X4: Foundations

X4: Foundations

Xenon Graviton Range
3 Comments
Cuddle_Rat 11 Mar @ 1:44pm 
@Ram Thank you for the clarification, I'll backup my save and give it a try, see how it all plays out. I deeply appreciate your quick reply and hard work, thank you again.
Ram  [author] 11 Mar @ 12:59pm 
@Cuddle_Rat:
Both mods work by just overriding the stats. They should be safe to add to an existing save. But, it might only affect ships built after adding the mod.

VRO will override this mod due to the load order. The Impulse mod should override VRO. You could add VRO as an dependency for this mod to force my mod to override it. If you don't know how to do that, use this as an example [www.nexusmods.com]

However, it's based on the vanilla stats, so I'm not sure how it will compare in VRO's balance. This mod specifically only replaces the range, but the Impulse mod replaces the entire turret.
Cuddle_Rat 11 Mar @ 9:45am 
So I'm really interested in your two Xenon turret mods but I wanted to ask, is it save game compatible, and will this work with VRO? The Xenon are being wiped out in my current save by the factions with no effort put in from me. I want to tip the scales into the Xenon's favor.