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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=614973584
download cheat trainer from Mrantifun .
Thanks.
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.
https://www.nexusmods.com/xrebirth/mods/482/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fxrebirth%2Fajax%2Fmodfiles%2F%3Fid%3D482&pUp=1
@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.
can you this : Secure the Galaxy... with Faction Patrols
for Xenons?
and they attack than the stations
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)
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.
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
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).
I'll look into implementing this functionality when I pick up the mod again; been busy with other projects. :)
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
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!
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. :)
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.