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fikrethos

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38 comments

  1. RLambChop
    RLambChop
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    Hello Mate,
    Thank you for the great mod, it scratches the space racism itch perfectly...
    However, I am running into an "odd" behavior...

    If I upgrade any ship, any component, or even sell some deployables.
    My ship ends up having purple mods installed in all the categories. Shields, engines, weapons, hull.
    This is a new game start and I don't even have the PHQ, let alone the research for it...
    I am using, Equipment Modifications Redone
    Which does play around with equipment mods... However this behavior did not exist before installing your mod, so there may be a conflict.
    FYI
    1. fikrethos
      fikrethos
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      Hello.
      1- I did not have the 'EMRS Mod' check the player's modification research. (I will add it to the settings when I get a chance from other upb mods.)
      2- You need to examine the settings screen a little. There are options in the settings for the situations in which the modifications you set for ship types and classes will be effective. For example, you can specify whether the modifications will be automatically installed on a ship after it is produced from an NPC station, or whether the modifications will be applied to a ship when it leaves a station for upgrade purposes.
      example image

      3- You will get better results with the 'mod' you say you use.
      FYI
  2. WILL4277
    WILL4277
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    Hello, could anyone tell me what this MOD exactly does? And could someone tell me if it works with the "SN Mod Support Api" or do I need the " upb Lua Loader " ?
    1. between3a
      between3a
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      this mod applies ship modification(those ship upgrades you apply to individiual ship part at a ship yard that cost 50k) to every new or refitted player ship.
      kind of a cheaty mod, but applying upgrades to a lof of ships is nightmare so i really appriciate this mod. egosoft should have done somting like this mod yesterday.
    2. between3a
      between3a
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      this mod is dependent on "SN Mod Support Api" or "upb lua loader"(choose either one).
  3. between3a
    between3a
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    Thank you for this great mod.
    Is there a way to change the default modification? Having to do the setting over and over again for every new save is painful. 
    1. fikrethos
      fikrethos
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      Thank you. If you mean starting a new game with every new save, yes the settings will open as default. However if you are loading a saved game the changes you make will be permanent. If you know what to change and how..

      1- open: ../extensions/upb_equipmentmod_and_recruit_srv/md/Upb_EMRS_Setup_Run.xml
      2- find <set_value name="global.$upb_EM_DATA.$Default.$fitdata" exact="table[  (between lines 283-448)
      3- The default mode information you want to use is in the '$wareid' variable.
  4. Empoo
    Empoo
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    Great mods, something that I have been looking for! 
    Thank you mate. '😊
    1. fikrethos
      fikrethos
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      Thank you, I wish you enjoyable games..
  5. blackjackgarry
    blackjackgarry
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    Problem access to upd menue after update from v1.2.8 to  1.2.9.

    I updated (deleted the old folder and copied the new version). Mod starts I get the Technical officer (at an equipment dock) and its options/menues, all seems working.

    But I cannot access the upd menue (2.UPD MODs) anymore - its gone!

    Reverting back to 1.2.8, and I can access it again.

    This is a problem, while when using only the Tech.Officer I cannot set the RFM (Fleet Restock Manager) for my fleets. With 1.2.8 working, it is possible to set this when calling its captain.
    1. fikrethos
      fikrethos
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      ok, try 1.3.0.
    2. blackjackgarry
      blackjackgarry
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      Thanks for the update, but still same problem.
      (all your mods are the newest update from today)

      Another point:
      Normally I don't use your Player NPCs Mod, not even installed. I then gave it a try. And now I got the UPD MODs menue - but as 5. menueselection (meaning to select as option 5 not 2). And with that, this then lead to a problem with the Inventory Collector mod, which also uses this menu possition to activate it. (...and Inv. Collector is mandatory is using your mod RFM).
      So with Player NPCs installed, I cannot use the Inventory Collector. But without Player NPC its still the same problem as mention in my earlier post - I cannot access the UPD MODs from the menu when talking to a pilot.

      Reverting back to 1.2.8 of the mod still workes, and the UPD MODs menue is there.
    3. fikrethos
      fikrethos
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      ok, understand, updateded 1.3.1 now, ECM ('Extended Conversation' Mod) support was added for menu access.
    4. blackjackgarry
      blackjackgarry
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      Still very persisting bug...

      Installed mods:
      Bail 1.0.9,
      ECM 1.3.1
      RFM 2.1.8  (Restock Fleet Mangager) while this is the newest.
      upd Player NPC is not installed!
      My main thing is, I want the RFM, ECM (bec. of the equipment part), Bail if possible, but not Player NPC.


      Now tests showed:
      - Problem as described before still persists. It even got weired, I now have 3x the UPD MODs menu selection. In the first menu I got it 1 times, in the second menu i got it 2 times. All these 3 upd-menu selections lead to the UPD submenues and are in fact working.
      Also the 1st upd selection is now in position 1 in the first menu, meaning it overwrites an egosoft order.

      - I deleted the upd Bail mod and changed back ECM to 1.2.8. Problem gone.

      - Reinstalled Bail mod 1.0.9 (with the old ECM 1.2.8 still installed). Problem is there/persists. -> so upd Bail is now one of the problems... Reverting to upd Bail 1.0.8 - Problem gone. (more see later in this post)

      - Reinstalled ECM 1.3.1, deleted upd Bail (so only RFM is installed) - Problem persists, but now I only have 2x the UPD MODs menus selection.
      Delete add_conversation_upb_mods.xml - no UDP MODs menu selection at all available.
      Changing conversation.xml back to 1.2.8 contents - no UPD menu. Changing back Upb_EMRS_Setup_Run.xml to 1.2.8 contents - correct menus!
      So problem seems to be in the changes add_conversation_upb_mods and Upb_EMRS_Setup_Run.
      (NPC_SpecialOfficer not tested, also no tests with your timelines changes regarding ./extensions/ego_dlc_timelines.)

      - Installed ECM 1.2.8 and new Bail 1.0.9: (Re-test new Bail)
      Same Problem with 3x UDP MODs menus selections. Now deleting bails add_conversation_upb_mods.xml -> UDP MODs menu selection is now correct!
      upb_bail.xml is not changed, its the new from 1.0.9 where you commented out the initialisation of the menus.

      - Reverting back to mods:
      ECM 1.2.8
      Bail 1.0.8
      RFM 2.1.8  --> no problem, UDP MODs menu selection correct working.

      It seems to me, that this is likely a problem with the (new) add_conversation_upb_mods.xml and the cue's where you initiate the menues (or commented it out). If more mods are installed they all implement a menue selection (and dupplicate it). And, I don't know why, overwrite the older menus, eg. egosofts orders as mention above.
      So, regarding all these test, the UDP MODs menu selections are still problematic. Why not let it be as it was in the versions before, where it was working?
    5. fikrethos
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          Let me start with the last question you asked. Many mods fill a certain number of empty options by adding themselves to the menu options. In this case, the options of the mods that made the last entry are visible.
          That's why we can gather the empty menu options on the default conversation screen with entities under one roof with another mod, Extended  Coversation Mod. (So that other mods can access it properly).
      Now,

      • I don't know the mod you wrote as ECM 1.3.1 or ECM 1.2.8. 
      • The ECM (and I only saw it on nexus) version we mentioned is 0.20.
      • Use all the upb mods you use with their current versions.

      • RFM 2.2.0 
      • Bail 1.1.0 
      • PlayerNpcs 1.2.3 
      • EM and RS 1.3.2 3
      3. For mod access (I also updated the description page);
      ** UPB MODs. Access Options:
      There are 5 different methods to access UPB MODs.
      !!! If the option is not opened with the first 4 steps, you are probably using another mod that adds menu options.
      1- Talk to NPC ship captains. it will appear in the bottom left (3 ) position.
      2- Talk to any player ship captain or player station managers.
                         Under the more option, if no other mod has added it to the menu options, it will appear in the left (2) or right (5) free positions.
      3- Talk to Player fleet commander or ship captain if not in the fleet
      a- In the '..more. (Mods)' option if ECM (Extended Conversations Mod v0.20 on nexus) is installed 
      4- Talk to any subordinate ship in the player's fleet
      a- if there is an option '..more. (Mods)', if no other mod has added it to the menu options.
      b- else It will appear in the empty slot in the menu. ( ! unless another mod has added this menu option. )
      5- In this case, use the 'Upb Equipment Modification And Reqruit Service' Mod.
      This new mode assigns a Spec officer you can talk to when you land at the shipyard or wharf (player or npc) stations.
      To access UPB MODs, talk to Spec. Officer Nurcan ARIKAN HOS.

      Attention:
      (according to the previous case, I removed the position information of the upbmods default menu options. In other words, it will appear if it finds an empty menu option.)


      If you report the situation in this way, I can think more clearly about what is happening.
    6. blackjackgarry
      blackjackgarry
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      ECM as you self referd "ECM ('Extended Conversation' Mod)". It was my understanding that this is the short term of this 'upb Equipments Modif. And NPC Recruit Services' mod. As it seems i was wrong, sorry for the missunderstanding.
      Now testing, buit still back to my tests before/description. If used the mods before todays update - it overwrote egosoft commands, and thats not a good thing. Testing now with your newest updates...
    7. fikrethos
      fikrethos
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      "This is a problem, while when using only the Tech.Officer I cannot set the RFM (Fleet Restock Manager) for my fleets. With 1.2.8 working, it is possible to set this when calling its captain."  
      I couldn't understand your problem and what you wanted to do. Sorry for my English. I'm using Google Translate.
    8. blackjackgarry
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      Thx. for the fast answer, and here as said some test done. Still there are some problems.
      (Note: installed means active mod, not installed means NO physically files inside the extension folder. So complete deleted, not only deactivated.)

      I tested several scenarios:

      1.) First, I went to go through the menus with no upd mod installed:
       Menu1:
       - 1: Egosoft: join my squadron (or so, I'm also playing in another language)
       - 2: give seminar
       - 3: Recycle Ship & stations from mod Recycle Ship & stations
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menue 2
       - 6: Egosoft: return
        Menu2:
       - 1: Egosoft: dismiss (eg. the pilot)
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector from mod Inventory Collector (mandatory for Restock Fleet Manager)
       - 6: Egosoft: Back (to Menu1)
       
      Mods who can also creates a menu selector are: Recycle Ship & stations, Sapphire ships, Sector Satellites, (kuertee's) NPC reactions.
       All other mods with a menu selector are mandatory for your mods (eg. like Inventory collector for Restock fleet manager).
       
       
       2.) Now with mod upb Equipments Modif. And NPC Recruit Services installed:
       Menu1:
       - 1: Egosoft, join my squadron
       - 2: give seminar
       - 3: Recycle Ship & stations from mod Recycle Ship & stations
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menu2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosoft's order dismiss pilot.
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector from mod Inventory Collector (mandatory for Restock Fleet Manager)
       - 6: Egosoft: Back (to Menu1)
       
       ...now as you pointed out, that you can also access through a subordinate ship (from within a fleet):
       Menu1:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts join my squadron
       (workaround, dismiss it in the map view and right click in the information tab, then reassign it.)
       - 2: give seminar
       - 3: Recycle Ship & stations from mod Recycle Ship & stations
       - 4: Egosoft: Work on another place
       - 5: Egosoft: more... -> to menu2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot. And its now the problem with dupplication of menu selections as mention in my posts before.
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector
       - 6: Egosoft: Back (to Menu1)
       
       
      3.) Installed upb Equipments Modif. And NPC Recruit Services AND Restock Fleet manager:
       Menu1:
       - 1: Egosoft, join my squadron
       - 2: Egosoft: give seminar
       - 3: Recycle Ship & stations
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menu2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot.
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector
       - 6: Egosoft: Back (to Menu1)

       ...access through a subordinate ship:
       Menu1:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts join my squadron
       - 2: give seminar
       - 3: Recycle Ship & stations
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menu2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot AND dupplication of menue selections.
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector
       - 6: Egosoft: Back (to Menu1)
       
       
       4.) Deinstalled: mods Recycle Ships & stations, Sapphire ships, sector satellite, NPC Reactions
      Installed udp mods are the same as in pt. 3.:
       This to show if there is a difference in the menu selections. When only udp and mandatory mods are there.
       Menu1:
       - 1: Egosoft: join my squadron
       - 2: Egosoft: give seminar
       - 3: >>> Now: udp Restock fleet <<<
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menue 2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot.
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector
       - 6: Egosoft: Back (to Menu1)

       ...access through a subordinate ship:
       Menu1:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts join my squadron
       - 2: give seminar
       - 3: kuertee NPC Reactions: (give a trade order); but when going to menu2 and back its a free slot...
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menue 2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot AND dupplication of menue selections.
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector
       - 6: Egosoft: Back (to Menu1)
       
       
       5.) Installing udp (see pt.4) plus Extended conversation menu:
       Menu1:
       - 1: Egosoft: join my squadron
       - 2: Egosoft: give seminar
       - 3: >>> Now: more mods... (from Extended conversation menu) <<<
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menu2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot. UDP menu dupplication issue.
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector
       - 6: Egosoft: Back (to Menu1)

      ...access through a subordinate ship:
       Menu1:
       - 1: Egosoft: join my squadron
       - 2: give seminar
       - 3: UPD MODs
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menu2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot AND dupplication of menu.
       - 2: --free--
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector
       - 6: Egosoft: Back (to Menu1)
      In both cases no further menu selections inside extensted conversations, because no other mods who use it are installed.

       
       6.) as in pt. 5 plus all mods I normally use reinstalled:
       You cannot see this as representiv, while maybe a lot of other are also using (see above) mods too. (eg. kuertee's mods, Sector satellites)
       Menu1:
       - 1: Egosoft: join my squadron
       - 2: Egosoft: give seminar
       - 3: more mods... (from Extended conversation menu) --> submenu 1.a
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menu2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot. UDP menu dupplication issue.
       - 2: more mods... (from Extended conversation menu) --> submenu 1.a
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector from mod Inventory Collector (mandatory for Restock Fleet Manager)
       - 6: Egosoft: Back (to Menu1)
      Submenu 1.a (from ext. conv. mod):
       - UPD MODs
       - kuertee: Order ware
       - upd Restock fleet
       - Recycle Ships & stations
       - next... -> Submenu 1.b
       - return - to menu1
      Submenu 1.b (from ext. conv. mod):
       - Contact mad sicentist from mod sapphire ships.
       - sector satellites from mod sector satellites.
       - --free--
       - --free--
       - next... -> to empty submenu's
       - previous page - to submenu 1.a

      ...access through a subordinate ship:
       Menu1:
       - 1: Egosoft: join my squadron
       - 2: Egosoft: give seminar
       - 3: more mods... (from Extended conversation menu) --> submenu 1.a (see before)
       - 4: Egosoft; Work on another place
       - 5: Egosoft: more... -> to menu2
       - 6: Egosoft: return
        Menu2:
       - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot. UDP menu dupplication issue.
       - 2: more mods... (from Extended conversation menu) --> submenu 1.a
       - 3: Egosoft: continue work
       - 4: Egosoft: Shipdetails
       - 5: Start Inventory Collector from mod Inventory Collector (mandatory for Restock Fleet Manager)
       - 6: Egosoft: Back (to Menu1)


      So conclusion, you may say the menus and its slots/selections are hard to control.
      Knowing this is heavy to read, but I hope it helps to clear up some points regarding the menu issues.

      And for the missing egosoft commands, like the missing 'dismiss' order for pilots, you can workaround through the map and right click onto the ship pilot in the information tab.
    9. fikrethos
      fikrethos
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      Do you have a communication tool like Discord etc. for more convenient and faster communication?
    10. fikrethos
      fikrethos
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      Menu2:
      - 1: UPD MODs -> PROBLEM it now overwrites Egosofts dismiss pilot AND dupplication of menu.
      - 2: --free--

      I am fixing the place in this more menu as slot 2.
      it was initially in slot 2 or 5 (if there was an inventory collector, I put it in slot 2). Later, when I said there was a problem, I removed the positioning. However, instead of writing to the empty slot, the game wrote to slot 1.
      If there is another mod writing to slot 2, there will be a problem in terms of accessing upbMods. (ECM only works on additions on the main menu. ECM should add a study like storage in the "main menu" to the "more menu".)

      Let's come to the main menu section:
      I am using slot 3 for RFM in the main menu by giving a position.
      As you said, since other mods also give positions, the line of the mod that wrote last to this line will appear on the screen. I also provided ECM support as a solution to this situation.
      
      If there is an ECM, it will be written to the ECM anyway, so there will be no problem. Otherwise, it will write directly to the 3rd slot.

      Let me go into a little more detail with an example..
      The last mod that comes writes to the slot. The loading of mods is done in alphabetical order. Since "(u)pb" comes after "(r)ecly..", if ECM is not used, you will not be able to see the recyle mod option.
      This situation occurs when the "recyl.." mod provides position fixation. However, if the mod does not provide position fixation, this time it will write to the first line, that is, on the egosoft line.

      The main menu status of the sub ships is;
      If there is an ECM, it will add it to it, otherwise, as in RFM, I fix it to the 3rd slot.

      I am waiting for your answer regarding what is said..
    11. blackjackgarry
      blackjackgarry
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      Sorry, no I haven't a discord account. Also regarding testing the new updates. May take until weekend, not around a.t.m. (out for work...)
    12. fikrethos
      fikrethos
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    13. blackjackgarry
      blackjackgarry
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      Hello fikrethos

      Well, took some time to test/play again. Now I tested (the actual mod versions). And it seems - regarding the menus - working now correctly. Menue 1 is now egosofts again, both when calling ship, as well as when calling a subordinate ship. Dupplications may sometimes happen, but as long as the do not overwrite egosoft's command its ok.
      Also, as a by-product. I tested with 7.10HF1 first. The I had to switch back to 7.00HF1 (If curious, see my post in the XRSGE mod forum, regarding egosoft's stuck ship problem). Means, also under 7.00H1 I get the correct menu structure.

      So, yes menus are now correct - thanks a lot for the support and changes.
    14. fikrethos
      fikrethos
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      I really enjoyed your suggestions. It would be better if there was this, etc. I am always open to different ideas. I also thank you for helping to improve the code, I wish you good games.
  6. Bisaster
    Bisaster
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    Yeah, I think this morph just ain't working, saw it multiple times, same issue.

    1. fikrethos
      fikrethos
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      yes. I put back egosoft's old characters. I eliminated the noticeably broken rig characters as much as possible. If you don't want to see the old characters at all, manually delete the extensions\upb_equipmentmod_and_recruit_srv\libraries\charactergroups.xml file and re-enter the game.
  7. Hitto
    Hitto
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    Thanks for this timesaver, makes life truly easier ! 

    ! I have a suggestion, could there be a way to "freeze" a combination of effects ? For example, if I don't care about sticky projectiles, perhaps force the game to reassemble a mod until I get the parameters I select ? Could add the real costs for purists...
    1. fikrethos
      fikrethos
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      Thank you. First of all, I apologize for my bad English. I use Google Translate. I did not fully understand what you wanted.
    2. Hitto
      Hitto
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      Apologies, my explanation was bad !

      Some ship modifications have more than three possible bonus effects.

      For example, the weapon / turret mod "annihilator" can have different random properties, like "reload time -xx%", "rotation speed +xx%"...

      And if you're unhappy with the bonus effects, you need to "reassemble" the modification , multiple times, before you get the combination of effects you desire.

      So, let's say on a pulse turret, I care about turret rotation speed bonus, reload bonus, cooling bonus, and I don't need sticky projectile bonus.



      I would like to configure a standard set where the precise list of bonus effects I choose is the desired result.

      Then your excellent plugin would remove the need to click on "reassemble mod" 300 times per turret... (a little like Equipment upgrades without RNG did with the numbers !)
    3. fikrethos
      fikrethos
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      I understand what you want, I will start working on it for a solution.
    4. thoraero
      thoraero
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      Thank you. I got the same issue atm.
  8. gizmo6023
    gizmo6023
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    I have UBP NPC installed and I get the menu option to select the crew type I want. I also have this mod installed but get none of the menus when talking to any pilots. I have looked all over the wharf for the Special Services Officer and can not locate her, where is she supposed to be located?
    Both were installed using vortex and are in C:\Program Files (x86)\Steam\steamapps\common\X4 Foundations\extensions\ their respective folders as well as UBP LUA Loader.
    I'm not sure why only one works and the other doesn't, likely some user error involved but I would like to sort out how to have both working.
    1. fikrethos
      fikrethos
      • member
      • 4 kudos
      'upb lua loader' is a support mod. I have 2 mods similar to what you wrote, 'upb Player Npcs' and 'upb Equipment Modifications and Recruit Services'. I couldn't understand what you installed as the other mod.
      However, you can reach the 'upb mods' option by talking to any ship captain. Also, if 'upb Equipment Modifications and Recruit Services' is installed, you can go to any 'wharf' or 'shipyard' and talk to the authorized officer in the manager room.
    2. gizmo6023
      gizmo6023
      • member
      • 0 kudos
      I have 'upb Player Npcs' and 'upb Equipment Modifications and Recruit Services' both installed but only upb Player Npcs was working.
      Problem solved now, I did not have upb Equipment Modifications and Recruit Services turned on in the extension options. New game to me and new way of controlling / enabling mods.
      Might be helpful to other new X4 players if it was noted in the install instructions that there are in game settings required to make upb Equipment Modifications and Recruit Services options available.
  9. Eshir
    Eshir
    • premium
    • 2 kudos
    is stacking equipment mods possible with this?  example adding one more pavise to a ship that already has one?

    also are ship mods added this way cost free?
    1. fikrethos
      fikrethos
      • member
      • 4 kudos
      Yes, it is free. When a ship is produced or repaired, it is automatically added as specified in the settings.
  10. Folkee999
    Folkee999
    • supporter
    • 0 kudos
    Hey, I think you saved your file in Winrar or something. I recommend you use 7z to upload your mod, as I had the same suspicious file problem.
     
    1. fikrethos
      fikrethos
      • member
      • 4 kudos
      ok