X4: Foundations

X4: Foundations

Equipment Modifications Redone
188 comentarii
Chillwill 15 sept. la 17:03 
Great mod, seems to be working fine with 8.0
SkyWølf  [autor] 13 sept. la 11:42 
@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 12 sept. la 12:24 
The obvious question: Does it work with 8.0?
Lamenters 20 iul. la 6:51 
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 3 iun. la 2:11 
@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.
Drexarg 3 iun. la 0:48 
I don't know modding so I may be asking for the impossible, but it would be great if there was a feature to apply a modification to all turrets and shield of that name on a ship. Trying to mod all the turrets and shields of my XL ships becomes a pain when its one with 20+ m turrets.
KirBadrang 5 apr. la 7:54 
@SkyWølf Thank you! Splendid work! :steamhappy:
SkyWølf  [autor] 5 apr. la 4:46 
@KirBadran I've postet an update in "All Modification Values" powered by AI.
KirBadrang 4 apr. la 13:54 
Is there an update to the "All Modification Values" page, linked above?
SkyWølf  [autor] 14 mart. la 12:52 
You're welcome!

@Fannus Family always comes first, and that means my hobby time is pretty limited. But rest assured, I'll still be maintaining this mod.

I've also been dipping my toes back into X4 non-VRO—keen to try out Vanilla with just QoL mods to see how it feels.

I'm thrilled to see the Hyperion and the Xperimental Shuttle back. The Hyperion was my favorite playership in X3. I also think timelines would've been better as a pure shippack. Right now, I'm split (license for dad jokes acquired) between a Paranid all-round with a travel speed mod or Terran with Whirlygig. The 0 travel charge time on Boron and Terran m/s has spoiled me—I can't go back to long travel charge times anymore. Instant Travelmod, this is the way.
Cley Silverheart 13 mart. la 0:01 
thank you so much @SkyWølf. Have a journey ahead!
Fannus 12 mart. la 2:28 
@SkyWølf
Thank you so much for the update. I will try it when I'm back from my travels.
And: I guess you already do, but just to re-iterate, please prioritize your familiy over this. If nothing else works, someone here is surely willing to take over keeping the mod up to date.
SkyWølf  [autor] 11 mart. la 15:52 
Important you might need to dismantle/recraft existing equipment mods for the changes to take effect
SkyWølf  [autor] 11 mart. la 15:43 
Update is pushed! :)

Since it came up again a while back, I wanted to touch on a contentious subject about my mod. Right now, the mod replaces the root node <equipmentmods>. This way, it’s almost impossible to break when Egosoft releases a new update. The downside is that it’s not compatible with other mods that also mess with the equipmentmods.xml file. (There's a workaround with dependencies, but let's not dive into that right now.) I could switch to a more fine-tuned approach that might play nicer with other mods, depending on what changes they make.

Personally, having a family and a full-time software engineering job to worry about (AI can assist, not replace me yet :P), I think the stability is worth the trade-off. But I'm curious to hear what you all think. How do you feel about this approach?
Pitagora 10 mart. la 2:34 
@SkyWølf Thank you!
Deuce 10 mart. la 1:33 
awesome, thanks!
SkyWølf  [autor] 9 mart. la 15:21 
I've dipped my toes into 7.5 for an evening and I'm currently testing an update for this mod, which adds the modifiers boostacc and strafeacc from 7.5 to the appropriate engine modifications, and includes some minor rebalancing.
Kemelvor 28 febr. la 8:16 
Still working for 7.5
It just increases the % of the already existing stats, even if those were modified in the last update. So no need for change.
Cley Silverheart 27 febr. la 19:35 
thank you @gojira for the reply.

to @skywolf, i havent use it since the update but I will give it a try now. We understand. Thank you for dropping by. We wish you goodluck for whatever adventures you're currently having. More power! Cheers!
Deuce 27 febr. la 13:26 
it worked perfectly fine for 7.X patches i didnt check 7.5 yet, im going to though. i think what need to be done is just adjust two stats new in 7.5
SkyWølf  [autor] 27 febr. la 12:26 
@g0ira @Cley Silverheart

Could you please let me know whether the mod has stopped working completely? If it has, I will look into it when I have some time. However, I will only address it if it is completely broken, as I stopped playing X4 between versions 5.0 and 6.0. Setting up a new development environment and a compatible save file for testing will take a lot of effort.

I'm doing well, but I have almost no time for private mod projects and gaming in general due to work and family commitments. My backlog could fill several lifetimes, and I don't see this changing anytime soon.
Fannus 27 febr. la 6:46 
Seconded! This mod almost a necessity for modifications to be useful at all
Cley Silverheart 23 febr. la 6:57 
true. Hi dear @mod creator of this wonderful mod .. if you read this, we're hoping that you are doing great irl. If you have time, please update this wonderful mod. Thank you!
Deuce 23 febr. la 5:49 
it would be nice to have it updated for 7.5 with flight update. but still one of the best mods for x4 game
Malakyte 15 dec. 2024 la 1:49 
With the way the weapon mod stats, is Obliterator BiS for main and front facing weapons and Annihilator BiS for turrets or is there an argument that can be made to use expediter for turrets?
Siveen 4 dec. 2024 la 21:28 
Will this be updated to reflect changes made for 7.5 (ergo boost mod for example)?
Jinsu 29 oct. 2024 la 19:00 
Thank you for this mod.
The more I was played the more I was starting to realize some mods were the "end all be all". Just put on slasher on turrets and call it a day and some weapons mods existed like up to 15% faster projectile speed but felt like I could never justify using that.

But did the mining speed mods disappear? Not a deal breaker but it was funny having one or two super miners for the sake of it.
Proxima-b 2 oct. 2024 la 11:33 
It looks like you replaced the whole equipmentmods section in the xml, it causes problem with deadair mods which add additional enties to equipmentmods.
Pitagora 8 sept. 2024 la 8:33 
True choice is between damage and range/pj speed. Put damage mod on long ranged guns and range/speed on high damage guns.
rudi 7 sept. 2024 la 23:55 
This mod is amazing, way better mod choices than defaults.

Is there a recommendation which weapons benefit from which T3 mods? I'm still fuzzy on reload vs cooldown vs etc mechanics for weapons.
SkyWølf  [autor] 4 aug. 2024 la 12:11 
@Pitagora thank you for the info. Yeah the mod shouldn't break unless egosoft does a major overhaul of the entire equipmentmod system.
@KoTenila no need for an update, the mod still works.
Pitagora 4 aug. 2024 la 10:46 
As far as I can see it seems to work on 7.00 too.
N 23 iul. 2024 la 4:55 
Does this mod still work in 7.10?
KoTenila 19 iul. 2024 la 13:12 
please update )
SkyWølf  [autor] 21 iun. 2024 la 13:18 
@Cane McKeyton you're welcome. :)

@nichtgeländegängig sorry for the GPT replyI coudln't resist the tempatation because Timelines features AI generated content. Maybe it's just my weird humor. If despite the odds here are new equipment modifications inside the DLC and a friendly modder with the dlc can pass me the infos then I'll add them to the mod.

@[TP]Heri are they still rng when you dismantle and craft them again? Sound to me like they are randomized on generation by a spawn script. Which I can't do anything about. Simple fix would be to dismantle and recraft. If that doesn't fix it let me know which equipment mods are affected.
Cane McKeyton 20 iun. 2024 la 20:41 
I honestly can't fathom playing X4 without this mod so I think you for continuing to keep it updated even if you don't play X4 yourself anymore
nichtgeländegängig 17 iun. 2024 la 23:07 
thx...
SkyWølf  [autor] 17 iun. 2024 la 15:07 
Hey there! Thanks for reaching out. I get your worries about the 7.0 update and the new DLC. Just to let you know, if the 7.0 update does mess with the mod, I’ll be on it to fix and update when I can.

Regarding the DLC, I won’t be testing it myself as I’ve stopped playing X4. But don’t worry, previous DLCs haven’t added new equipment modifications and there’s nothing on the Timelines DLC Storepage that suggests this one will. So, the mod should be good to go with the new DLC.

Hope this helps! If anything comes up, just give me a shout.
nichtgeländegängig 16 iun. 2024 la 7:50 
is an update to 7.0 and DLC Timelines in planning... that´s were very nice...
sillytrooper 15 apr. 2024 la 5:53 
hey i keep getting SOME rng on boron ships, are those included in this? :)
32anChips 21 mart. 2024 la 22:38 
Skywolf -I found the folder thanks, after I uninstalled VRO last year due to update 6 it just kept coming back. It was driving me nuts. Great mod by the way
SkyWølf  [autor] 21 mart. 2024 la 13:34 
@32anChips No it doesn't. it's how the game handles optional dependencies. Nothing of VRO gets installed by this mod it's just the extension entry and an empty mod folder. See the installation guide for more information.
32anChips 20 mart. 2024 la 14:47 
Adding this mod all so installs VRO ? i have been adding mods 1 by 1 to find the mod that automatically puts VRO in my extension list and its this one
SkyWølf  [autor] 17 mart. 2024 la 13:12 
@冷沔泠-35P your welcome, if you wanna dive deeper into modding the x4_modding channel from the official discord is a good place to ask questions. Lots of experienced modders there. :) Egosoft Discord [discord.gg]
冷沔泠 16 mart. 2024 la 21:46 
Thank you for your information, it is very helpful to a layman like me.
SkyWølf  [autor] 16 mart. 2024 la 4:48 
For people trying to do local edits by opening the .dat file in an editor.

Don't do that!

If you change the file length then the file will be corrupted and the mod stops working. Instead learn how to mod properly by unpacking the mod first using the X4 Catalog Tool [www.egosoft.com]

Once you've unpacked the mod files and deleted the cat and dat files from the mod folder you can start editing the unpacked files without this issue.

Posts about editing .dat files will be deleted to stop the spread of misinformation.
SkyWølf  [autor] 16 mart. 2024 la 4:11 
@deltaCorben it should work just fine since equipmentmods.xml has nothing to do with trader inventories. I was using a mod that allowed for crafting mod components and it worked fine back in the day.
deltaCorben 6 mart. 2024 la 4:41 
Has anyone combined this with kuertee's Modification Parts Trader mod on Nexus?
deltaCorben 5 mart. 2024 la 9:17 
Can this be combined with a mod that allows buying modifications?
Long Head 1 ian. 2024 la 16:21 
Not sure if my understanding or math checks out here but see below.

Obli: 60 damage, 74 cooling, 20 reload

Anni: 70 reload, 20 damage, 35 cooling

On paper Obli seems stronger in most cases. If reload corresponds to fire rate then;

Obli is 1.6*1.2 = 1.92
Anni is 1.7*1.2 = 2.04

Obli has a much higher cooling bonus and higher fire rate corresponds to more heat for everything but turrets. So Anni should have significantly worse sustain DPS for non-turrets whilst the difference in burst is only about 10/200 so like 5%. So as variety goes there is not much a choice between them, one is for turrets, one is not.

Would suggest making Obli cooling 75 and balancing by giving Anni a proj speed boost, better tracking and probably small increase to cooling too. Now it is better vs small craft, which represents more of a choice. Would also buff Expediter numbers slightly so it is not crowded out by the Anni buff.

Otherwise, really like the concept of this and will continue to use.