X Rebirth

X Rebirth

Simoom's Lantern - Ultimate Cheat Menu
192 Comments
KnightOwl0079 1 Jun @ 5:03am 
will this work without sidebar extender if so how do I find it in the game? thank you
aladinaleks 15 Oct, 2024 @ 1:31pm 
Ilikesacegamesizjr 15 Oct, 2024 @ 4:34am 
can he updated with mods options
Ilikesacegamesizjr 24 Dec, 2023 @ 1:20pm 
can you make this Simoom's Lantern - Ultimate Cheat Menu for x4 games plz
Aerial_Gold 18 Apr, 2020 @ 11:00pm 
Nevermind. Did it
Aerial_Gold 18 Apr, 2020 @ 10:54pm 
How do you activate the mod's cheat functions? idk where to look for it
TuxRiley 19 Aug, 2019 @ 11:47am 
@meltedplasticarmyguy gode mode is by all workshop broken :lunar2019crylaughingpig:

download cheat trainer from Mrantifun .
meltedplasticarmyguy 11 Mar, 2019 @ 5:32pm 
Immortality does not work.
goforit 20 Dec, 2018 @ 11:04am 
I cannot get this to work in 4.30 (will not show up on menu) and have installed extended sidebar. New to XR and could use any suggestions. Sounds like a must-have mod.

Thanks.
overwerk 31 Oct, 2018 @ 4:12am 
i definitly want this mod ported to the next game
FkYoSht 30 Oct, 2018 @ 7:13am 
X4 will be up for sale next month. Will you make a Simoom's Lantern for it? I would pay you for it!!
Keegra 18 Oct, 2018 @ 5:49am 
I've been having a bit of a problem with the Safe Word function of this mod. It seems to not really stay on between game sessions. Is this a limit of the mod, or something else? Also, would it be possible to add a toggle for it in something like the ship/station details window?
GrenPa 13 Aug, 2018 @ 12:28pm 
Nice mod but needs some updating if possible.
Cant select weapons MK3 or Above.
Ships claimed using mod are still attacked by both my ships and NPC's.
Option to add weapon mods give really strange results like importing albion system and several others.

Thanks for making mod!
Please update if you can.
y3.1959 5 Jun, 2018 @ 3:14am 
When will the mod update?Not updated for 2 years.
requiemfang 30 Jan, 2018 @ 3:29pm 
Curious does this mod affect the amount of missiles one is able to carry on the skunk? I'm using the Nexus version of the mod here with the modular installation package. I also use the More Missiles Mod which boosts the missile carry to 1350, currently I'm way over that limit. I noticed that as soon as I installed this mod.
Zaxius 23 Jan, 2018 @ 1:14pm 
Actually I just realized you DO have an option for first stage only on every statio. My mistake lol. But I still think being able to spoawn an empty build location would be cool. Cheers Ive converted man Teladi to the new Simoom religion. Once they saw hw I Dominated OL Space with the pwoer of the Almighty Simoom they now refer to her as thier Star Godes and I as her Emissary ... LOL Good story lore anyways :steamhappy:
Zaxius 21 Jan, 2018 @ 7:13am 
A request for the most aesome Simoom ... is there any way you could add a feature that would spawn an empty build site at the players location? I know you can spawn a station anywhere I tried that. And some stations you do have set to spawn only with first stage (Which I really like) But part of the fun for me is building the stations so I dont just want to spawn fully built ones. I would like to be able to make build sites wherever I wanted in space. That way I could make my own little community of stations lined up nice and neat however I wish. Dont know if this is possible but thought since your so good at modding stuff that spawns maybe you could figure that one out. If not is there any way you could make all your station spawns have the option of first stage only? I would love that.
Ghost 30 Oct, 2017 @ 4:33am 
@Simoom - The nexus version doesn't seem to work. The steam version is the only one that the menu option appears. If I try the nexus version, it doesn't appear for no real reason. I have the patches for conquest, and sidebar extender. But it works just fine if I subscribe to the steam version, but not when I install it manually or through the nexus manager.
Simoom  [author] 28 Oct, 2017 @ 11:38pm 
@Sapphire - It depends on the mod in question: you see, there's no way to automate this process. Ships added by each mod needs to be manually added to my mod's index. I did add support for a few popular ship mods by request last year; please see the add-on file "Ship Mods Menu Patch" on Nexus to see if the ship mods you use are on the list (you will need to use the Nexus version of my mod in order to apply this patch):
https://www.nexusmods.com/xrebirth/mods/482/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fxrebirth%2Fajax%2Fmodfiles%2F%3Fid%3D482&pUp=1
Ghost 27 Oct, 2017 @ 1:05am 
Does this mod support ships mod ships such as those here on the workshop? I can't seem to find them in any of the menus.
Simoom  [author] 29 Sep, 2017 @ 4:15am 
@Lestrade - This is intended behavior (since it makes boarding easier). However, you can use the version from Nexus and remove/modify the relevent XML patch if you don't like the modifications done to the Skunk (see the dev thread for details on what each of the XML patches do)

@KeillRandor - Hmm, that should be possible to do. I am still not sure when I'll have time to come back to XR but I'll add your comment to my list of requested features.
KeillRandor 24 Sep, 2017 @ 6:30pm 
I wish there was a way to just reveal one sector (or a whole system) instead of the entire map...?
Soldier212 Sin OF The Shield 4 Sep, 2017 @ 7:22am 
oops wrong wording ill check it out now
Thane_Ragnar 24 Aug, 2017 @ 1:53pm 
There is one little problem with this mod. It ups the Storage on the Skunk from 58 to 158 just by installing it. So you can hire 150 Marines instead of the normal 50.
Simoom  [author] 24 Aug, 2017 @ 3:25am 
Soldier212 - Not sure I fully understand your question - do you mean spawning them with full wares for production? I think there's something under "Station Management" for doing that?
overwerk 21 Aug, 2017 @ 10:24am 
Been some time since I used this mod and I have to say now it is a must have. It allowed me to actually progress through the campain past the anoyance of being stuck building stations and stuff to progress. You are to be commended for the service you did for my game experience.
Soldier212 Sin OF The Shield 21 Aug, 2017 @ 3:13am 
hi love the mod, but cant the stations spawn fully equipped? takes ages for them to fill up for making ships?
Dozer 30 Jul, 2017 @ 5:16am 
hey thats a good mod ;)
can you this : Secure the Galaxy... with Faction Patrols
for Xenons?
and they attack than the stations
Simoom  [author] 21 Jul, 2017 @ 7:30am 
@Barghest - I do but it's not my place to distribute it, even though we are married. ;)
Simoom  [author] 30 Jun, 2017 @ 3:40pm 
@Rhonen: Umm, no there aren't modding tools (in the same sense as Skyrim having like a GUI interface modding tool or something like that). Egosoft's games run on a custom in-house script called Mission Director (MD), and all mods have to be written in that script. They do have some documentations on the basics, but if you have no prior coding experience (I did not), the learning curve will still be very steep. If you are interested I would suggest going over to the Egosoft forums and ask for hel/guidance in the modder's section, a lot of helpful people there.
Rhonen 24 Jun, 2017 @ 4:29am 
Ok thx :), btw are there a modding tool for doing mods, seems very hard without one? i would like a mod that increases the skunk cargohold so it can hold more loot before it starts dropping cargo.. i can buy as much as i like but picking stuff up from space has a limit it seems :S.. hard to craft stuff when the cargo gets dropped after 5 kills :)
Simoom  [author] 23 Jun, 2017 @ 8:08pm 
@Rhonen: The reason I made it so most stations use a build location is because there's a bug in the game where if you attempt to assign a Construction Vessel to a station that's not tied to a build location, the CV will simply disappear. To avoid this bug from happening, all production/warehouse stations (which I think people would likely want a CV attached to) are spawned attached to a build location and with an accompanying CV.

If my memory serves, only small stations such as Defense Platforms and Highways Stations are "free-floating" and do not use a build location (with my mod, anyway)
Simoom  [author] 23 Jun, 2017 @ 8:05pm 
@Rhonen: Oh, no that is not correct: My mod has an integrated build location check to make sure there are still free build locations in a zone. If there are none, and you attempt to spawn a station that uses a build location, the mod will display an error in the notification screen (at least, last time I checked, this feature was working properly - not sure if Ego released any major patches since, I haven't played XR in a long while now).
Rhonen 22 Jun, 2017 @ 3:38am 
ah okey so the stations spawn at the build locations that show up when having a construcion vessal and when there are no such points left in that zone they spawn on top of each other.. not tryed anything other then the albion stations in albion so far.. i do have a jump mod aswel but i can remove that since i dont really need it anymore with this mod.. really helpful tool as the construction drones allways bugs out when building and sometimes never comes back into the vessal and make the next construction order very slow as it thinks there are no drones lol.. or that is what it looks like happens :), Thx
Simoom  [author] 20 Jun, 2017 @ 11:17pm 
@Rhonen - What kind of stations are you trying to spawn? Most (production) stations use the in-sector Build Locations. Smaller stations (such as Defense Platforms) that aren't bound to a Build Location uses the SKUNK'S CURRENT LOCATION & ORIENTATION as the spawning point.

So if you want to spawn multiple non-Build Location-bound stations, simply fly the Skunk to the location you want it, and spawn it then. Then move away and fly to the next location, rinse and repeat.

As for the "Summon Fleet" command not working, this has been reported previously and appears to be a conflict with other mods (I know UFO is one of the conflicting mods that causes this issue, but there could be others - basically any mod that messes with the game's vanilla jump command has the potential to mess this up)

DLC's are not required for this mod; as far as I know the DLC's do not add any new commands to the Mission Director script, so everything should work properly.
Rhonen 16 Jun, 2017 @ 3:06pm 
Hello, im trying to summon a small number of stations. like 3 of them in one empty zone that i can later rename. but i have a hard time getting the stations to spawn close and not on top of each other with this random spawn location thing. is there a way to place the stations more accurately ?, would be nice to be able to add stations where ever i want and change owners on some of them so the sectors feel more alive, maybe by dropping something in space and target it to place the station on that spot could maybe be a good plan? :)

Also i tryed the summon fleet thingy but no mather what ship i try to spawn it wont show up but the speach notification "alert...bla bla bla" comes up..

Do i need the dlc's for this to work maybe?, xrebirth have been a huge disappointment so far in general and not very mod friendly. hench the very small number of mods out here, so i dont plan on getting those
Entropy 4 Jun, 2017 @ 11:54am 
I love the experimental jump drive, i've fallen into null space way too many times with no way out. but that drive just gets me back to wherever i needed to be before slipping into null space. This is a must have since egosoft couldn't remake the zones to have no crossover boundaries.
Simoom  [author] 11 May, 2017 @ 11:28pm 
@Vazarus - The CWIR patch is a compatibility patch that only addresses a conflicting patch file that has to do with upkeep missions, I believe (both my mod and CWIR makes modifications to the same game file).

At that time CWIR didn't add a lot of ships to the game I don't think, it being a mod in such active & rapid development. I honestly haven't kept an eye on the Egosoft forums for the past few months since I haven't been playing or testing XR, but when I find time to work on modding again I'll look at where CWIR's current stage of development is and add its ships to the Ship Mods compatibility patch (it isn't technically difficult, but can be time-consuming depending on how many ships they added to the base game).
aladinaleks 30 Apr, 2017 @ 8:32am 
(my mod is recommended...) :steamhappy:
Vazarus 23 Apr, 2017 @ 10:25pm 
I noticed the CWIR patch doesn't allow me to spawn any of the ships that were added to CWIR mod. Do you plan to add the ability to spawn them through the cheat menu? The sidebar extender mod on steam did not work. I downloaded from nexus and it work but only in legacy mode. Do you know of any other mods other than exploration software that might cause a conflict?
Simoom  [author] 8 Apr, 2017 @ 3:40am 
@arrjik: Ah... yeah... I studied that mod maker's codes extensively when I first started writing this mod, and his work has the tendency to be error-prone. He has some very good ideas behind his mods, but the codes themselves are messy.

I'll look into implementing this functionality when I pick up the mod again; been busy with other projects. :)
arrjik 8 Apr, 2017 @ 2:40am 
@Simoom
There is a mod that already gives GodMode to all player-owned ships (M and larger) and stations but it just doesn't want to work for me.
I had to modify the xml file and use the launch command to force the game to load loose files in order to make it work. That did give all my ships (from XS to XL size, including Skunk itself) and stations GodMode.
It's pretty much the same command that your mod uses, but toggled every once in a while and looking for every player-owned ship rather than the selected target.
Mod I'm talking about: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=884214872
Simoom  [author] 8 Apr, 2017 @ 1:51am 
@arrjik: Hmm, that is definitely possible... would need to enumerate all player-owned ships but that's not difficult to do.

I haven't been playing games much these past few months, so apologies for the lack of updates. I'll add this to the list of potential features the next time I pick up working on this mod again. :) Thanks for the suggestion!
arrjik 29 Mar, 2017 @ 3:07am 
Hello! Thank you for this wonderful (though cheat-y) mod. I have a question / request: is it possible to make an option to give God Mode to every player-owned ships at once? Making a squad of fighters immortal gets quite tiring...
Instancius 25 Mar, 2017 @ 3:15pm 
Awesome! Thank you a lot :D Realy the best Cheat Menu in the Workshop! But the name of the cheat menu is a little bit..
Simoom  [author] 5 Mar, 2017 @ 10:13am 
@Caelen: The weapon mods being 100% perfect is an unfortunate side effect of the workaround I used to boost weapon mods itself (there's no way to tweak the attributes of individually-spawned weapon mods at the moment due to limitations in Egosoft's own scripts), so it's either all or nothing. If Egosoft adds the relevant functionalities to their script sometime in the future, I'll be able to change the way that works. :) For now if you don't like the way it works, you can remove the relevant XML patch file as instructed in the dev thread.
Simoom  [author] 5 Mar, 2017 @ 10:11am 
@Caelen: Yes, these modifications are mentioned in the dev thread on the Egosoft forums, I recommend that you have a read: http://forum.egosoft.com/viewtopic.php?t=389185

These changes are intended. However, if you do not like these changes, there are ways to remove them: Use the modular installation package from Nexus Mods, and skip the Supplements package (which includes the Skunk boost speed increase, unit capacity boost, Xenon ship boarding, etc.)

You can further customize the mod to your liking using the Nexus Mods package as well by removing any XML files that contain modifications you do not like, or tweak individual values to your liking. The dev thread I linked contains detailed description of what each XML file does. :)
Caelen 27 Jan, 2017 @ 2:44am 
I've had a problem with my ship having room for 150 marines and a ton of missiles (over 200 V Crushers so far!). I've been unsubbing mods one by one to find the culprit, and it appears this one was it. I've also had trouble with weapon mods always being "perfect" mods, with the best possible stats for their grade. This was also fixed after I unsubbed. Are these intended, or is there some setting I hit that changed these? These things were happening on all new games.
Simoom  [author] 24 Jan, 2017 @ 2:03am 
@varadi.r - I looked at your mod collection, and have a few notes:

1) 100% Jump Drive isn't needed, since my mod already contains a cheat jump (though the two shouldn't conflict).

2) Captain & Defense Officer AI Overhaul, if I remember correctly, is an outdated mod that causes problems (I think it was last reported working in v3.50). I don't know if this mod messes with the vanilla jump command; if so it may be what's causing your issue with ship summons. I recommend either Combat Enhancement Scripts or Miscellaneous Combat Tweaks .

3) Exploration Software - I remember reading about this being in conflict with Sidebar Extender (which is a prerequisite for this mod)? But that was a long time ago, may be the issue is resolved.

4) aladinaleks' Cheat Menu - Not compatible with this mod, many script conflicts.