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goose1732

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goose1732

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11 comments

  1. vidz99
    vidz99
    • supporter
    • 1 kudos
    I have seen these errors in the log file (v7.5):

    [=ERROR=] 0.00 Multiple matching nodes for path '/equipmentmods/engine/boostthrust/@max' in patch file 'extensions\reworked_equipmentmods\libraries\equipmentmods.xml'. Skipping node.
    [=ERROR=] 0.00 Multiple matching nodes for path '/equipmentmods/engine/forwardthrust/@max' in patch file 'extensions\reworked_equipmentmods\libraries\equipmentmods.xml'. Skipping node.
    [=ERROR=] 0.00 Multiple matching nodes for path '/equipmentmods/engine/forwardthrust/@min' in patch file 'extensions\reworked_equipmentmods\libraries\equipmentmods.xml'. Skipping node.
    [=ERROR=] 0.00 Multiple matching nodes for path '/equipmentmods/engine/rotationthrust/@max' in patch file 'extensions\reworked_equipmentmods\libraries\equipmentmods.xml'. Skipping node.
    [=ERROR=] 0.00 Multiple matching nodes for path '/equipmentmods/engine/strafethrust/@max' in patch file 'extensions\reworked_equipmentmods\libraries\equipmentmods.xml'. Skipping node.
    [=ERROR=] 0.00 Multiple matching nodes for path '/equipmentmods/engine/travelthrust/@max' in patch file 'extensions\reworked_equipmentmods\libraries\equipmentmods.xml'. Skipping node.

    [=ERROR=] 0.00 No matching node for path '/equipmentmods/engine/travelreleasetime/@max' in patch file 'extensions\reworked_equipmentmods\libraries\equipmentmods.xml'. Skipping node.
    1. goose1732
      goose1732
      • member
      • 3 kudos
      Thanks! looks like I put up a working version somehow? fix incoming.
  2. HaradaTaro
    HaradaTaro
    • member
    • 0 kudos
    Hello, First thanks for that  very mod.  I have a question is there a way (line to add) in your fine to modify the cargo capacity ?  I would  add like a X5 time cargo capacity.  And I am playing with SWI mod so no the other mod with increased cargo are not working.  Thank you .
    1. goose1732
      goose1732
      • member
      • 3 kudos
      Unfortunately, modifying cargo space via equipment modifications is currently impossible.
  3. Shyzle
    Shyzle
    • premium
    • 2 kudos
    Executioner mod for me gives a -80% cooling effect instead of the stated -20%
  4. iomatix
    iomatix
    • member
    • 7 kudos
    Thank you for the fantastic modification. I’ve come up with an idea to create a similar mod that maintains balanced values but introduces a touch of randomness (RNG) and other minor balance changes between individual mods. I’d like to ask for permission to use your work as a base for further modifications in creating a fork of this mod. Are you planning an alternative version yourself in the future? I don’t want to cannibalize your work but provide an alternative.
    1. goose1732
      goose1732
      • member
      • 3 kudos
      Hi there - this will get a minor balance update soon(tm), but won't be adding any RNG.

      You're welcome to use this as a base if you'd like - just credit me if you do.
  5. Chihayafuru
    Chihayafuru
    • member
    • 0 kudos
    Much needed mod, but your numbers aren't really balanced either. 5% damage is worth alot more than 5% cooling or reload. Projectile speed is worth more than lifetime, vanilla got this right and you're actually making it worse.
  6. KeshImayu
    KeshImayu
    • member
    • 2 kudos
    Love the idea and gonna install it over a modded midgame (120h) including VRO and QOL stuff. I'll see if it plays well with others. My only concern is Crafted Mod Components ( https://www.nexusmods.com/x4foundations/mods/215 ) but it seems it should be compatible.
    I really hope this mod fixes the power gap as intended. I wanna have special ships for my personal use, sure, just not that special. Thanks for your  work .
    1. goose1732
      goose1732
      • member
      • 3 kudos
      Great to hear! Looking at that mod, it should be totally compatible.

      In terms of the power gap, the changes to Exceptional mods bring the power difference down from being 70% - 200% better in vanilla with good rolls(varying by category), to consistently around 20% - 40% better from any single mod. There are a few spots where it compounds (speed being the big one) but overall, it should do what you want! And if you want to be less special, it's pretty easy to turn the numbers down further.
    2. KeshImayu
      KeshImayu
      • member
      • 2 kudos
      As far as I can tell after a few hours it works as intended and doesn't seem to conflict with anything. The balancing seems fine too.
      It slightly boosts the overall value of low tier and slightly to greatly nerfs the high tiers. And with the RNG gone it's now possible to get an harmonious weapon loadout on a given ship or to equalize a whole squadron's stats. 
      A shame the modification workbench doesn't show the full stat modifiers and keeps the original layout where only the first line is shown. Referring to an external document for info is never ideal. 
      Excellent balancing mod. A keeper.