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Something is missing, or you've got other mod that is incompatible ( like SDK ).
I'd recommend using one of preset collections at main mod page - either Quick Install or Extended Gameplay - it is really easy to missclick a checkbox with all those mods
Just M1 and M3 launchers are coaxial, that's below tech level 18.
Are all the Missile Launchers supposed to be coaxial?
You can add modded weapons, but can't remove new weapons or combat system.
DLC stuff should still appear if enabled - we just can't modify/fix it.
If you prefer Vanilla, there's only CombatAI , Formations and FlightPhysics working there.
If you want to tweak X, check main mod page for collections, difficulty tweaks, or mod compatibility discussions.
Is it possible to use some of the Xavorion mod parts with vanilla? For example, because of the major difference in weaponry that Xavorion has, would it be possible to have all the other parts of the mod in play, and just remove the weapons entirely?
The goal would be to have Xavorion and allow the factions / AI to use vanilla / modded weapons, thus allowing players who have the DLC able to use the Rift weapons and Black Market rewards.
Our group is enjoying many parts of the Xavorion overhaul, but may be looking to dial things back a little so wasn't sure if this was possible.
Ah, yeah, faction packs add extra difficulty and much stronger ships at late game.
It's interesting that railguns work, as they were supposed to be "same" as lasers.
I'll take a closer look at this.
As a side note, that deathray is the actual name of that laser.
It was meant to vaporize capital ships(M8) at close range, but its a capital class coax.
Other than that, laser stats you've posted look fine, actual damage should go around 500k per "charge",
but I'll try to test more around late game with faction packs.
Many thanks for detailed feedback