X4: Foundations

X4: Foundations

Supperior Ship Mods [Cheat]
107 Comments
Korvon 27 May @ 12:50pm 
all of the regular mods seem to work but when i add mods to engine you can no longer select the engine to mod anything and you can't select any other mods either. you have to use esc to get out of the modding screen. you can go back in and fiddle with other mods but the engine tweaks are screwed and there is no way to remove them from the ship after you add them.
PegLegNavTTV 6 Mar @ 8:43am 
I love this mod to make beam weapons viable...... Buuuuuuuut they are a biiiiiiiiiiiit to powerful. Is there any way i could ask pretty please to add the slider options back? Love the mod lots and will never stop using it <3
MichionSim 26 Feb @ 7:14am 
The mod also works on 7.50, but I can no longer change the settings ;-(
Wildcard 31 Jan @ 10:50pm 
you could of made it like 200-500% and it would of been more 'balanced' this just makes everything one shot by even lasers
Brayden 23 Dec, 2024 @ 4:48am 
@groovington I am just now about to play this again and just saw this it looks like I modified the values in extract\libraries folder under the equipment xml
G.A. 9 Aug, 2024 @ 9:01am 
Before the holidays, I deleted the version of the mod that prevented random calculation of the modification and always gave 100% power of the modification. Does anyone know where to download it? link please.
QRS 25 Jul, 2024 @ 8:49am 
Is it possible to get a slightly weaker variant of this mod please?
Especially for shield and hull mods which in this start at 400% and 1000% increase, which I think makes them way to strong. The weapons and engines have a 100% mod so why does the shields and hull start so high? Would be nice if you could also include a +50-80% booster for all the mods. Otherwise great mod, love to be able to make super OP ships sometimes.
Immortal Freeman 11 Jul, 2024 @ 10:20am 
UI Extensions and HUD on the nexus should be what you need to get the extension menu options back since the 7.0 update.
Groovington 10 Jul, 2024 @ 4:38am 
@Brayden What did you do to get that working? I've been trying but no luck.
Hammer 7 Jul, 2024 @ 4:50pm 
Any chance of a rewrite of the UI since the update changed things? Currently there is no way to access the settings.
Inn0cent Bystander 13 May, 2024 @ 9:38pm 
@pantherx82 That's a mechanic of the game. It is possible to mod the base values, but that's not really in the scope of this mod, and would effect npc ships. Doing it via modifications is tedius to us, but means npcs don't get them.

Imagine Xenos with these changes...
Inn0cent Bystander 13 May, 2024 @ 9:37pm 
Stupid question ... but if editing the values so drastically gives such a high chance of the ships being unflyable ... why not tune them back a bit so that they're still greater than vanilla, but still usable?
Brayden 24 Jan, 2024 @ 9:48am 
Actually I figured it out
Brayden 24 Jan, 2024 @ 9:02am 
Does anyone know how to edit the values when I edit them the modifiers just disappear
generic hooman moat.gg 11 Nov, 2023 @ 4:29am 
Why aren't these only applicable at a workbench
pantherx82 10 Nov, 2023 @ 8:12am 
is there anyway you can make this craft-able for already built ships?
raz334 28 Jul, 2023 @ 7:49pm 
I see i really should have phrased that better.. When i said AI, i Meant my ship pilots..
eidng8  [author] 28 Jul, 2023 @ 4:28am 
no AI affected
Akiro 26 Jul, 2023 @ 4:04pm 
quick question, does this affect the AI? as in do they use them?
raz334 8 Jun, 2023 @ 8:41pm 
First let me say, Love This Mod ! >BUT< is there anyway we could get a version that requires materials of increasing significant value for the stronger upgrades? Also a way to add that cost into ship building for auto applied upgrades for player ship yards only and not apply them for npc's shipyards.

A Major Problem I've encountered with some upgrades, is if your rotational speeds get too high the AI tends to get stuck spinning or doing nothing at all, can also cause issues with docking. Any way to remove or weaken the effect of the rotational upgrades? The balance of boost to max speeds and rotation just doesn't seem to fit, i often have to chose a weaker upgrade that is slower to avoid the bugs above.
BIGGIE_slim XD 28 May, 2023 @ 5:34pm 
I think some ships that spawn in missions (or spawn at all) are spawning with these cheat mods installed. My Hydra got beamed and destroyed by a Kha'ak protecter and about a second...not every Kha'ak ship was that strong. Most were normal. Then i noticed some Kha'ak ships were EXTREMELY durable. It took all the AA weapons and a squadron of interceptors to take a Kha'ak protector's shields down below 50%....while most protectors i can handle in just my corvette.
nukethedemon 21 Apr, 2023 @ 7:53pm 
Would there be a way to add the abillity to install multiple vanilla mods at the workbench?
Akry 21 Apr, 2023 @ 4:53pm 
I was looking for the superior ultra light hull mod but instead found a bunch of other like Dimensional, ominous, legendary... where is the one thats on the screenshot?
Charles 20 Apr, 2023 @ 7:53pm 
I was thinking of the feature as a standalone mod. I had incorrectly assumed that the auto apply feature would only work on the super mods. Its awesome that it works on vanilla stuff also. This is the only mod I know of that offers that functionality.

I suppose this mod could probably be used as a way to add vanilla mods to new ships. I am guessing that the super mods don't change anything about the game unless I decide to use them. A standalone mod would probably make that feature more easily searchable. I appreciate that you took the time to incorporate it into this mod. Thanks for donating your time to make X4 better for others!

One more question, could the same method be used for ship paint themes?
eidng8  [author] 20 Apr, 2023 @ 6:52pm 
Not sure about your questions. You can choose vanilla mods from the drop down list if you don't like super ones.
Gennadiy 19 Apr, 2023 @ 5:50am 
Same question as Charles. Could you make a version of this "auto apply mods" feature for vanilla? Would be great as a standalone game mod to save time building fleets
Charles 13 Apr, 2023 @ 3:05pm 
Would it be possible to auto apply mods on build but with the vanilla mods? That would save me so much time and would be an amazing QOL feature!
[Slayer] 5 Apr, 2023 @ 10:19pm 
This mods are OP. Beware. You might be able to solo the whole galaxy with them.
Darllock 27 Dec, 2022 @ 5:48am 
Sorry. it works fine with SW interworlds mod it was something I did wrong. Thanks for a great mod.
eidng8  [author] 27 Dec, 2022 @ 5:44am 
I usually use the rotation mod on XL & L ships, you can try out a little bit to find the most comfortable one, starting from superior version.

As of tugs, it seems that are a special type, I can't find out how it works.
Princess of Dumbasses 14 Dec, 2022 @ 10:37am 
After playing with it for a few days now I've noticed that the Manticore Tugs dont have any mods on them.

kept seeing them dying one after another
Princess of Dumbasses 12 Dec, 2022 @ 7:15pm 
What Engine Mods do you recomend for large & very slow capital ships?
Darllock 8 Dec, 2022 @ 4:10pm 
Great mod but cant use it with Star wars mod :( or did I do something wrong?
Mythenmetz 2 Dec, 2022 @ 10:23am 
Thank you!:steamthumbsup:
Prior Micha 26 Nov, 2022 @ 9:57am 
Prior Micha 19 Nov, 2022 @ 9:17am 
Thank you very much!
:steamhappy:

Credits to you!!
eidng8  [author] 19 Nov, 2022 @ 3:07am 
I'm happy to see any mod up on the community. You are free to upload anything you like.:steamhappy:
InkTide 16 Nov, 2022 @ 10:13am 
I think the hull mod doesn't have enough modification slots enabled for the new features - my ideal selection would be mass reduction+radar range+unit capacity+deployable capacity+hazard reduction+radar signature reduction+cargo concealment, but the combo seems super rare.

Missiles suck, so the missile capacity is useless to me, drag reduction is the source of most of the control problems of mass reduction (i.e. drifting eternally like a spacesuit), and i don't think i've ever used a countermeasure so +10 of those does nothing for me.
Prior Micha 10 Nov, 2022 @ 4:00am 
Hi eigng8, in this topic we talked about you, this fantastic mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2727896776&tscn=1667939489

As you can read there, I made some mod-modifications of your mod for my own use. Maybe in the community are some interested people, whom my try my variation of your code. Will you give the permission to upload my variation up to steam or can you made an addon of it to your mod?

Greatly thanks for your mod!
eidng8  [author] 6 Oct, 2022 @ 10:14am 
Finally found concealment mod, now hull mods provides all three new features
eidng8  [author] 5 Sep, 2022 @ 6:41pm 
I've tried, but couldn't find it:steamsad:
Morbidly-A-Beast 3 Sep, 2022 @ 3:21pm 
Could the Mirage hull mod be added as an option in the Auto-apply menu?
Stalinator9000 15 Aug, 2022 @ 1:27am 
First off, I love this mod thanks for making it and maintaining it! <3
Suggestion, would it be possible to remove the requirement to uninstall your mods when changing equipment?
Would make it alot easier to upgrade shields/turrets/weapons etc. :)
十方 9 Aug, 2022 @ 5:17am 
great!
Sacheverell 7 Aug, 2022 @ 9:51pm 
Would it be possible to add an option to save auto-install choices? Takes awhile to get a new game set up, and being able to load a setup would help a lot. :D
eidng8  [author] 19 Jul, 2022 @ 3:57am 
done
Messiah Kahn 12 Jul, 2022 @ 3:26pm 
How can I/please can you remove the radar range from the Ominous Negative Hull mod? I need me some mobile XL ships, but the radar range kinda breaks the game... a 200% range increase would be fine, but it's too much otherwise...
eidng8  [author] 22 May, 2022 @ 6:08pm 
Oh, I've forgotten them. I think ti's because they are new classes:steamfacepalm: I'll see to it later, quite busy recently. Thanks for the heads up.:steamthumbsup:
ArthurianAce 22 May, 2022 @ 4:22am 
Any chance we could get option to auto-apply modifications for the salvaging ships (the Teuta and the Manticore)?

They're the only ships in the game not covered by the auto-apply feature.
gormotha 30 Apr, 2022 @ 3:48pm 
I humbly second Sumeragy request