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Showing results for tags 'xrebirth'.
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Is there a way or a MOD allowing crafting/buying jump beacons so players can use them ? It would save a lot of time for my ships to travel. Once in the same sector as the destination target, my ship tends to travel at a rather slow speed compared to when they cross sectors.
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Hello people. I'm trying to install Simon's Lantern and SidebarExtension without success. I downloaded all files and unziped it at the extensions folder, but it's not working. I also installed NMM in a virtual machine and tried to install the mods using it, but also had no success. I have X Rebirth: Home of Light ver. 4.00 Any advice?
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xrebirth Is it possible to capture stations in x rebirth?
umer11995 posted a topic in Mod Troubleshooting
hi first of all i'd like to thank all the modders for their hard work to make this game as interesting as possible. now this question is followed by a extremely selfish request to all the modders. is it possible at all to capture the stations of another faction? Like plutarch,reivers etc. if not,can it be made possible by modding? if it can be done so through mods,then i humbly request all the modders to consider this selfish request. i'm very sure that a lot of people are waiting for something like this.it'd take the game play to a whole new level.- 3 replies
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- x rebirth
- capture stations
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xrebirth Is it possible to capture stations in x rebirth?
umer11995 posted a topic in Mod Troubleshooting
hi first of all i'd like to thank all the modders for their hard work to make this game as interesting as possible. now this question is followed by a extremely selfish request to all the modders. is it possible at all to capture the stations of another faction? Like reivers etc. if not,can it be made possible by modding? if it can be done so through mods,then i humbly request all the modders to consider this selfish request. i'm very sure that alot of people are waiting for something like this.it'd take the game play to a whole new level. -
Hi I was just wondering if someone could do a mod for X Rebirth giving the SR 1 Normandy as a fighter and the SR2 Normandy as a Frigate from the Mass Effect Series of games and I know of a mod that was created for the older X series games that gave the player the ability to own the SR2 Normandy. I thinks this would be a good mod because I could imagine having a fleet of the SR2s backing up my fleets and I could cause all hell and with SR1s as fighters not many would get destroyed fast enough because of there speed and I would like others opinions and no i'm not a modder so i can't do the mod myself. (I was thinking the SR2 Normandy could use 2 Plasma/Jet LRs or a main gun off of a Targon tracer would make things fun and like the SR2 in Mass Effect 2 and 3s Thanxs cannon.)
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:nuke: I recently create a cheat mod that provide Skun imotality and infinite missile, player's other ships infinite shield and hull. :devil: Because it is a cheat mod that can make game boring so i will upload it if many people require that hacking mod
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Hello. Have a DAT file of a mod and I am a bit at loss on how should I install it, exactly. All mods I saw so far contain also a CAT file, but I have no idea how am I suppose to generate or make one. Any tip on what am I supposed to do under the circumstances?
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How do I check my cargo for illigal wares in the vanilla x rebirth game?
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I have not done a mod before but I have used others mods and done some changes. How to view the textures in this game since it isnt using DDS from what I can tell. Thanks
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hi i been playing x rebirth for a while now and i just notice that the skunk god cheats does not work is there a way to make it work again ? or do something like make the skunk really god mode by modifing the save data file like with the money cheat?
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Hi guys, I noticed that whenever I am flying around in the rebirth universe and enter a menu by pressing "return" the Albion Skunk throttles all the way down (except when flying on auto pilot). And as long as I am in the menus, there is no way to throttle up again! For me, this really sucks :-) I'd love to know if there is a mod out there that simply prevents the skunk from slowing down when enetering a menu. If not, would any of you fellow developers out there be so kind to point me in the right direction on how to start developing such a mod? I found this great, yet very general guide on the egosoft forums but I can't find anything in there on how to manipulate the skunk's controls. Any hints on that? Best regards, Chris
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I want to resign the long range scan. Need help walking me through it.
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I'm stuck on 'acquire engineer'. I hired an engineer and did it again. I have one at a console onboard ship. The other is in a cabin. I can't get them to the other ship. I can't find any command to do this. I'v been stuck for 3 days. Need help. :huh: I'v not added any new ships. I'v done a few upgrades to my ship. Done 2[dot]5 million in trade deals. Found a place a with a 64% markup.
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I've downloaded the .zip file for CWIR, unzipped it but where do I move the unzipped files so they work properly?
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hi i would like a mod that makes it that does a cheat scipts(and the scipts is checking that the ships or stations is player faction) in player faction ( ships own by the player) are imortal (toggleable if possible) and have unlimit of missles and drones (drones only if possible) a cheat table works fine if it is made so that only player is effectet (player own ship included ) damm it not again mod remove is one my computer did have a hard time connecting with is site some it made 3 threads
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hi i would like a mod that makes it that does a cheat scipts(and the scipts is checking that the ships or stations is player faction) in player faction ( ships own by the player) are imortal (toggleable if possible) and have unlimit of missles and drones (drones only if possible) a cheat table works fine if it is made so that only player is effectet (player own ship included )
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hi i would like a mod that makes it that does a cheat scipts(and the scipts is checking that the ships or stations is player faction) in player faction ( ships own by the player) are imortal (toggleable if possible) and have unlimit of missles and drones (drones only if possible) a cheat table works fine if it is made so that only player is effectet (player own ship included ) mod remove is one my computer did have a hard time connecting with is site some it made 2 threads
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Something that really bugs me when I jump into a new system is I'm overwhelmed by the amount of enemy signatures on the UI. I get attacked by a couple Fighters near the gate, launch off a few missiles and next thing I know the police are all over me because I've been shooting civilians without really knowing it. :nuke: All I want is for them to not be marked in the UI, even when I hover over them, friendly or hostile. (Only ships like Consumer Craft etc.) If anyone could create a mod like this I'd be VERY appreciative!
- 1 reply
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- mod request
- civilian
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hi. i was wondering if there is anyone that can make me a mod? 1. a drone that scans stations by ai(i mean auto scan or something) 2. some way for the trade computer to remember trade offers and never lose them. i hate you have to scan the same station over and over after 2 hrs or so. :ninja: :laugh: :laugh: :laugh: :laugh: :laugh:
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Been trying toi build a station by using save game editor and manual save editing, so far managed to finish stage 1, now on stage 2 im stuck at 75%. The <ware ware="dumbfireturret" amount="0" /> was originally <ware ware="dumbfireturret" />Here is what i think is my queue <connection connection="connection_buildmodule01" macro="connection_buildmodule01"> <component class="buildmodule" macro="buildmodule_stations_plot_01_macro" connection="buildmodule" id="[0x225e]"> <offset> <position z="68.2133" /> </offset> <build start="126979" end="127209" sequence="a" stage="1" step="3" steps="4" type="build" state="building" masstraffic="[0x10bb]"> <resources> <ware ware="dumbfireturret" amount="0" /> </resources> <components> <component component="[0x1433]" /> <component component="[0x145b]" /> <component component="[0x145e]" /> <component component="[0x14ca]" /> <component component="[0x14ce]" /> <component component="[0x14e1]" /> </components> <queue> <plan sequence="a" stage="1"> <upgrade> <upgrade upgrade="shieldgenerator" name="{20104,1801}" tags="shieldgenerator" level="1" /> <upgrade upgrade="turret_missile_df" name="{20104,601}" tags="turret_missile_df" level="1" /> <upgrade upgrade="turret_small_mg" name="{20104,101}" tags="turret_small_mg" level="1" /> <upgrade upgrade="turret_medium_pe" name="{20104,301}" tags="turret_medium_pe" level="1" /> </upgrade> </plan> </queue> <units> <unit macro="units_size_xs_welder_drone_macro" amount="13" /> </units> </build> <connections> <connection connection="buildanchor" id="[0x2260]"> <connected connection="[0x14e0]" /> </connection> </connections> </component> </connection> Also i made sure i placed some in cargo hold <connection connection="connection_storage02" macro="connection_storage02"> <component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x2276]"> <cargo> <summary state="collapsed" connection="cargo"> <ware ware="dumbfireturret" amount="84" /> <ware ware="machinegunturret" amount="40" /> <ware ware="plasmaturret" amount="60" /> <ware ware="drp_cargolifter" amount="10" /> <ware ware="drp_overrun_mk2" amount="10" /> <ware ware="drp_interceptor_mk2" amount="10" /> <ware ware="drp_intrepid_mk2" amount="10" /> </summary> </cargo> <connections /> Anyone got an idea where this getting stuck?
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Could someone familiar with this games format and know how possibly make a extension for the game that gets rid of the ships not having or needing ammunition? Every time I try and go to a shiptrader and try to have ammunition added to my ships they freeze and bug out the shiptrader after they dock to get ammunition. As is not a single one of my ships will assit in fights and I believe the problem is because of the lack of Ammo.
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I've just made an experimental mod that allows you to capture the Xenon's K Branch 9 destroyers. The highlight? After you capture it, the Marine Officer moves back to the ship along with the marines, and the captured ship gets a full complement of 5 star "crew" to operate it. (Think of it as "we gave the Marine Officer some AI/AGI modules slaved to the Skunk to slap onto the destroyer's core systems after blasting their way to it" or something along the lines.) The boarding routine works for any ship that you can capture but doesn't have any docking ports for the player. (Technically, the Xenon destroyer wasn't capturable, but anyways...) Currently, the only "problem" left is that the Xenon destroyers do NOT have any construction drones onboard to repair the damaged subsystems, so you're stuck with a half-dead destroyer, probably in the middle of Xenon central. There are 3 solutions to this : 1. The "Hull Engineer" mod allows other capships with construction drones to do a remote repair on it. 2. Make it so the Xenon destroyer starts off with construction drones. (This'll make the fights a bit harder since it repairs itself now.) 3. Add a few construction drones on top of the 5 star "crew". (...So...your destroyer is stronger than before? Wait a minute...) Taking suggestions on which solution to choose, and if I should add the drones, how many? (...Or, I can just release all 3 versions, and just take suggestions on the number of drones to add on the versions that need them.)
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Is there any way someone could create a mod or at least point me in the right direction for making the change myself to change/remove the texture for the highway from the outside? There is already a great mod that changes the alphas for while you are traveling inside the highway, but I really dislike seen miles of tubing running throughout each system. To me, it really destroys any sense of scale on top of the fact that it just looks horrible. Thanks!! Jason
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In short id like to ask if anyone has the mood and/or time for a mod that makes/allows the albion skunk to jump!(im interested in horizontal kind mostly:D)every other ship has a jump engine i think skunk should to:D
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Hi guys, basically like the title suggests. I'm running an old machine; 3.00 Ghz Core2 Duo 4 Gig Ram GeForce 9800 GTX+ I have added to my game mods that have already upped my fps, which used to be under 10 constantly, to the region of 20 average. They are: No Fog NESA (Even without this my station waddling seemed to have been slightly improved with these other mods, used to be about ~8fps average, over 15 now. Still, don't like station waddling.) Highway Clear VFX Reduced Mass Traffic BUT, whenever I encounter areas with massive asteroids and thousands of little ones my FPS always takes an almost fatal, pulverizing hit. Can anything be done about that? I saw a mod back then for Reunion where they reduced the poly's of the models, can something similar be done here? I'm pretty sure many many people with old rigs who dearly wants to play this can vouch for something like this. Any consideration, feedback and efforts, greatly appreciated.