade choices that are fit for purpose. Ranging from minor at the lowest tier to massive improvements at the top end. Tier 3 is very close to the best rolls you can achieve in vanilla but with some balance changes to give each modification a destinct purpose.

Example:
In vanilla you should never craft the Obliterator (T3) modification because Annihilator (T3) was superior in every way assuming you had good rolls for both. Now Obliterator is focussed on high damage and cooling. Making it a perfect fit for weapons with high burst damage that run very hot (less than 80% sustained dps).

The Screenshots show all the available equipment modifications. Sadly you can only see the primary bonuses and number of additional properties before crafting. But this should give you a good indication of the powerlevel for each tier. I might provide a detailed overview of all the modifications in the future. For now, have fun exploring! This is an X-game after all.



(Un-)Installation Guide:
Important!
Before you install or uninstall this mod make sure to dismantle all your crafted equipment modifcations.


A lot of the lower tier modifications and the tier 3 surfaceelement damage modification get removed or repurposed and you might not be able to dismantle them while this mod is active. The game will instead assume the item in question is unmodified and will overwrite the modification. At which point there is no way to get the materials back except by deactivating this mod and reloading an earlier save. Some repurposed modifications had their crafting costs changed to reflect their new tier level. So you might want to dismantle them before uninstalling this mod or you could get back lower tier materials than you used.

If you don't use VRO you might see a red exclamation mark after extensions.
If you see a red exclamation mark behind extensions then X4/Steam is being stupid and it listed VRO as "on" and "requiring an update" because nothing of VRO is actually downloaded. In this case click on VRO and change "subscribed" from "yes" to "no". This happened to me with some other mods that have optional dependencies.

Apart from that:
(Un-)Subscribe


Known Issues:
- Some high tier modfications will be available from early research.

This can't be fixed without messing with scripts for the main story missions. I will never fix this issue because it doesn't really matter getting the research done is so easy and fast that if you have the high tier components for those you're probably done with all the research anyway.

- Reward ships that come with equipment modifications which are removed by this mod will lose those modifications.

Same as above it would require changes to the mission / reward scripts which is outside the scope of this mod.



Compability:
- Tested with 7.5 and all DLC but also works without
- Savegame compatible (see installation instructions)

In general this mod is incompatible with any mod that makes changes to equipmentmods.xml and the corresponding t file entries or wares.
Popular Discussions View All (2)
0
Apr 5 @ 5:08am
PINNED: All Modification Values Updated
SkyWølf
193 Comments
SkyWølf  [author] Dec 15 @ 12:45pm 
@Shanjaq those got merged into the Radar Range and Max Hull mods respectively Check the pinned discussion for details on mod values.
Shanjaq Dec 14 @ 3:57pm 
Does this disable research for mods like "Ship Unit Capacity" ? I've fully researched all available mod paths and still haven't unlocked this and several others like "Ship Missile Capacity" or "Ship Deployable Capacity"
Deuce Nov 4 @ 5:24am 
this mod is always must for me, i cant imagine to play X4 without it.
SkyWølf  [author] Oct 16 @ 11:48am 
@Bebop Cola Please avoid editing .cat/.dat files directly. Comments recommending this will be removed. These packed files are highly susceptible to corruption, as you’ve noticed.

Instead, use the Catalog Tool included in the official X Tools to extract them properly. If you want to make local edits, unpack the mod using the Catalog Tool, then delete the ext_01.cat and ext_01.dat files. The game will then load the unpacked mod files, which you can freely modify.
For more details on X Tools, check out this thread:

https://forum.egosoft.com/viewtopic.php?t=363625
Bebop Cola Oct 15 @ 10:24pm 
If I want to tweak some of the values for my own game, how do I do it? Every time I try to make any adjustments the mod stops loading in game.

I assume at the moment that it has something to do with the values (byte size and hash) in the ext_01.cat, but the simple guide I'm aware of online doesn't mention there being three files in the .cat so I'm not sure what to modify to get it working with any changes I might make for my own game.

Any recommendations or pointers?
Chillwill Sep 15 @ 5:03pm 
Great mod, seems to be working fine with 8.0
SkyWølf  [author] Sep 13 @ 11:42am 
@HippiePeaceLove This mod should almost never break on updates. It replaces the content of equipmentmods.xml for that very reason. So yes it should work with 8.0. Especially since they didn't do any changes to equipmentmods according to patchnotes.
HippiePeaceLove Sep 12 @ 12:24pm 
The obvious question: Does it work with 8.0?
Lamenters Jul 20 @ 6:51am 
Does it also affect mods drop rate? I destroyed some BUC pirate ships but no more modification dropped, perhaps due to some of them are removed by the mod?
Pitagora Jun 3 @ 2:11am 
@Drexarg thats should be vanilla behaviour if you ask me, even more if modifications are at random in vanilla. Having 4 identical guns with different stats not only make no sense, it also prevent proper aiming, especially if you get different bullet speeds.
Anyway, getting that kind of mechanics is all another level of mod, way more complex and invasive.