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Ronkhar

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About this mod

This mod is the SWI-compatible version of Mobile Repair Service, a mod created by TheAssailer.

Requirements
Permissions and credits
Mirrors
Changelogs
This conversion, written by Ronkhar, is based on version 1.37 of Mobile Repair Service (the latest one as of May 2025), and was tested with Star Wars Interworlds 0.85.
TheAssailer gave his consent for the publication.

Differences from vanilla MRS
  • The UI allows to ignore SWI factions instead of vanilla factions (cf. screenshot)
  • Credits/hull have been divided by 5 (cf. explanation below)

In vanilla, the hull values have the following min and max
  • S ships : 2.5 GJ (Kestrel) to 6.1 GJ (Chimera)
  • M ships : 3.7 GJ (Manorina Vanguard) to 39 GJ (Osprey Sentinel)
  • L ships : 21 GJ (Wyvern) to 211 GJ (Rattlesnake)
  • XL ships : 105 GJ (Stork Vanguard) to 590 GJ (Raptor)

In SWI, hulls are a lot stronger
  • S ships : 2.2 GJ (Vulture droid) to 30 GJ (Tie Echelon)
  • M ships : 30 GJ (Fortitude gunboat) to 215 GJ (Raider corvette)
  • L ships : 230 GJ (Vigil Corvette) to 780 GJ (Victory II)
  • XL ships : 640 GJ (Mon Calamari Liner) to 4340 GJ (Lucrehulk)
  • (XXL : 7000 (Praetor battlecruiser) to 15000 (Executor SSD))

In order to avoid excessive rewards, the repair values have been divided by 5. (player opinions are of course welcome)

You'll find a comparison of the credits/hull in the table below:
It looks like Nexusmods does not support tables. If you're interested in the values, please look at the description on steam workshop instead.

Comparison of rewards when repairing NPC ships
[table]
[tr][th][/th][th]vanilla[/th][th]vanilla[/th][th]SWI[/th][th]SWI[/th][/tr]
[tr][th]∑skill[/th][th]hull[/th][th]modules[/th][th]hull[/th][th]modules[/th][/tr]
[tr][th]0[/th][td]6[/td][td]18[/td][td]1.2[/td][td]3.6[/td][/tr]
[tr][th]1[/th][td]7.5[/td][td]22.5[/td][td]1.5[/td][td]4.5[/td][/tr]
[tr][th]2[/th][td]9[/td][td]27[/td][td]1.8[/td][td]5.4[/td][/tr]
[tr][th]3[/th][td]10.5[/td][td]31.5[/td][td]2.1[/td][td]6.3[/td][/tr]
[tr][th]4[/th][td]12[/td][td]36[/td][td]2.4[/td][td]7.2[/td][/tr]
[tr][th]5[/th][td]13.5[/td][td]40.5[/td][td]2.7[/td][td]8.1[/td][/tr]
[tr][th]6[/th][td]15[/td][td]45[/td][td]3[/td][td]9[/td][/tr]
[tr][th]7[/th][td]16.5[/td][td]49.5[/td][td]3.3[/td][td]9.9[/td][/tr]
[tr][th]8[/th][td]18[/td][td]54[/td][td]3.6[/td][td]10.8[/td][/tr]
[tr][th]9[/th][td]19.5[/td][td]58.5[/td][td]3.9[/td][td]11.7[/td][/tr]
[tr][th]10[/th][td]21[/td][td]63[/td][td]4.2[/td][td]12.6[/td][/tr]
[/table]

where ∑skill = engineering+management

TODO Comparison of cost when repairing PC ships
TODO: study if the same 1/5 ratio as for NPC repair rewards is a good choice

Known issues
  • Many SWI faction names are too large for the UI. They are truncated in the Ignore list

Thanks
  • Egosoft devs for everything we love in their games (and for the ability to mod everything we don't 😉)
  • SWI modders
  • TheAssailer (MRS author)
  • Land and Grinkle from the SWI discord for their advice


Description of vanilla MRS
Using this mod allows you to assign ships for repair duty.

Hail the selected player owned ship (preferably a fast ship!) and tell the
pilot to 'Start Repair Service' (find it under 'more' submenu), or using
the detailed map information menus manually select default order and
the sector to operate in. Once the script is running, you will also be
able to change the home sector here.

The pilot will look for the closest damaged player ship in the sector, or it will look for friendly ships in repair need.

It's important to mention it will only repair ships with at least 20% charged shield.
Having shields up a little usually means that ship has been out of combat for
some time (successfully fled from battle), so it's safe to approach.

The visited ship will get their engine/weapon/shield modules inspected
after main hull was repaired. Those repairs will be listed under the
'List of repairs' section. Module repairs are trickier and they will
cost 3x the usual hull repairs.

The repair cost is based on management and engineering skills. When both skills are at minimal
levels repairs will cost 6 credit/hull on both your and other faction's
ships. When skills are at max (5 stars both) this will drop repair cost
to 1 credit/hull for you, while it earns 21 credits/hull on repairs done
on other faction's ships.

Repair is done immediately on arrival to damaged ship to avoid endless chasing around. Delay after repairs
however is based on engineering skill. 5 to 35 seconds. High engineering
skill mean less waiting around.

There is a delay between visiting ships and it is controlled by the piloting skills. 1 to 16 seconds.

Pilots will earn experience on successful repairs, major xp for piloting and
engineering, while minor xp on management and morale.

To stop the repair mode, hail the pilot again and select 'Stop Repair Service', or
using map change the default order to something else. Giving FlyTo
commands will pause this script, so make sure no leftover 'waiting' is
pending on temporary order list.

It is now possible to select another ship to follow (like fleet support). This ship must be M/L/XL size class.

Version 7.x compatible.

Assailer's X4 mods:
Secret Stash
Fly-by Lockbox
Fly-by Looting
Mobile Repair Service
Capital Ship Loot Magnet
Inventory Collector
Sector Explorer