X4: Foundations
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MegaJohnny

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MegaJohnny

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27 comments

  1. Zagreus86
    Zagreus86
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    up?
  2. bm001
    bm001
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    I'm not 100% sure it's still working since this node can't be resolved:
        <replace sel="//cue[@name='PlayerChangedZone']/actions">
            <actions />
        </replace>
    I replaced it with this instead:
        <replace sel="//mdscript[@name='Encounters']/cues/cue[@name='Manager']/cues/cue[@name='PlayerChangedZone_Wrapper']/cues/cue[@name='PlayerChangedZone_v2']/actions">
            <actions />
        </replace>
    But even then I get multiple matching nodes, which is odd.
    Anyway that's probably not even needed in the first place, and simply having this in the file should be enough to prevent encounters from happening:
    <diff>
        <add sel="//cue[@name='NewEncounterShipActivated']/conditions">
            <check_value value="false" />
        </add>
    </diff>
    1. IcePirate
      IcePirate
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      I'm confused. Did you just replace everything that was there with this
      <diff>
          <add sel="//cue[@name='NewEncounterShipActivated']/conditions">
              <check_value value="false" />
          </add>
      </diff>

      or did you just add that after the closing as another in the file?
  3. AsneekyFatcat
    AsneekyFatcat
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    Mod outdated. Any new mods that do this?
    1. dtrail
      dtrail
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      Absolutely working, even on 3.30
  4. superbxavier
    superbxavier
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    Any chance on an update? I know you're probably busy but thank you for the mod
  5. Roadhouseman
    Roadhouseman
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    Hey ,

    any news on it ?
  6. Proa
    Proa
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    • 1 kudos
    Any idea if this still works in 3.0 Beta 5?
    1. EsoKerman
      EsoKerman
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      Yes it works. But it doesn't seem to work anymore in Beta 6.
  7. AlbinoNoodle63
    AlbinoNoodle63
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    Has anyone still had wars between factions occurring with this mod?

    As this is the only mod I'm using and after 100 hours the economy has ground to a halt with all shipyards and stations full of wares
    because no fighting between factions seems to be going on so no ships need to be replaced.

    I only suspect this mod my cause it due to random ships no longer being plucked out of their own space and dumped into
    enemy territory causing them to be attacked and call in reinforcements from their own territory starting a chain reaction of inter faction wars.
    I don't even know if the games AI works like that but it would explain why my universe has become so quiet.

    I'm playing on the 2.5 beta build so it's possible that ai aggression has been reduced there as well as even the xenon seem very passive.
    1. EsoKerman
      EsoKerman
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      Yes it works. But it doesn't seem to work anymore in Beta 6.
    2. EsoKerman
      EsoKerman
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      edit :Sorry, i got the wrong message. But to answer you, i didn't notice any problem of economy with this mod.
  8. TerronZ
    TerronZ
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    Is it possible to completely remove xenon M from deep sectors? Or replace it with pirates. (Google translator)
  9. SuperDB
    SuperDB
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    Thanks a lot for this mod!

    It has just saved X4 for me.Those spawns were driving me mad.
  10. Alnair123
    Alnair123
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    Good Work! Thx. How about making separate version that will keep warping mechanism for Khaaks ships? Being ambushed by them somewhere deep in space is immersive and scary.
    1. MegaJohnny
      MegaJohnny
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      I've had another user suggest the same on the Ego thread, and I agree with both. It'll be a while, as I just want to play and enjoy this game for a while, but it is on my todo list.