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if you got the mods from nexus, or extracted it with the xrebirth tool, it should be easy to find the .xml files for each ship and edit the hitpoints
path for the .xml files of the ships (at the extension):
assets\units\size_l\macros
or
assets\units\size_xl\macros
edit the files with something like notpad++, look for a entry like <hull max="1800000" /> (1800000 should be replaced by the hitpoints the ships have at the moment)
and edit the number like you think it fit (no digit restriction like the .dat file) ;)
if you extract the .cat file use the "extract all" into the mod folder of the extension the .cat is from
and delet the .cat and .dat file after that so the game uses the new folders with the included .xml files (keep the content.xml file or steam will try to reload the mod or xrebirth won't use it)
...questions? :D
mods from steam sometimes need to be extracted with the x rebirth tools for .cat (to get the .xml files) the tool could be installed via steam
or you edit the .dat file with something like notepad++ and search for the hitpoints the ships have at the moment...(should get an entry starting with: <hull max= ) but like i noticed, you just could switch the digits of the existing number, don't add another cause that could shift the whole script and produce an error :D
(so if the hull is at 500000 just switch it to max 999999 or 2500000 to max 9999999)
and sorry for my english))
With some Mods XR is fun to play...now ;)
Oh and i noticed your Reactor fixes and stuff...you even have something for Scanning Arrays (High Tech Fab)?
(They drop from 50k to 5k within 2 days playtime and 50% of the yards are stuck cause of missing them)
Version 1.06
[*]Fix for incorrect hull in case of Albatross XL